-
\ No newline at end of file
+},{}]},{},[36]);
+
\ No newline at end of file
diff --git a/5eShaped/changelog.md b/5eShaped/changelog.md
index a99fdd1f6a..41abd7f1ac 100644
--- a/5eShaped/changelog.md
+++ b/5eShaped/changelog.md
@@ -11,6 +11,281 @@ Bugs fall into the patch category.
The sheet will always upgrade itself unless I specify otherwise, though some things like roll template fields changing will require users who have added custom macros to fix.
+## 15.0.2
+
+### Bug Fixes
+
+* [#539: "extra on crit" doesn't work on secondary damage](https://bitbucket.org/mlenser/5eshaped/issues/539/extra-on-crit-doesnt-work-on-secondary)
+* [#541: Spell uses are not recharged on a rest](https://bitbucket.org/mlenser/5eshaped/issues/541/spell-uses-are-not-recharged-on-a-rest)
+* [#540: Inventory quantities do not convert when upgrading from 11.3.3 to 15.0.1](https://bitbucket.org/mlenser/5eshaped/issues/540/inventory-quantities-do-not-convert-when) fixed as part of the 14.0.0 upgrade
+
+## 15.0.1
+
+### Bug Fixes
+
+* [#519: Ammo added to multiple items when trying to add it to 1 item](https://bitbucket.org/mlenser/5eshaped/issues/519/ammo-added-to-multiple-items-when-trying)
+
+## 15.0.0
+
+### Breaking Changes
+
+* `MELEE_OR_RANGED_WEAPON_ATTACK`s will now be treated as either melee or ranged and the parses will split them out to different weapons as I do for versatile. This is to ensure that the right damage bonuses are being used and ammo is being used properly. All existing items will remain working, but it'll parse all new items. Closes [#533: savage attacks half-orc](https://bitbucket.org/mlenser/5eshaped/issues/533/savage-attacks-half-orc)
+
+### Bug Fixes
+
+* Fixed Versatile parsing.
+* [#524: Modifiers not reading attribute macros 14.2.4](https://bitbucket.org/mlenser/5eshaped/issues/524/modifiers-not-reading-attribute-macros)
+* [#526: On the equipment tab the carrying capacity / weight area is justified oddly](https://bitbucket.org/mlenser/5eshaped/issues/526/on-the-equipment-tab-the-carrying-capacity)
+* [#520: Empty utility/offence macro shows last deleted entry](https://bitbucket.org/mlenser/5eshaped/issues/520/empty-utility-offence-macro-shows-last)
+* [#531: Formatting of spell title line gets distorted with recharge](https://bitbucket.org/mlenser/5eshaped/issues/531/formatting-of-spell-title-line-gets)
+
+## 14.3.0
+
+### Features
+
+* Added setting to recover hit dice on a short rest. It includes all, half, fourth, and none. Fourth is there to work with the DMG healing surge rule that allows 1/4th of hit dice to be recovered on a short rest.
+
+### Bug Fixes
+
+* All sections that use freeform have changed the way that they do in order to always ensure that freeform comes last even when there are asynchronous calls like finding ammo. Closes [#515: fx with target no longer works](https://bitbucket.org/mlenser/5eshaped/issues/515/fx-with-target-no-longer-works)
+
+## 14.2.4
+
+### Bug Fixes
+
+* Fixed a bug where prepared_matters_var was not set on new character. Old characters can re-toggle that value on the spells section to have the chat output correct. Closes. [#513: Spell preparation still bugged?](https://bitbucket.org/mlenser/5eshaped/issues/513/spell-preparation-still-bugged)
+* Rests will now output a message even if they have not recharged anything: "Nothing recharged". Closes [#514: Short rest doesn't output anything if there's nothing to recharge](https://bitbucket.org/mlenser/5eshaped/issues/514/short-rest-doesnt-output-anything-if)
+* [#512: Companion script-imported spell issues](https://bitbucket.org/mlenser/5eshaped/issues/512/companion-script-imported-spell-issues)
+
+## 14.2.3
+
+### Bug Fixes
+
+* The way that proficiency bonus updates all its dependencies has been changed. This should make it so that all of its dependencies only update when the proficiency bonus actually updates instead of it always updating when it could've possibly updated. Closes [#509: NPC prof bonus not updated when decreasing CR](https://bitbucket.org/mlenser/5eshaped/issues/509/npc-prof-bonus-not-updated-when-decreasing)
+* [#510: NPC caster level not being taken into account as appropriate without updates](https://bitbucket.org/mlenser/5eshaped/issues/510/npc-caster-level-not-being-taken-into)
+* [#508: Prepared spell highlighting on the sheet](https://bitbucket.org/mlenser/5eshaped/issues/508/prepared-spell-highlighting-on-the-sheet)
+
+## 14.2.2
+
+### Bug Fixes
+
+* [#506: Spells still broken and items in 14.2.1](https://bitbucket.org/mlenser/5eshaped/issues/506/spells-still-broken-and-items-in-1421)
+* [#507: Magical armor not adding the bonus to AC](https://bitbucket.org/mlenser/5eshaped/issues/507/magical-armor-not-adding-the-bonus-to-ac)
+
+## 14.2.1
+
+### Bug Fixes
+
+* [#504: New spells are broken due to a Javascript error](https://bitbucket.org/mlenser/5eshaped/issues/504/new-spells-are-broken-due-to-a-javascript)
+* Cleaned up my release cycle so that the process is streamlined and another developer could pick it up if that ever happens
+
+## 14.2.0
+
+### Features
+
+* Added a macro to output all resistances and immunities
+* Changing an attack type from melee to ranged or vice versa will now update the attack and damage abilities as appropriate. It can be changed afterwards if houserules are desired.
+* Changing an armor type will now update the dexterity as appropriate. It can be changed afterwards if houserules are desired. Closes [#468: Dex mod retained when upgrading armor to Plate Armor from Leather Armor](https://bitbucket.org/mlenser/5eshaped/issues/468/dex-mod-retained-when-upgrading-armor-to)
+* Acid, Alchemist's Fire, Antitoxin, Ball Bearings, Caltrops, Chalk, Healer's Kit, Holy Water, Ink, Oil, Perfume, Basic Poison, Rations, Iron Spikes, and Waterskin will be parsed to have uses when dragged from the SRD or typed in.
+* Items with charges (such as Wand of Magic Missiles) will be parsed to have uses and recharge manually
+* Added a "add common items" button to the equipment section to automatically add Backpack, Bedroll, Traveler's Clothes, Rations, Waterskin, Mess Kit, Tinderbox, and a Healer's Kit
+
+### Bug Fixes
+
+* Armor is never calculated on a per repeating item basis to avoid any AC calculation issues. Closes [#502: Armor not adding in 14.1.1](https://bitbucket.org/mlenser/5eshaped/issues/502/armor-not-adding-in-1411)
+
+## 14.1.1
+
+### Bug Fixes
+
+* `Offense` is included in the equipment tab again
+* [#499: Equipment weight does not recalculate](https://bitbucket.org/mlenser/5eshaped/issues/499/equipment-weight-does-not-recalculate)
+
+## 14.1.0
+
+### Features
+
+* `uses_max` will now only show if there is a recharge value. This makes items like potions and other consumables or even non-consumables much more logical sense. I have removed `uses_max` from all sections unless the recharge is set. This will capture the most common case of the `uses_max` being automatically added by me. The other case of an item being manually recharged will have its `uses_max` removed as well and that will need to be manually turned back on.
+* `weight_per_use` is a toggle, not a separate field. It has been upgraded.
+* Parsed ammo from SRD for all PHB weapons like Longbow, Dart, Net, Crossbow, Handaxe, Dagger, Javelin, etc. Weight is set appropriately. Closes [#8: Auto populate ammo when dragging ranged weapons from the SRD](https://bitbucket.org/mlenser/5eshaped/issues/8/auto-populate-ammo-when-dragging-ranged)
+
+### Bug Fixes
+
+* Weight for `Offense`, `Utility`, `Equipment`, and `Armor` will now update the total properly when an individual item is adjusted. Closes [#493: Weight Totals Incorrect](https://bitbucket.org/mlenser/5eshaped/issues/493/weight-totals-incorrect). An upgrade should force calculate the weight of each of these sections.
+* Any item with qty upgraded as part of 14.0.0 will no longer have its `weight` transferred to `weight_per_use`. Existing characters will need to manually adjust the values (and remove `uses_max`). Closes [#495: Item quantity/weight after upgrade to 14.0.x](https://bitbucket.org/mlenser/5eshaped/issues/495/item-quantity-weight-after-upgrade-to-140x).
+
+## 14.0.2
+
+### Bug Fixes
+
+* Healing now works for `Utility` items and Other Damage now works for `Offense`.
+* Potion of Healing and other items with a specific wording will now be parsed to heal.
+
+## 14.0.1
+
+### Bug Fixes
+
+* [#491: Ammo missing from Offense items](https://bitbucket.org/mlenser/5eshaped/issues/491/ammo-missing-from-offense-items)
+* Completely revamped hit dice to handle an edge case of 3 or more classes including 7 different hit dice in one character while using the "Half" recovery default rule. Closes [#489: Long Rest button doesn't recover hit dice properly](https://bitbucket.org/mlenser/5eshaped/issues/489/long-rest-button-doesnt-recover-hit-dice)
+
+## 14.0.0
+
+### Breaking Changes
+
+*There are several breaking changes with regards to the script in this version. See [Ammo qty renamed to "uses"](https://github.com/symposion/roll20-shaped-scripts/issues/489) and [Attacks have been renamed "Offense"](https://github.com/symposion/roll20-shaped-scripts/issues/491). Meaning ammo will likely not auto subtract until it is fixed as well as the attacks token action needing to be updated to offense.*
+
+* qty has been removed everywhere on the sheet including ammo which may break ammo reduction. I have upgraded qty for ammo and equipment, but not attacks.
+* Attacks have been renamed `Offense` and they no longer require an attack. `Utility` has been added below `Offense` and it contains healing and content. In some upcoming versions I will add some SRD importing data to utility. Closes [#168: Expand Equipment](https://bitbucket.org/mlenser/5eshaped/issues/168/expand-equipment)
+* Quick removed from equipment and armor. Armor never needed it and equipment only needed it because the utility section didn't exist.
+* passive skills are now named `passive_SKILLNAME`. For example: `passive_perception`.
+
+### Features
+
+* Potions will now automatically add uses and base their weight on uses
+* [#375: Spell uses](https://bitbucket.org/mlenser/5eshaped/issues/375/spell-uses), though they are not editable in presentation mode and the script needs to add functionality to support them
+* [#483: Skill list sorting for different languages](https://bitbucket.org/mlenser/5eshaped/issues/483/skill-list-sorting-for-different-languages)
+
+## 13.0.1
+
+### Bug Fixes
+
+* Fixed javascript errors that occur on new characters
+* [#488: Initiative modifier transferred incompletely on upgrade](https://bitbucket.org/mlenser/5eshaped/issues/488/initiative-modifier-transferred)
+* [#487: Upon upgrade, Light Armor loses its type](https://bitbucket.org/mlenser/5eshaped/issues/487/upon-upgrade-light-armor-loses-its-type)
+* [#486: Modifiers: Ability checks double bonus from ability for passive](https://bitbucket.org/mlenser/5eshaped/issues/486/modifiers-ability-checks-double-bonus-from)
+* Initiative second ability moved to Modifiers and upgraded
+* [#485: Skill modifier and initiative modifier dice does not apply](https://bitbucket.org/mlenser/5eshaped/issues/485/skill-modifier-and-initiative-modifier)
+
+## 13.0.0
+
+### Breaking Changes
+
+* Bonuses for ability scores, ability checks, initiative, saving throws, and ***skills*** have been moved to the `Modifiers` section. Closes [#478: Ability modifier for specific skills?](https://bitbucket.org/mlenser/5eshaped/issues/478/ability-modifier-for-specific-skills) and opens the door to doing [#59: Make attachers work for skills](https://bitbucket.org/mlenser/5eshaped/issues/59/make-attachers-work-for-skills) in the same way.
+* All repeating section macros will now be ordered based on the order that is shown on the sheet. Closes [#185: Regenerate Repeating Section macros when order being changed](https://bitbucket.org/mlenser/5eshaped/issues/185/regenerate-repeating-section-macros-when)
+
+### Bug Fixes
+
+* [#482: "Attack:" should be "Roll:"](https://bitbucket.org/mlenser/5eshaped/issues/482/attack-should-be-roll)
+* [#480: Attack and damage modifiers don't apply to spells](https://bitbucket.org/mlenser/5eshaped/issues/480/attack-and-damage-modifiers-dont-apply-to)
+* Hit points heart is refactored to no longer use Roll20's font to create the heart as it didn't render correctly on iOS.
+* [#477: Ability modifier does not reliably toggle](https://bitbucket.org/mlenser/5eshaped/issues/477/ability-modifier-does-not-reliably-toggle)
+
+## 12.0.4
+
+### Bug Fixes
+
+* Styling cleanups
+* Modifiers now toggle the section on upgrade from the old "Bonuses & Penalties".
+
+## 12.0.3
+
+### Bug Fixes
+
+* [#472: Ability check addition in modifiers doesn't seem to add to anything](https://bitbucket.org/mlenser/5eshaped/issues/472/ability-check-addition-in-modifiers-doesnt)
+* [#471: Extra 0 (or number) on ability scores](https://bitbucket.org/mlenser/5eshaped/issues/471/extra-0-or-number-on-ability-scores)
+* [#475: Statblock macro displays unmodified Ability scores](https://bitbucket.org/mlenser/5eshaped/issues/475/statblock-macro-displays-unmodified)
+* [#476: Modifiers: check boxes inside the modifier not honored](https://bitbucket.org/mlenser/5eshaped/issues/476/modifiers-check-boxes-inside-the-modifier)
+* [#461: Long Rest does not do Multiclass Hit Dice correctly](https://bitbucket.org/mlenser/5eshaped/issues/461/long-rest-does-not-do-multiclass-hit-dice)
+* [#473: Spell Repeat does not work unless the spell can be cast at a higher level](https://bitbucket.org/mlenser/5eshaped/issues/473/spell-repeat-does-not-work-unless-the)
+
+## 12.0.2
+
+### Bug Fixes
+
+* [#469: Modifiers: AC not being added](https://bitbucket.org/mlenser/5eshaped/issues/469/modifiers-ac-not-being-added)
+* Parse attack type from SRD after changing the way they are stored to translations.
+* Parsed Melee or Ranged Weapon attack for weapons like dagger.
+* [#470: Modifiers: Ability Score does nothing](https://bitbucket.org/mlenser/5eshaped/issues/470/modifiers-ability-score-does-nothing)
+* [#467: Multiple modifiers of the same type cause "double plus" on rolls, making the rolls 0](https://bitbucket.org/mlenser/5eshaped/issues/467/multiple-modifiers-of-the-same-type-cause)
+* [#462: Spell repeat button with no slots remaining](https://bitbucket.org/mlenser/5eshaped/issues/462/spell-repeat-button-with-no-slots)
+
+## 12.0.1
+
+### Bug Fixes
+
+* [#466: AC values wrong](https://bitbucket.org/mlenser/5eshaped/issues/466/ac-values-wrong)
+
+## 12.0.0
+
+### Breaking Changes
+
+* Modifiers have replaced global bonuses. Modifiers are much more expressive:
+
+
+
+### Features
+
+* The defense and equipment section's styling has been revamped to more closely match the system used by Attacks, Actions, Class Features, etc.
+* Items in the defense section can now handle unarmored defense. This and the modifiers expansion closes [#367: Add back "other" armor type that doesn't do any calculations](https://bitbucket.org/mlenser/5eshaped/issues/367/add-back-other-armor-type-that-doesnt-do)
+
+
+
+* Removed Expand/Contract in favor of a tab for "Spells", "Equipment", and "Features". In technical implementation these are showing the sections on the core page in an expanded way.
+* Added an output toggle to the navigation which allows for quick whispering of abilities, spells, attacks, etc. Closes [#446: Easier method to output a roll to GM](https://bitbucket.org/mlenser/5eshaped/issues/446/easier-method-to-output-a-roll-to-gm)
+
+
+
+### Bug Fixes
+
+* Refactored edit mode detection to use the similar value="1" that I use elsewhere. We'll see if this has any impact on the issue that some people have with it.
+* Repeat for spells now correctly hides the content (seems there may have been a change on roll20's end that broke this).
+* [#457: Hitpoint output adding 0 to end of current HP](https://bitbucket.org/mlenser/5eshaped/issues/457/hitpoint-output-adding-0-to-end-of-current)
+* [#458: Issue with Spiritual Weapon Higher Level Dice](https://bitbucket.org/mlenser/5eshaped/issues/458/issue-with-spiritual-weapon-higher-level)
+* [#355: Reduced number of skills causes overlap between stats and damage resistances section](https://bitbucket.org/mlenser/5eshaped/issues/355/reduced-number-of-skills-causes-overlap)
+
+## 11.6.0
+
+### UI Changes
+
+* Senses are now in the first row like speeds.
+* Both speeds and senses have a toggle to show the "other" speeds/senses. The defaults shown are "Speed" and "Darkvision".
+* Temp hp and hit point maximum reduced now default to 0.
+* Hit point divider is now a straight line.
+
+### Bug Fixes
+
+* [#450: Missing space between Spell Level and Spell School](https://bitbucket.org/mlenser/5eshaped/issues/450/missing-space-between-spell-level-and)
+
+## 11.5.0
+
+### UI Changes
+
+* Conditions have been hidden from the sheet as their current setup has never really been fully supported.
+* Hit points have been moved to after speed to better match the paper sheet. Temporary hit points and hit point maximum reduced have been moved inside the heart.
+* Burrow, Climb, Fly, and Swim have been moved to the first line of the core page for better visibility. They only show in presentation mode when they have content.
+
+
+
+
+
+
+### Bug Fixes
+
+* Fixed a config for the script. See the first item at [the script's 9.1.0 release](https://app.roll20.net/forum/permalink/4912230/)
+
+## 11.4.1
+
+### Bug Fixes
+
+* [#442: Hit Dice should restore a minimum of 1 when using "half" recovery](#442: Hit Dice should restore a minimum of 1 when using "half" recovery)
+
+## 11.4.0
+
+### Features
+
+* Added a second ability to initiative for archetypes that allow you to add a second ability modifier to initiative.
+* Attack type "Ranged Spell Attack" or "Melee Weapon Attack" is now a link to an attack/action/etc's attack so it can be repeated.
+
+### UI Changes
+
+* "Save failure" now reads as "Saving throw failure". Same for success.
+
+### Bug Fixes
+
+* [#441: global damage bonus not being applied](https://bitbucket.org/mlenser/5eshaped/issues/441/global-damage-bonus-not-being-applied)
+* [#437: Settings > House Rules > HPs recovered on long rest value doesn't stick](https://bitbucket.org/mlenser/5eshaped/issues/437/settings-house-rules-hps-recovered-on-long)
+* [#444: Elder Brain Lair Actions don't import](https://bitbucket.org/mlenser/5eshaped/issues/444/elder-brain-lair-actions-dont-import)
+
## 11.3.3
### Bug Fixes
@@ -94,7 +369,7 @@ The sheet will always upgrade itself unless I specify otherwise, though some thi
* [#391: Other second damage not in the blue damage area of the template](https://bitbucket.org/mlenser/5eshaped/issues/391/other-second-damage-not-in-the-blue-damage)
-### UI Change
+### UI Changes
* Styling for the import message
* Styling for !shaped-config
@@ -103,16 +378,16 @@ The sheet will always upgrade itself unless I specify otherwise, though some thi
### Bug Fixes
+### UI Changes
+
+* [#207: second damage roll template](https://bitbucket.org/mlenser/5eshaped/issues/207/second-damage-roll-template)
+
* Added default higher level queries
* A spell changing to another level now ensures that the filter for that level is turned on.
* Freeform is now at the end of repeats as well. Referencing [#379: Spell repeat does not work with freeform if there is a new line in freeform](https://bitbucket.org/mlenser/5eshaped/issues/379/spell-repeat-does-not-work-with-freeform)
* [#388: Click to roll damage does not work if the output is from the shaped chat macros](https://bitbucket.org/mlenser/5eshaped/issues/388/click-to-roll-damage-does-not-work-if-the)
* [#389: Click to roll damage cannot determine a crit on attack](https://bitbucket.org/mlenser/5eshaped/issues/389/click-to-roll-damage-cannot-determine-a)
-### UI Change
-
-* [#207: second damage roll template](https://bitbucket.org/mlenser/5eshaped/issues/207/second-damage-roll-template)
-
## 11.0.0
### Breaking Changes
diff --git a/5eShaped/translation.json b/5eShaped/translation.json
index ea272cb0a4..98442e3c16 100644
--- a/5eShaped/translation.json
+++ b/5eShaped/translation.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,13 +94,14 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
- "AUTOMATIC_HIT_POINTS": "Automatic hit points",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
"CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"Dmg",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save failure",
- "SAVE_SUCCESS":"Save success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see spells turn off filters or change the level filter to show all levels.",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/af.json b/5eShaped/translations/af.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/af.json
+++ b/5eShaped/translations/af.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/cs.json b/5eShaped/translations/cs.json
index 3052190cd5..5c283bb138 100644
--- a/5eShaped/translations/cs.json
+++ b/5eShaped/translations/cs.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Vymítání",
"AC":"OČ",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Výhoda",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Věk",
"ALIGNMENT":"Přesvědčení",
"ALL":"Vše",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automaticky použít střelivo",
"AMMO_WEIGHT":"Hmotnost munice",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Vzhled",
"ARCANA":"Arcana",
"ARMOR":"Zbroj",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Obranné číslo",
"ARROWS":"šípů",
"ARTIFICER":"Řemeslník (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Útok",
"ATTACKS":"Útoky",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"dle libosti",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonusy a penalizace",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Zabránit remízám",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Zmámený",
"CHECK":"Kontrola",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Zvolit při hodu",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Povolání a úroveň",
"CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil",
"CLASS_FEATURES":"Schopnosti povolání",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Akční vlna",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Mimořádný atlet",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Bojový styl (bojovník)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Nezdolný",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Druhý dech",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamantová duše",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Prázdné tělo",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Vyváznutí",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Smršť úderů",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Bojová umění",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Trpělivá obrana",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Vlastní dokonalost",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Klidná mysl",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Ochromující úder",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Nestárnoucí tělo",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Jazyk slunce a měsíce",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Obrana beze zbroje",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Pohyb beze zbroje",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura odvahy",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura ochrany",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Vnímání božství",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Boží úder",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Bojový styl (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Vylepšený boží úder",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Přikládání rukou",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,19 +308,19 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Úhlavní nepřítel",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Zvířecí smysly",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Bojový styl (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Zabiják nepřátel",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Chování se přímo před zraky",
@@ -323,38 +328,38 @@
"CLASS_FEATURE_RANGER_LANDS_STRIDE":"Chůze krajem",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Průzkumník přírody",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Pravěká ostražitost",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Zmizení",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Klerik",
"CLIMB":"šplhání",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"MD",
"COINS_EP":"EL",
"COINS_GP":"ZL",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Volitelné hodnoty mincí",
"DAMAGE":"zranění",
"DAMAGE_IMMUNITIES":"Imunity vůči zraněním",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Odolnosti vůči zranění",
"DAMAGE_VULNERABILITIES":"Zranitelnost vůči zraněním",
"DARKVISION":"Vidění ve tmě",
@@ -463,6 +469,7 @@
"DEX":"Obr",
"DEXTERITY":"Obratnost",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Věštění",
"DMG":"Zraň.",
"DOCUMENTATION":"Dokumentace",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Doba trvání",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gigantická",
"GENDER":"Pohlaví",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Uchvácený",
"HAIR":"Vlasy",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hoď kostkou",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Životy",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Čest",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Obrovská",
"IDEALS":"Ideál",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Neschopný",
"INFLUENCE":"Influence",
"INITIATIVE":"Iniciativa",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspirace",
@@ -640,10 +639,11 @@
"LARGE":"Velká",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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":"Úroveň",
"LEVELS":"levels",
@@ -654,6 +654,7 @@
"LONGSWORD":"Dlouhý meč",
"LONG_REST":"Dlouhý odpočinek",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Jednotky pro měření",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Na blízko",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Útok zbraní na blízko nebo na dálku",
"MELEE_SPELL_ATTACK":"Útok kouzlem na blízko",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Útok zbraní na blízko",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Metry",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Vlastní poznámky",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Mnich",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"Ne",
"NORMAL":"Normální",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"jeden tvor",
"ONE_TARGET":"jeden cíl",
"OR":"nebo",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Odkud kam",
"POISON":"poison",
"POISONED":"Otrávený",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Libry",
"PREPARED":"Připravené",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Zdatnostní bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Ležící (sražený)",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Viditelné pro všechny",
- "QTY":"Počet",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Dosah",
"RANGED":"Na dálku",
"RANGED_SPELL_ATTACK":"Útok kouzlem na dálku",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Útok zbraní na dálku",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Hraničář",
"RANGERUA":"hraničář UA (2016)",
"REACH":"Dosah",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Snížení max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Opakovat",
"REPORT_AN_ISSUE":"Nahlásit problém",
- "RESET":"reset",
"REQUIRES_API":"Tato funkce vyžaduje API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Odolnosti a imunity",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Zadržený",
- "RESTS":"Odpočívání",
+ "RING":"Ring",
"RITUAL":"Rituál",
"ROGUE":"Tulák",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Možnosti hodů",
"ROLL_TEMPLATE":"Styl hodů",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Záchranné SO",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Úspěšný záchranný hod",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Záchranný hod",
"SAVING_THROWS":"Záchranné hody",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Smysly",
"SHEET":"Deník",
"SHEET_OUTPUT":"Podle Deníku",
@@ -815,6 +832,30 @@
"SIZE":"Velikost",
"SKILL":"Skill",
"SKILLS":"Dovednosti",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– nastavení deníku",
"SKIN":"Kůže",
"SLASHING":"sečné",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Cíl → Zdroj",
"TEMP":"Dočasné",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Drobná",
"TOTAL":"Celkem",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"Pokud zde nevidíš kouzla, vypni filtry nebo změň úroveň filtrování na všechny úrovně.",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"Pokud zde nevidíš kouzla, vypni \"filtry\" nebo změň úroveň filtrování na všechny úrovně.",
"TYPE":"Typ",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"V bezvědomí",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Dokud není zrušeno nebo spuštěno",
"USES":"Použití",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Černokněžník",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Černokněžníkovy pozice kouzel",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Váha",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Šeptáno GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Mdr",
"WISDOM":"Moudrost",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Kouzelník",
+ "WONDROUS":"Wondrous",
"YES":"Ano"
}
\ No newline at end of file
diff --git a/5eShaped/translations/da.json b/5eShaped/translations/da.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/da.json
+++ b/5eShaped/translations/da.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/de.json b/5eShaped/translations/de.json
index 27c06ccca1..1c9d7d8c78 100644
--- a/5eShaped/translations/de.json
+++ b/5eShaped/translations/de.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Fähigkeits-Check",
"ABILITY_CHECKS":"Fähigkeits-Checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Fähigkeitswerte",
"ABJURATION":"Bannzauber",
"AC":"RK",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Gepanzerte-RK",
"AC_UNARMORED":"Ungepanzerte-RK",
"AC_UNARMORED_ABILITY":"Ungepanzerte Fähigkeit",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Halben Befähigunsbonus zu nicht befähigten Rettungswürfen addieren",
"ADVANTAGE":"Vorteil",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Alter",
"ALIGNMENT":"Gesinnung",
"ALL":"Alles",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Benutze Munition automatisch",
"AMMO_WEIGHT":"Munitionsgewicht",
"AMPHIBIOUS":"Amphibisch",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Umgang mit Tieren",
"API":"API",
"APPEARANCE":"Aussehen",
"ARCANA":"Arkanes",
"ARMOR":"Rüstung",
- "ARMORED_AND_UNARMORED":"Gepanzert und ungepanzert",
"ARMOR_CLASS":"RK",
"ARROWS":"Pfeile",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Angriff",
"ATTACKS":"Angriffe",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"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",
+ "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":"Abbrechen",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check-Bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Klasse",
"CLASS_AND_LEVEL":"Klasse & Stufe",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generiert nach Hinzufügen einer Klasse im \"Charakter\"-Tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generiert nach Hinzufügen einer Klasse im “Charakter”-Tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Klassenstufen",
"CLERIC":"Kleriker",
"CLIMB":"Klettern",
"CLOSE":"Close",
- "COINAGE":"Münzen",
+ "COINS":"Coins",
"COINS_CP":"KM",
"COINS_EP":"EM",
"COINS_GP":"GM",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Benutzerdef. Gold-Werte",
"DAMAGE":"Schaden",
"DAMAGE_IMMUNITIES":"Schadens-Immunitäten",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Schadens-Resistenzen",
"DAMAGE_VULNERABILITIES":"Schadens-Verwundbarkeiten",
"DARKVISION":"Dunkelsicht",
@@ -463,6 +469,7 @@
"DEX":"Ges",
"DEXTERITY":"Geschick",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Würfel",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Würfel",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Geschlecht",
"GENERATE_SKILLS":"Fertigkeiten erzeugen",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Goldmünzen",
"GRAPPLED":"Grappled",
"HAIR":"Haar",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Verberge Schaden",
"HIDE_INFO_EFFECT":"Verberge Effekt",
"HIDE_INFO_FREETEXT":"Verberge Freitext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Verberge Aufladung",
"HIDE_INFO_SAVING_THROWS":"Verberge Rettungswürfe",
"HIDE_INFO_SAVING_THROW_DC":"Verberge Rettungswurf-SG",
@@ -595,16 +592,19 @@
"HIT_DICE":"TW",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"TP",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Gewürfelte TP",
"HIT_POINTS_TEMP":"Temp TP",
"HIT_POINTS_TEMPORARY":"Temporäre Trefferpunkte",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Hausregeln",
"HOVER":"Schweben",
+ "HP":"HP",
"HUGE":"Enorm",
"IDEALS":"Ideale",
"IF_THE_TARGET_IS":"Wenn das Ziel",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Einschätzen",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Groß",
"LAWFUL_EVIL":"Rechtschaffen böse",
"LBS":"Pfund",
+ "LEATHER":"Leather",
"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_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":"Stufen",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Lange Rast",
"MACROS":"Makros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medizin",
@@ -663,13 +664,18 @@
"MELEE":"Nahkampf",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Sonstiges",
"MISCELLANEOUS":"Sonstiges",
"MISCELLANEOUS_NOTES":"Sonstige Notizen",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Mönch",
"MOVEMENT":"Bewegung",
"MULTIPLIER":"Multiplikator",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotischer",
"NO":"Nein",
"NORMAL":"Normalerweise",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NSC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"eine Kreatur",
"ONE_TARGET":"one target",
"OR":"oder",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Ursprungspunkte",
"POISON":"Gift",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Vorbereitet",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Befähigungsbonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Befähigt",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychischer",
"PUBLIC_FOR_ALL":"Öffentlich für alle",
- "QTY":"Menge",
"QUERY":"Abfrage",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Reichweite",
"RANGED":"Fernkampf",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Waldläufer",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reichweite",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Herausragender Athlet",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"Dieses Feature erfordert die API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistenzen & Immunitäten",
"RESOURCES":"Ressourcen",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Schurke",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Rettungswurf",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"RW Fehlschlag",
- "SAVE_SUCCESS":"RW Erfolg",
"SAVING_DC":"Rettungs-SG",
"SAVING_THROW":"Rettungswurf",
"SAVING_THROWS":"Rettungswürfe",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Rettungswurfabfrage",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Rettungswurf-SG",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Sinne",
"SHEET":"Bogen",
"SHEET_OUTPUT":"Bogen Ausgabe",
@@ -815,6 +832,30 @@
"SIZE":"Größe",
"SKILL":"Fertigkeit",
"SKILLS":"Fertigkeiten",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Hautfarbe",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Zauberstufe",
"SPELL_MUST_HAVE":"Zauber muss haben",
"SPELL_POINTS":"Zauberpunkte",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Ziel → Quelle",
"TEMP":"Temp",
"TEXT_SIZE":"Textgröße",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Sehr klein",
"TOTAL":"Gesamt",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Erschütterungssinn",
"TRUESIGHT":"Wahrsicht",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"Wenn neu hinzugefügte Zauber nicht sichtbar sind, deaktiviere Filter",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"Wenn neu hinzugefügte Zauber nicht sichtbar sind, deaktiviere \"Filter\"",
"TYPE":"Typ",
"UNARMORED":"Ungepanzert",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Bis gebannt oder ausgelöst",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Hexer",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Hexer Zauberslots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Gewicht",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Geflüstert an den GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Willen",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wei",
"WISDOM":"Weisheit",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Zauberer",
+ "WONDROUS":"Wondrous",
"YES":"Ja"
}
\ No newline at end of file
diff --git a/5eShaped/translations/el.json b/5eShaped/translations/el.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/el.json
+++ b/5eShaped/translations/el.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/en.json b/5eShaped/translations/en.json
index 70d550d0bb..98442e3c16 100644
--- a/5eShaped/translations/en.json
+++ b/5eShaped/translations/en.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
"CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"Dmg",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save failure",
- "SAVE_SUCCESS":"Save success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see spells turn off filters or change the level filter to show all levels.",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/es.json b/5eShaped/translations/es.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/es.json
+++ b/5eShaped/translations/es.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/fr.json b/5eShaped/translations/fr.json
index a609f1601d..bf11717de4 100644
--- a/5eShaped/translations/fr.json
+++ b/5eShaped/translations/fr.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Jet de carac",
"ABILITY_CHECKS":"Jet de carac",
"ABILITY_CHECKS_QUERY":"Quest. Jets de Compétence",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Valeur de carac",
"ABJURATION":"Abjuration",
"AC":"CA",
@@ -66,8 +68,10 @@
"AC_ARMORED":"CA (armure)",
"AC_UNARMORED":"CA (sans armure)",
"AC_UNARMORED_ABILITY":"Bonus de carac (CA sans armure)",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Ajoute demi maîtrise aux jets de sauv. non maîtrisés",
"ADVANTAGE":"Avantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Âge",
"ALIGNMENT":"Alignement",
"ALL":"Tout",
@@ -75,13 +79,13 @@
"AMMO_AUTO_USE":"Utilisation auto des munitions",
"AMMO_WEIGHT":"Poids des mun",
"AMPHIBIOUS":"Amphibien",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Dressage",
"API":"API",
"APPEARANCE":"Apparence",
"ARCANA":"Arcanes",
"ARMOR":"Armure",
- "ARMORED_AND_UNARMORED":"Bonus avec et sans armure",
- "ARMOR_CLASS":"Classe d'armure",
+ "ARMOR_CLASS":"Classe d’armure",
"ARROWS":"Flèches",
"ARTIFICER":"Artificier (2017)",
"AS":"en tant que",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attaches",
"ATTACK":"Attaque",
"ATTACKS":"Attaques",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"à volonté",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Dépenser automatiquement les ressources de sort",
@@ -115,8 +120,8 @@
"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 dégâts, entrez 1 dans la case Dmg des Armes. Si vous êtes sous les effets du sort Bénédiction, entrez \"d4cs0cf0\" dans les cases de jet d'attaque et de jet de sauvegarde.",
- "BREAK_TIES":"Pas d'égalité",
+ "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 dégâts, entrez 1 dans la case Dmg des Armes. Si vous êtes sous les effets du sort Bénédiction, entrez “d4cs0cf0” dans les cases de jet d’attaque et de jet de sauvegarde.",
+ "BREAK_TIES":"Pas d’égalité",
"BURROW":"Vitesse de creusement",
"CANCEL":"Annuler",
"CANTRIP":"Sort mineur",
@@ -127,8 +132,8 @@
"CARRYING_PUSH_DRAG_LIFT":"Pousse\/Tire\/Lève",
"CASTERS_FULL":"Total (9e niveau : Barde, Clerc, Druide, Ensorceleur, Magicien)",
"CASTERS_HALF":"Moitié (5e niveau : Paladin, Rôdeur)",
- "CASTERS_THIRD":"Tiers (3e niveau : archétypes d'arcane)",
- "CASTING_TIME":"Temps d'incantation",
+ "CASTERS_THIRD":"Tiers (3e niveau : archétypes d’arcane)",
+ "CASTING_TIME":"Temps d’incantation",
"CHA":"Cha",
"CHALLENGE":"FP",
"CHARACTER":"Personnage",
@@ -138,164 +143,164 @@
"CHARISMA_SAVING_THROW":"Jet de Sauvegarde de Charisme",
"CHARMED":"Charmé",
"CHECK":"Jet",
- "CHECK_BONUS":"Bonus Jet de Carac",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choisir lors du jet de dés",
"CLASS":"Classe",
"CLASS_AND_LEVEL":"Classes & Niveaux",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Généré après l'ajout d'une classe dans l'onglet \"Personnage\"",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Généré après l’ajout d’une classe dans l’onglet “Personnage”",
"CLASS_FEATURES":"Capacités de classe",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Imprégnation de magie",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"Vous gagnez la capacité de canaliser vos sorts d'artificier dans des objets pour une utilisation ultérieure. Quand vous lancez un sort d'artificier dont la durée d'incantation est d'une action, vous pouvez augmenter sa durée d'incantation à 1 minute. Si vous faites ceci et que vous tenez en main un objet non magique durant toute la durée d'incantation du sort, vous dépensez un emplacement de sort, mais aucun effet du sort ne se produit. À la place, le sort est transféré dans l'objet pour une utilisation future, si l'objet ne contient pas déjà un sort imprégné avec cette capacité.\n\nEnsuite, n'importe quelle créature ayant un score d'Intelligence de 6 ou plus peut utiliser une action pour activer le sort en tenant l'objet. Le sort est lancé en utilisant votre caractéristique de lanceur de sorts, et cible la créature qui active l'objet. Si le sort cible plus d'une créature, la créature qui active l'objet sélectionne les cibles additionnelles. Si le sort a une zone d'effet, celle-ci est centrée sur l'objet. Si la portée du sort est personnelle, il cible la créature qui active l'objet.\n\nQuand vous imprégnez un sort de cette façon, l'objet doit être utilisé dans les 8 heures qui suivent. Après ce délai, sa magie s'estompe et est perdue. Vous ne pouvez avoir qu'un nombre de sorts imprégnés en même temps égal à votre modificateur d'Intelligence.",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Analyse d'objet magique",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Votre compréhension des objets magiques vous permet d'analyser et comprendre leurs secrets. Vous connaissez les sorts d'artificier Détection de la magie et Identification, et vous pouvez les lancer en tant que rituels. Vous n'avez pas besoin de composantes matérielles pour lancer Identification avec cette capacité.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"Vous gagnez la capacité de canaliser vos sorts d’artificier dans des objets pour une utilisation ultérieure. Quand vous lancez un sort d’artificier dont la durée d’incantation est d’une action, vous pouvez augmenter sa durée d’incantation à 1 minute. Si vous faites ceci et que vous tenez en main un objet non magique durant toute la durée d’incantation du sort, vous dépensez un emplacement de sort, mais aucun effet du sort ne se produit. À la place, le sort est transféré dans l’objet pour une utilisation future, si l’objet ne contient pas déjà un sort imprégné avec cette capacité.\n\nEnsuite, n’importe quelle créature ayant un score d’Intelligence de 6 ou plus peut utiliser une action pour activer le sort en tenant l’objet. Le sort est lancé en utilisant votre caractéristique de lanceur de sorts, et cible la créature qui active l’objet. Si le sort cible plus d’une créature, la créature qui active l’objet sélectionne les cibles additionnelles. Si le sort a une zone d’effet, celle-ci est centrée sur l’objet. Si la portée du sort est personnelle, il cible la créature qui active l’objet.\n\nQuand vous imprégnez un sort de cette façon, l’objet doit être utilisé dans les 8 heures qui suivent. Après ce délai, sa magie s’estompe et est perdue. Vous ne pouvez avoir qu’un nombre de sorts imprégnés en même temps égal à votre modificateur d’Intelligence.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Analyse d’objet magique",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Votre compréhension des objets magiques vous permet d’analyser et comprendre leurs secrets. Vous connaissez les sorts d’artificier Détection de la magie et Identification, et vous pouvez les lancer en tant que rituels. Vous n’avez pas besoin de composantes matérielles pour lancer Identification avec cette capacité.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Serviteur mécanique",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Vos recherches et votre maîtrise de l'artisanat vous permettent de fabriquer un serviteur mécanique. Le serviteur est une créature artificielle qui obéit à vos ordres sans hésitation et combat pour vous protéger. Bien que créé grâce à la mage, le serviteur n'est pas magique. Partez du principe que vous avez travaillé pas mal de temps sur le serviteur, pour l'avoir finalement terminé durant un repos court ou long une fois le niveau 6 atteint.\n\nSélectionnez une bête de taille G avec un facteur de puissance de 2 ou moins. Le serviteur utilise les statistiques de la bête mais prendre la forme que vous souhaitez, tant que celle-ci correspond aux statistiques. Il a toutefois les modifications suivantes :\n\n• C'est une créature artificielle, pas une bête.\n• Il ne peut être charmé.\n• Il est immunisé aux dégâts de poison et à la condition empoisonné.\n• Il possède la vision nocturne à 18 mètres s'il ne l'avait pas déjà.\n• Il comprend les langues que vous parlez quand vous le créez, mais ne peut pas parler.\n• Si vous êtes la cible d'une attaque au corps à corps et que le serviteur est à 1,50 mètres ou moins de l'attaquant, vous pouvez utiliser votre réaction pour ordonner au serviteur de répondre, utilisant sa réaction pour faire une attaque au corps à corps contre l'attaquant.\n\nLe serviteur obéit à vos ordres du mieux de ses possibilités. En combat, il jette sa propre initiative et agit de lui-même. Si le serviteur est tué, il peut être ramené à la vie par les moyens normaux, comme le sort Réanimation. De plus, durant un repos long, vous pouvez réparer un serviteur mort si vous avez accès à son corps. Il revient à la vie avec 1 point de vie à la fin du repos. Si le serviteur ne peut être réparé, vous pouvez en construire un nouveau après une semaine de travail (huit heures chaque jour) et 1000 po de matières premières.",
- "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Âme d'artificier",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Vos recherches et votre maîtrise de l’artisanat vous permettent de fabriquer un serviteur mécanique. Le serviteur est une créature artificielle qui obéit à vos ordres sans hésitation et combat pour vous protéger. Bien que créé grâce à la mage, le serviteur n’est pas magique. Partez du principe que vous avez travaillé pas mal de temps sur le serviteur, pour l’avoir finalement terminé durant un repos court ou long une fois le niveau 6 atteint.\n\nSélectionnez une bête de taille G avec un facteur de puissance de 2 ou moins. Le serviteur utilise les statistiques de la bête mais prendre la forme que vous souhaitez, tant que celle-ci correspond aux statistiques. Il a toutefois les modifications suivantes :\n\n• C’est une créature artificielle, pas une bête.\n• Il ne peut être charmé.\n• Il est immunisé aux dégâts de poison et à la condition empoisonné.\n• Il possède la vision nocturne à 18 mètres s’il ne l’avait pas déjà.\n• Il comprend les langues que vous parlez quand vous le créez, mais ne peut pas parler.\n• Si vous êtes la cible d’une attaque au corps à corps et que le serviteur est à 1,50 mètres ou moins de l’attaquant, vous pouvez utiliser votre réaction pour ordonner au serviteur de répondre, utilisant sa réaction pour faire une attaque au corps à corps contre l’attaquant.\n\nLe serviteur obéit à vos ordres du mieux de ses possibilités. En combat, il jette sa propre initiative et agit de lui-même. Si le serviteur est tué, il peut être ramené à la vie par les moyens normaux, comme le sort Réanimation. De plus, durant un repos long, vous pouvez réparer un serviteur mort si vous avez accès à son corps. Il revient à la vie avec 1 point de vie à la fin du repos. Si le serviteur ne peut être réparé, vous pouvez en construire un nouveau après une semaine de travail (huit heures chaque jour) et 1000 po de matières premières.",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Âme d’artificier",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Votre compréhension des objets magiques est incomparable, vous permettant de fondre votre âme dans les objets auxquels vous êtes liés. Vous pouvez vous lier avec six objets magiques à la fois. De plus, vous gagnez un bonus de +1 à tous vos jets de sauvegarde pour chaque objet magique avec lequel vous êtes actuellement lié.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Lien supérieur",
- "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Votre compréhension supérieure des objets magiques vous permet de maîtriser leur utilisation. Vous pouvez maintenant vous lier jusqu'à quatre objets magiques à la fois, au lieu de trois.\nAu niveau 15, cette limite passe à cinq objets magiques.",
- "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Expertise d'outils",
- "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Votre bonus de maîtrise est doublé pour tout jet de caractéristique qui utilise une maîtrise d'outils obtenue grâce à cette classe.",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Votre compréhension supérieure des objets magiques vous permet de maîtriser leur utilisation. Vous pouvez maintenant vous lier jusqu’à quatre objets magiques à la fois, au lieu de trois.\nAu niveau 15, cette limite passe à cinq objets magiques.",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Expertise d’outils",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Votre bonus de maîtrise est doublé pour tout jet de caractéristique qui utilise une maîtrise d’outils obtenue grâce à cette classe.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Invention merveilleuse",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"Vous gagnez l'usage d'un objet magique que vous avez fabriqué. Choisissez l'objet dans la liste de niveau ci-dessous.\nFabriquer un objet est une tâche difficile. Quand vous gagnez un objet magique grâce à cette capacité, cela reflète les longues heures d'études, de bricolage et d'expérimentation qui vous ont finalement permis de terminer l'objet. Partez du principe que vous avez travaillé sur cet objet durant vos temps libres pour le finir lors de votre changement de niveau.\n\nVous complétez un autre objet de votre choix quand vous atteignez les niveaux 5, 10, 15 et 20 dans cette classe. L'objet que vous choisissez doit être sur la liste de votre niveau actuel d'artificier ou d'un niveau inférieur. Ces objets magiques sont détaillés dans le Dungeon Master's Guide.\n\n• Niveau 2 : sac sans fond, cape de respiration aquatique, globe flottant, lunette de nuit, pierre de communication à distance.\n• Niveau 5 : jarre d'alchimie, casque de compréhension des langues, lanterne révélatrice, anneau de nage, robe de camelot, corde d'escalade, baguette de détection de la magie, baguette des secrets.\n• Niveau 10 : sac de haricots, carillon d'ouverture, carafe intarissable, yeux grossissants, bateau pliant, havresac d'Hévard.\n• Niveau 15 : bottes de sept lieues, bracelets d'archer, broche de défense, balai volant, couvre-chef de déguisement, chaussons d'araignée.\n• Niveau 20 : yeux de lynx, gemme d'illumination, gants antiprojectiles, gants de nage et d'escalade, anneau de saut, anneau de barrière mentale, cape de vol.",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"Vous gagnez l’usage d’un objet magique que vous avez fabriqué. Choisissez l’objet dans la liste de niveau ci-dessous.\nFabriquer un objet est une tâche difficile. Quand vous gagnez un objet magique grâce à cette capacité, cela reflète les longues heures d’études, de bricolage et d’expérimentation qui vous ont finalement permis de terminer l’objet. Partez du principe que vous avez travaillé sur cet objet durant vos temps libres pour le finir lors de votre changement de niveau.\n\nVous complétez un autre objet de votre choix quand vous atteignez les niveaux 5, 10, 15 et 20 dans cette classe. L’objet que vous choisissez doit être sur la liste de votre niveau actuel d’artificier ou d’un niveau inférieur. Ces objets magiques sont détaillés dans le Dungeon Master’s Guide.\n\n• Niveau 2 : sac sans fond, cape de respiration aquatique, globe flottant, lunette de nuit, pierre de communication à distance.\n• Niveau 5 : jarre d’alchimie, casque de compréhension des langues, lanterne révélatrice, anneau de nage, robe de camelot, corde d’escalade, baguette de détection de la magie, baguette des secrets.\n• Niveau 10 : sac de haricots, carillon d’ouverture, carafe intarissable, yeux grossissants, bateau pliant, havresac d’Hévard.\n• Niveau 15 : bottes de sept lieues, bracelets d’archer, broche de défense, balai volant, couvre-chef de déguisement, chaussons d’araignée.\n• Niveau 20 : yeux de lynx, gemme d’illumination, gants antiprojectiles, gants de nage et d’escalade, anneau de saut, anneau de barrière mentale, cape de vol.",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Critique brutal",
"CLASS_FEATURE_BARBARIAN_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_BARBARIAN_DANGER_SENSE":"Sens du danger",
- "CLASS_FEATURE_BARBARIAN_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_BARBARIAN_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_BARBARIAN_EXTRA_ATTACK":"Attaque supplémentaire (Barbare)",
- "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d’une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Déplacement rapide",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres tant que vous ne portez pas d'armure lourde.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres tant que vous ne portez pas d’armure lourde.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Instinct sauvage",
- "CLASS_FEATURE_BARBARIAN_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_BARBARIAN_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_BARBARIAN_INDOMITABLE_MIGHT":"Puissance indomptable",
- "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"Si le résultat d'un jet de Force est inférieur à votre valeur de Force, vous pouvez utiliser votre valeur de Force à la place de ce résultat.",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"Si le résultat d’un jet de Force est inférieur à votre valeur de Force, vous pouvez utiliser votre valeur de Force à la place de ce résultat.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Rage persistante",
- "CLASS_FEATURE_BARBARIAN_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_BARBARIAN_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_BARBARIAN_PRIMAL_CHAMPION":"Champion primitif",
- "CLASS_FEATURE_BARBARIAN_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_BARBARIAN_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_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_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•&nbps;Vous avez l'avantage aux jets de Force et aux jets de sauvegarde de Force.\n•&nbps;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•&nbps;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 pendant que vous êtes en 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 ni subit des dégâts depuis votre précédent tour. Vous pouvez également mettre fin à votre rage durant votre tour par une action bonus.",
+ "CLASS_FEATURE_BARBARIAN_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•&nbps;Vous avez l’avantage aux jets de Force et aux jets de sauvegarde de Force.\n•&nbps;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•&nbps;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 pendant que vous êtes en 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 ni subit des dégâts depuis votre précédent tour. Vous pouvez également mettre fin à votre rage durant votre tour par une action bonus.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Attaque téméraire",
- "CLASS_FEATURE_BARBARIAN_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_BARBARIAN_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_BARBARIAN_RELENTLESS_RAGE":"Rage implacable",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Votre rage vous permet de continuer à combattre en dépit de graves blessures. 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_BARBARIAN_UNARMORED_DEFENSE":"Défense sans armure",
- "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_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 bénéficier de cette capacité.",
+ "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_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 bénéficier de cette capacité.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Inspiration bardique",
- "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"Vous pouvez inspirer les autres en maniant les mots ou la musique. Pour cela, utilisez une action bonus à votre tour pour choisir une créature autre que vous-même dans un rayon de 18 mètres autour de vous et qui peut vous entendre. Cette créature gagne un dé d'Inspiration bardique (d6).\nUne seule 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 MJ 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_BARD_BARDIC_INSPIRATION_TEXT":"Vous pouvez inspirer les autres en maniant les mots ou la musique. Pour cela, utilisez une action bonus à votre tour pour choisir une créature autre que vous-même dans un rayon de 18 mètres autour de vous et qui peut vous entendre. Cette créature gagne un dé d’Inspiration bardique (d6).\nUne seule 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 MJ 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_BARD_COUNTERCHARM":"Contre-charme",
- "CLASS_FEATURE_BARD_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 autour de vous avez un 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_BARD_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 autour de vous avez un 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_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_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 leur appliquer cette capacité.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Touche-à-tout",
- "CLASS_FEATURE_BARD_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'utilise pas déjà votre bonus de maîtrise.",
+ "CLASS_FEATURE_BARD_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’utilise pas déjà votre bonus de maîtrise.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Secrets magiques",
- "CLASS_FEATURE_BARD_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_BARD_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_BARD_SONG_OF_REST":"Chant de repos",
- "CLASS_FEATURE_BARD_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\ndes créatures amicales qui peuvent entendre votre prestation regagnez des points de vie à la fin du repos court en utilisant un ou plusieurs dés de vie, chacune de ces créatures récupère des points de vie supplémentaires.",
+ "CLASS_FEATURE_BARD_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\ndes créatures amicales qui peuvent entendre votre prestation regagnez des points de vie à la fin du repos court en utilisant un ou plusieurs dés de vie, chacune de ces créatures récupère des points de vie supplémentaires.",
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Inspiration supérieure",
- "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"Quand vous jetez l'initiative et n'avez plus d'Inspiration bardique, vous regagnez une utilisation.",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"Quand vous jetez l’initiative et n’avez plus d’Inspiration bardique, vous regagnez une utilisation.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Canalisation divine",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_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_CLERIC_CHANNEL_DIVINITY_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_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Renvoi de morts-vivants (Canalisation divine)",
- "CLASS_FEATURE_CLERIC_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 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 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_CLERIC_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 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 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_CLERIC_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 facteur de puissance est égal ou inférieur à CHALLENGE_RATING.",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Intervention divine",
- "CLASS_FEATURE_CLERIC_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 MJ 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_CLERIC_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 MJ 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_DRUID_ARCHDRUID":"Archidruide",
- "CLASS_FEATURE_DRUID_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_DRUID_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_DRUID_BEAST_SPELLS":"Incantation animale",
"CLASS_FEATURE_DRUID_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_DRUID_DRUIDIC":"Druidique",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"Vous connaissez le druidique, le langage secret des druides. Vous pouvez parler cette langue et l'utiliser pour laisser des messages secrets. Vous, et les autres personnes connaissant ce langage, remarquez automatiquement un tel message. Les autres personnages remarquent la présence du message s'ils réussissent un jet de Sagesse (Perception) DD 15 mais ne peuvent pas le déchiffrer sans utiliser la magie.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"Vous connaissez le druidique, le langage secret des druides. Vous pouvez parler cette langue et l’utiliser pour laisser des messages secrets. Vous, et les autres personnes connaissant ce langage, remarquez automatiquement un tel message. Les autres personnages remarquent la présence du message s’ils réussissent un jet de Sagesse (Perception) DD 15 mais ne peuvent pas le déchiffrer sans utiliser la magie.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Éternelle jeunesse",
- "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"La magie primordiale que vous maniez ralentit le vieillissement de votre corps. Vous ne vieillissez que d'un an toutes les dix années écoulées.",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"La magie primordiale que vous maniez ralentit le vieillissement de votre corps. Vous ne vieillissez que d’un an toutes les dix années écoulées.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Forme animale",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":" et qui n'a pas de vitesse de vol",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":" et qui n'a ni vitesse de vol ni vitesse de nage",
- "CLASS_FEATURE_DRUID_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 transformer en n'importe qu'elle bête ayant un facteur de puissance de CHALLENGE_RATING ou inférieurLIMITATIONS.\nVous pouvez rester sous forme animale un nombre d'heures égal à [[WILD_SHAPE_HOURS[la moitié de votre niveau de druide (arrondi à l'entier inférieur)]]]. Vous reprenez alors 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•&nbps;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 ces caractéristiques 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•&nbps;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•&nbps;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•&nbps;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•&nbps;Vous choisissez si votre équipement tombe sur le sol, fusionne avec votre nouvelle forme ou est porté par votre nouvelle forme. L'équipement porté fonctionne correctement, mais le MD décide pour chaque pièce d'équipement s'il est possible pour votre nouvelle forme de la porter, en fonction de la morphologie et de la taille de la bête. Votre équipement ne change pas de taille ou de forme pour s'adapter à votre nouvelle forme, et tout l'équipement que la nouvelle forme ne peut pas porter tombe sur le sol ou fusionne avec vous. L'équipement qui fusionne avec la nouvelle forme n'a aucun effet tant que vous restez sous cette forme.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":" et qui n’a pas de vitesse de vol",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":" et qui n’a ni vitesse de vol ni vitesse de nage",
+ "CLASS_FEATURE_DRUID_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 transformer en n’importe qu’elle bête ayant un facteur de puissance de CHALLENGE_RATING ou inférieurLIMITATIONS.\nVous pouvez rester sous forme animale un nombre d’heures égal à [[WILD_SHAPE_HOURS[la moitié de votre niveau de druide (arrondi à l’entier inférieur)]]]. Vous reprenez alors 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•&nbps;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 ces caractéristiques 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•&nbps;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•&nbps;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•&nbps;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•&nbps;Vous choisissez si votre équipement tombe sur le sol, fusionne avec votre nouvelle forme ou est porté par votre nouvelle forme. L’équipement porté fonctionne correctement, mais le MD décide pour chaque pièce d’équipement s’il est possible pour votre nouvelle forme de la porter, en fonction de la morphologie et de la taille de la bête. Votre équipement ne change pas de taille ou de forme pour s’adapter à votre nouvelle forme, et tout l’équipement que la nouvelle forme ne peut pas porter tombe sur le sol ou fusionne avec vous. L’équipement qui fusionne avec la nouvelle forme n’a aucun effet tant que vous restez sous cette forme.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Sursaut",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"À votre tour, vous pouvez réaliser une action supplémentaire en plus de votre action normale et de votre éventuelle action bonus.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Athlète remarquable",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Attaque supplémentaire (Guerrier)",
- "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour. Le nombre d'attaques augmente à trois lorsque vous atteignez le niveau 11 dans cette classe et à quatre lorsque vous atteignez le niveau 20 dans cette classe.",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d’une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour. Le nombre d’attaques augmente à trois lorsque vous atteignez le niveau 11 dans cette classe et à quatre lorsque vous atteignez le niveau 20 dans cette classe.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Style de combat (Guerrier)",
- "CLASS_FEATURE_FIGHTER_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 option de style de combat plus d'une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArcher\nVous obtenez un bonus de +2 aux jets d'attaque avec une arme à distance.\n\nArme à deux mains\nLorsque vous obtenez 1 ou 2 à un dé de dégâts lors d'une attaque que vous effectuez avec une arme de corps à corps que vous tenez avec vos deux mains, vous pouvez relancer le dé et obligatoirement prendre le nouveau résultat, même si celui-ci est un 1 ou un 2. L'arme doit avoir la propriété à deux mains ou polyvalente pour octroyer cet avantage.\n\nCombat à deux armes\nLorsque vous vous engagez dans un combat avec deux armes en mains, vous pouvez ajouter votre modificateur de caractéristique aux dégâts de la seconde attaque.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.\n\nProtection\nQuand une créature que vous pouvez voir attaque une cible autre que vous-même et qui se trouve à 1,50 mètre ou moins de vous, vous pouvez utiliser votre réaction pour imposer un désavantage à son jet d'attaque. Vous devez pour cela porter un bouclier.",
+ "CLASS_FEATURE_FIGHTER_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 option de style de combat plus d’une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArcher\nVous obtenez un bonus de +2 aux jets d’attaque avec une arme à distance.\n\nArme à deux mains\nLorsque vous obtenez 1 ou 2 à un dé de dégâts lors d’une attaque que vous effectuez avec une arme de corps à corps que vous tenez avec vos deux mains, vous pouvez relancer le dé et obligatoirement prendre le nouveau résultat, même si celui-ci est un 1 ou un 2. L’arme doit avoir la propriété à deux mains ou polyvalente pour octroyer cet avantage.\n\nCombat à deux armes\nLorsque vous vous engagez dans un combat avec deux armes en mains, vous pouvez ajouter votre modificateur de caractéristique aux dégâts de la seconde attaque.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.\n\nProtection\nQuand une créature que vous pouvez voir attaque une cible autre que vous-même et qui se trouve à 1,50 mètre ou moins de vous, vous pouvez utiliser votre réaction pour imposer un désavantage à son jet d’attaque. Vous devez pour cela porter un bouclier.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomptable",
"CLASS_FEATURE_FIGHTER_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_FIGHTER_SECOND_WIND":"Second souffle",
"CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"À votre tour, vous pouvez utiliser une action bonus pour regagner des points de vie.",
"CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Parade de projectiles",
- "CLASS_FEATURE_MONK_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 (portée 6\/18 mètres, 20\/60 feet), attaque 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",
+ "CLASS_FEATURE_MONK_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 (portée 6\/18 mètres, 20\/60 feet), attaque 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",
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Âme de diamant",
- "CLASS_FEATURE_MONK_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_MONK_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_MONK_EMPTY_BODY":"Corps vide",
- "CLASS_FEATURE_MONK_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_MONK_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_MONK_EVASION":"Dérobade",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Votre agilité instinctive vous permet d'esquiver certains effets de zone, comme le souffle d'un dragon bleu ou le sort boule de feu. Lorsque vous êtes sujet à un effet qui vous autorise un jet de sauvegarde de Dextérité pour ne subir que la moitié de ses dégâts initiaux, vous ne subissez aucun dégât si vous réussissez votre jet de sauvegarde, et seulement la moitié des dégâts si vous l'échouez.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Votre agilité instinctive vous permet d’esquiver certains effets de zone, comme le souffle d’un dragon bleu ou le sort boule de feu. Lorsque vous êtes sujet à un effet qui vous autorise un jet de sauvegarde de Dextérité pour ne subir que la moitié de ses dégâts initiaux, vous ne subissez aucun dégât si vous réussissez votre jet de sauvegarde, et seulement la moitié des dégâts si vous l’échouez.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Attaque supplémentaire (Moine)",
- "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d’une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Déluge de coups",
"CLASS_FEATURE_MONK_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_MONK_KI":"Ki",
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Frappes de ki",
- "CLASS_FEATURE_MONK_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_MONK_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. Votre niveau de moine détermine le nombre de points ki que vous possédez. Vous pouvez dépenser ces points pour déclencher diverses capacités ki. Vous débutez en connaissant trois de ces capacités ki : Déluge de coups, Défense patiente et Déplacement 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_MONK_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_MONK_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. Votre niveau de moine détermine le nombre de points ki que vous possédez. Vous pouvez dépenser ces points pour déclencher diverses capacités ki. Vous débutez en connaissant trois de ces capacités ki : Déluge de coups, Défense patiente et Déplacement 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_MONK_MARTIAL_ARTS":"Arts martiaux",
- "CLASS_FEATURE_MONK_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\". Vous 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\nVous 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.\nVous 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.\nLorsque 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 données à l'arme.",
+ "CLASS_FEATURE_MONK_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”. Vous 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\nVous 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.\nVous 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.\nLorsque 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 données à l’arme.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Défense patiente",
- "CLASS_FEATURE_MONK_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_MONK_PERFECT_SELF":"Perfection de l'être",
- "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"Lorsque vous lancez l'initiative et n'avez plus de points de ki disponibles, vous regagnez 4 points ki.",
+ "CLASS_FEATURE_MONK_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_MONK_PERFECT_SELF":"Perfection de l’être",
+ "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"Lorsque vous lancez l’initiative et n’avez plus de points de ki disponibles, vous regagnez 4 points ki.",
"CLASS_FEATURE_MONK_PURITY_OF_BODY":"Pureté du corps",
"CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Votre maîtrise du flux de ki qui vous parcourt vous immunise aux maladies et aux poisons.",
"CLASS_FEATURE_MONK_SLOW_FALL":"Chute ralentie",
"CLASS_FEATURE_MONK_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_MONK_STEP_OF_THE_WIND":"Déplacement aérien",
- "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l'action Se Désengager ou l'action Foncer via une action bonus au cours de votre tour, de plus votre distance de saut est doublée pour le tour.",
- "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Tranquillité de l'esprit",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l’action Se Désengager ou l’action Foncer via une action bonus au cours de votre tour, de plus votre distance de saut est doublée pour le tour.",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Tranquillité de l’esprit",
"CLASS_FEATURE_MONK_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_MONK_STUNNING_STRIKE":"Frappe étourdissante",
- "CLASS_FEATURE_MONK_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 au corps à corps avec une arme, vous pouvez dépenser 1 point ki pour tenter d'effectuer une frappe étourdissante. La cible doit réussir un jet de sauvegarde de Constitution sous peine d'être étourdie jusqu'à la fin de votre prochain tour.",
+ "CLASS_FEATURE_MONK_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 au corps à corps avec une arme, vous pouvez dépenser 1 point ki pour tenter d’effectuer une frappe étourdissante. La cible doit réussir un jet de sauvegarde de Constitution sous peine d’être étourdie jusqu’à la fin de votre prochain tour.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Jeunesse éternelle",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_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_MONK_TIMELESS_BODY_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_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Langage du soleil et de la lune",
- "CLASS_FEATURE_MONK_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_MONK_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_MONK_UNARMORED_DEFENSE":"Défense sans armure",
- "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_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_MONK_UNARMORED_DEFENSE_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_MONK_UNARMORED_MOVEMENT":"Déplacement sans armure",
- "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres tant que vous n'êtes équipé ni d'une armure, ni d'un bouclier. Ce bonus augmente lorsque vous atteignez certains niveaux de moine, comme indiqué sur la table du moine ci-dessus. Au 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_MONK_UNARMORED_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres tant que vous n’êtes équipé ni d’une armure, ni d’un bouclier. Ce bonus augmente lorsque vous atteignez certains niveaux de moine, comme indiqué sur la table du moine ci-dessus. Au 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_PALADIN_AURA_OF_COURAGE":"Aura de courage",
"CLASS_FEATURE_PALADIN_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_PALADIN_AURA_OF_PROTECTION":"Aura de protection",
"CLASS_FEATURE_PALADIN_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_PALADIN_CHANNEL_DIVINITY":"Canalisation d’énergie divine",
- "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_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_PALADIN_CHANNEL_DIVINITY_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_PALADIN_CLEANSING_TOUCH":"Cleaning Touch",
"CLASS_FEATURE_PALADIN_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_PALADIN_DIVINE_HEALTH":"Santé divine",
"CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"La magie divine qui coule en vous vous immunise contre les maladies.",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Sens divins",
- "CLASS_FEATURE_PALADIN_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_PALADIN_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_PALADIN_DIVINE_SMITE":"Châtiment divin",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"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 dégâts radiants supplémentaires. Les dégâts 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 dégâts augmentent de 1d8.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"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 dégâts radiants supplémentaires. Les dégâts 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 dégâts augmentent de 1d8.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Attaque supplémentaire (Paladin)",
- "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d’une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Style de combat (Paladin)",
- "CLASS_FEATURE_PALADIN_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 option de style de combat plus d'une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArme à deux mains\nLorsque vous obtenez 1 ou 2 à un dé de dégâts lors d'une attaque que vous effectuez avec une arme de corps à corps que vous tenez avec vos deux mains, vous pouvez relancer le dé et obligatoirement prendre le nouveau résultat, même si celui-ci est un 1 ou un 2. L'arme doit avoir la propriété à deux mains ou polyvalente pour octroyer cet avantage.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.\n\nProtection\nQuand une créature que vous pouvez voir attaque une cible autre que vous-même et qui se trouve à 1,50 mètre ou moins de vous, vous pouvez utiliser votre réaction pour imposer un désavantage à son jet d'attaque. Vous devez pour cela porter un bouclier.",
+ "CLASS_FEATURE_PALADIN_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 option de style de combat plus d’une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArme à deux mains\nLorsque vous obtenez 1 ou 2 à un dé de dégâts lors d’une attaque que vous effectuez avec une arme de corps à corps que vous tenez avec vos deux mains, vous pouvez relancer le dé et obligatoirement prendre le nouveau résultat, même si celui-ci est un 1 ou un 2. L’arme doit avoir la propriété à deux mains ou polyvalente pour octroyer cet avantage.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.\n\nProtection\nQuand une créature que vous pouvez voir attaque une cible autre que vous-même et qui se trouve à 1,50 mètre ou moins de vous, vous pouvez utiliser votre réaction pour imposer un désavantage à son jet d’attaque. Vous devez pour cela porter un bouclier.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Châtiment divin amélioré",
"CLASS_FEATURE_PALADIN_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 touchez avec une arme de corps à corps, la créature cible subit 1d8 dégâts radiants supplémentaires. Cette capacité se cumule avec le Châtiment divin.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Imposition des mains",
- "CLASS_FEATURE_PALADIN_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_PALADIN_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_RANGERUA_FAVORED_ENEMY":"Ennemi juré",
- "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"À partir du niveau 1, vous avez des compétences significatives pour pister, chasser et même communiquer avec un certain type d'ennemi que l'on rencontre communément dans la nature. Choisissez un type d'ennemi juré : bêtes, fées, créatures monstrueuses, humanoïdes ou morts-vivants. Vous obtenez un bonus de +2 aux dégâts d'attaques avec une arme contre les créatures du type choisi. De plus, vous 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. Quand vous obtenez cette capacité, vous apprenez également une langue de votre choix, normalement celle qui est parlée par vos ennemis favoris, même si vous êtes libre de choisir celle que vous voulez.",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"À partir du niveau 1, vous avez des compétences significatives pour pister, chasser et même communiquer avec un certain type d’ennemi que l’on rencontre communément dans la nature. Choisissez un type d’ennemi juré : bêtes, fées, créatures monstrueuses, humanoïdes ou morts-vivants. Vous obtenez un bonus de +2 aux dégâts d’attaques avec une arme contre les créatures du type choisi. De plus, vous 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. Quand vous obtenez cette capacité, vous apprenez également une langue de votre choix, normalement celle qui est parlée par vos ennemis favoris, même si vous êtes libre de choisir celle que vous voulez.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Sens sauvages",
- "CLASS_FEATURE_RANGERUA_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_RANGERUA_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_RANGERUA_FIGHTING_STYLE":"Style de combat (Rôdeur UA)",
- "CLASS_FEATURE_RANGERUA_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 option de Style de combat plus d'une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArcher\nVous obtenez un bonus de +2 à l'attaque avec une arme à distance.\n\nCombat à deux armes\nLorsque vous vous engagez dans un combat avec deux armes en mains, vous pouvez ajouter votre modificateur de caractéristique aux dégâts de la seconde attaque.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.",
+ "CLASS_FEATURE_RANGERUA_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 option de Style de combat plus d’une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArcher\nVous obtenez un bonus de +2 à l’attaque avec une arme à distance.\n\nCombat à deux armes\nLorsque vous vous engagez dans un combat avec deux armes en mains, vous pouvez ajouter votre modificateur de caractéristique aux dégâts de la seconde attaque.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Déplacement fluide",
- "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"Vous pouvez utiliser l'action Foncer en tant qu'action bonus à votre tour.",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"Vous pouvez utiliser l’action Foncer en tant qu’action bonus à votre tour.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy",
@@ -303,55 +308,55 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"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 si vous avez l'avantage au jet d'attaque. L'attaque doit utiliser une arme de finesse ou une arme à distance. Vous 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_ROGUE_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 si vous avez l’avantage au jet d’attaque. L’attaque doit utiliser une arme de finesse ou une arme à distance. Vous 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_ROGUE_STROKE_OF_LUCK":"Coup de chance",
- "CLASS_FEATURE_ROGUE_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_ROGUE_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_ROGUE_THIEVES_CANT":"Jargon des voleurs",
- "CLASS_FEATURE_ROGUE_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_ROGUE_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_ROGUE_UNCANNY_DODGE":"Esquive instinctive",
- "CLASS_FEATURE_ROGUE_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_ROGUE_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_SORCERER_FLEXIBLE_CASTING":"Flexibilité des sorts",
- "CLASS_FEATURE_SORCERER_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. La table ci-dessous indique le coût pour créer un emplacement de sort d'un niveau donné. Vous ne pouvez pas créer d’emplacements de sorts d'un niveau supérieur à 5.\n\nNiveau d'emplacement de sort\tCoût en points de sorcellerie\n 1e 2\n 2e 3\n 3e 5\n 4e 6\n 5e 7\nConvertir un emplacement de sort 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 d'emplacement.",
+ "CLASS_FEATURE_SORCERER_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. La table ci-dessous indique le coût pour créer un emplacement de sort d’un niveau donné. Vous ne pouvez pas créer d’emplacements de sorts d’un niveau supérieur à 5.\n\nNiveau d’emplacement de sort\tCoût en points de sorcellerie\n 1e 2\n 2e 3\n 3e 5\n 4e 6\n 5e 7\nConvertir un emplacement de sort 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 d’emplacement.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Métamagie",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Sort prudent",
"CLASS_FEATURE_SORCERER_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.",
@@ -364,12 +369,12 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Sort intense",
"CLASS_FEATURE_SORCERER_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_SORCERER_METAMAGIC_QUICKENED_SPELL":"Sort accéléré",
- "CLASS_FEATURE_SORCERER_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_SORCERER_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_SORCERER_METAMAGIC_SUBTLE_SPELL":"Sort subtil",
"CLASS_FEATURE_SORCERER_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_SORCERER_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. Sauf 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 intense, Sort accéléré, Sort subtil, Sort jumeau.",
+ "CLASS_FEATURE_SORCERER_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. Sauf 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 intense, Sort accéléré, Sort subtil, Sort jumeau.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Sort jumeau",
- "CLASS_FEATURE_SORCERER_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_SORCERER_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_SORCERER_SORCEROUS_RESTORATION":"Restauration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"Vous regagnez 4 points de sorcellerie dépensés chaque fois que vous terminez un repos court.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Points de sorcellerie",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Faveur de pacte",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Niveaux de classe",
"CLERIC":"Clerc",
- "CLIMB":"Vitesse d'escalade",
+ "CLIMB":"Vitesse d’escalade",
"CLOSE":"Fermer",
- "COINAGE":"Monnaie",
+ "COINS":"Coins",
"COINS_CP":"PC",
"COINS_EP":"PE",
"COINS_GP":"PO",
@@ -415,15 +420,15 @@
"CON":"Con",
"CONC":"Conc",
"CONCENTRATION":"Concentration",
- "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, jusqu'à 10 minutes",
- "CONCENTRATION_UP_TO_12_HOURS":"Concentration, jusqu'à 12 heures",
- "CONCENTRATION_UP_TO_1_HOUR":"Concentration, jusqu'à 1 heure",
- "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, jusqu'à 1 minute",
- "CONCENTRATION_UP_TO_1_ROUND":"Concentration, jusqu'à 1 round",
- "CONCENTRATION_UP_TO_24_HOURS":"Concentration, jusqu'à 24 heures",
- "CONCENTRATION_UP_TO_2_HOURS":"Concentration, jusqu'à 2 heures",
- "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, jusqu'à 6 rounds",
- "CONCENTRATION_UP_TO_8_HOURS":"Concentration, jusqu'à 8 heures",
+ "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, jusqu’à 10 minutes",
+ "CONCENTRATION_UP_TO_12_HOURS":"Concentration, jusqu’à 12 heures",
+ "CONCENTRATION_UP_TO_1_HOUR":"Concentration, jusqu’à 1 heure",
+ "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, jusqu’à 1 minute",
+ "CONCENTRATION_UP_TO_1_ROUND":"Concentration, jusqu’à 1 round",
+ "CONCENTRATION_UP_TO_24_HOURS":"Concentration, jusqu’à 24 heures",
+ "CONCENTRATION_UP_TO_2_HOURS":"Concentration, jusqu’à 2 heures",
+ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, jusqu’à 6 rounds",
+ "CONCENTRATION_UP_TO_8_HOURS":"Concentration, jusqu’à 8 heures",
"CONDENSE":"Condensé",
"CONDITIONS":"Conditions",
"CONDITION_IMMUNITIES":"Immunité aux conditions",
@@ -441,15 +446,16 @@
"CRIT":"Crit",
"CRITICAL_DAMAGE":"Dégâts critiques",
"CRITICAL_DAMAGE_IS_MAXIMIZED":"Dégâts critiques maximisés",
- "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_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_RANGE":"Coup Crit",
"CURRENT":"Actuel",
"CUSTOM":"Perso.",
"CUSTOM_CLASSES":"Classe Perso.",
"CUSTOM_CLASS_NAME":"Custom class name",
- "CUSTOM_GOLD_VALUES":"Valeur de l'or personnalisée",
+ "CUSTOM_GOLD_VALUES":"Valeur de l’or personnalisée",
"DAMAGE":"Dégâts",
"DAMAGE_IMMUNITIES":"Immunité aux dégâts",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Résistance aux dégâts",
"DAMAGE_VULNERABILITIES":"Vulnérabilité aux dégâts",
"DARKVISION":"Vision dans le noir",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dextérité",
"DEXTERITY_SAVING_THROW":"Jet de Sauvegarde de Dextérité",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dés",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Dé",
@@ -498,28 +505,28 @@
"DRUID":"Druide",
"DURATION":"Durée",
"EFFECT":"Effets",
- "ELECTRUM_PIECES":"Pièces d'électrum",
+ "ELECTRUM_PIECES":"Pièces d’électrum",
"EMOTE":"Emote",
"ENCHANTMENT":"Enchantement",
"ENCUMBERED":"Encombré",
"ENCUMBERED_HEAVILY":"L. Encombré",
- "ENCUMBRANCE_MULTIPLIER":"Multiplicateur d'Emcombrement",
+ "ENCUMBRANCE_MULTIPLIER":"Multiplicateur d’Emcombrement",
"ENGINEERING":"Ingénierie",
"EQUIPMENT":"Équipement",
"EVERY":"chaque",
"EVOCATION":"Évocation",
"EXHAUSTION":"Epuisement",
- "EXHAUSTION_LEVEL":"Niveau d'épuisement",
+ "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_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",
"EXPAND":"Etendre",
- "EXPERIENCE_POINTS":"Points d'Expérience",
+ "EXPERIENCE_POINTS":"Points d’Expérience",
"EXPERTISE":"Expertise",
- "EXPERTISE_AS_ADVANTAGE":"Expertise en tant qu'avantage pour l'importation",
+ "EXPERTISE_AS_ADVANTAGE":"Expertise en tant qu’avantage pour l’importation",
"EXPLODE":"explosion",
"EXTRAS":"Extras",
"EXTRA_ON_A_CRIT":"extra on a crit",
@@ -549,18 +556,8 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Sexe",
"GENERATE_SKILLS":"Générer",
- "GLOBAL_ATTACK_BONUS":"bonus global d’attaque",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"bonus global de dégâts",
- "GLOBAL_MELEE_ATTACK_BONUS":"bonus global d’attaque au corps à corps",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"bonus global d’attaque à distance",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"bonus global aux jets de sauvegardes",
- "GLOBAL_SPELL_ATTACK_BONUS":"bonus global des sorts",
- "GLOBAL_SPELL_DAMAGE_BONUS":"bonus global de dégât des sorts",
- "GLOBAL_SPELL_HEAL_BONUS":"bonus global de soin des sorts",
- "GOLD_PIECES":"Pièces d'or",
+ "GM":"GM",
+ "GOLD_PIECES":"Pièces d’or",
"GRAPPLED":"Agrippé",
"HAIR":"Cheveux",
"HALF":"Half",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Masquer dégâts",
"HIDE_INFO_EFFECT":"Masquer effets",
"HIDE_INFO_FREETEXT":"Masquer teste supp.",
- "HIDE_INFO_NOTE":"Merci de vous référer à la documentation. Vous aurez besoin d'utiliser une extension de navigateur pour changer le css afin de voir certaines parties.",
+ "HIDE_INFO_NOTE":"Merci de vous référer à la documentation. Vous aurez besoin d’utiliser une extension de navigateur pour changer le css afin de voir certaines parties.",
"HIDE_INFO_RECHARGE":"Masquer recharge",
"HIDE_INFO_SAVING_THROWS":"Masquer jet de sauvegarde",
"HIDE_INFO_SAVING_THROW_DC":"Masquer DD de sauvegarde",
@@ -595,25 +592,27 @@
"HIT_DICE":"Dés de vie",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Points de vie",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Points de vie jetés",
"HIT_POINTS_TEMP":"PV Temp",
"HIT_POINTS_TEMPORARY":"Points de vie temporaires",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honneur",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Règles maison",
"HOVER":"Plane",
+ "HP":"HP",
"HUGE":"Très Grande",
"IDEALS":"Idéaux",
"IF_THE_TARGET_IS":"Si la cible est",
"ILLUSION":"Illusion",
"IMPORT":"Importer",
- "INCAPACITATED":"Incapable d'agir",
+ "INCAPACITATED":"Incapable d’agir",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"bonus d'initiative",
"INNATE_SPELLCASTING":"Sorts innés",
"INNATE_SPELLCASTING_NO_MATERIAL":"sans avoir besoin de composantes matérielles",
"INNATE_SPELLCASTING_ONLY_VERBAL":"en nécessitant uniquement la composante verbale",
@@ -627,7 +626,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantané ou 1 heure",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
- "INTELLIGENCE_SAVING_THROW":"Jet de sauvegarde d'Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Jet de sauvegarde d’Intelligence",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -640,10 +639,11 @@
"LARGE":"Grande",
"LAWFUL_EVIL":"loyal mauvais",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Épée longue",
"LONG_REST":"Rep. Long",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Unités de mesure",
"MEDICINE":"Médecine",
@@ -663,13 +664,18 @@
"MELEE":"Mêlée",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Attaque au corps à corps ou à distance avec une arme",
"MELEE_SPELL_ATTACK":"Attaque au corps à corps avec un sort",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Attaque au corps à corps avec une arme",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Mètres",
"METERS_ABBREVIATION":"m.",
"MISC":"Autre",
"MISCELLANEOUS":"Divers",
"MISCELLANEOUS_NOTES":"Notes diverses",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Moine",
"MOVEMENT":"Mouvement",
"MULTIPLIER":"Multiplicateur",
@@ -679,14 +685,16 @@
"NECROTIC":"nécrotique",
"NO":"Non",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"Aucun dégât supplémentaire sur un coup critique",
"NPC":"PNJ",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"une créature",
"ONE_TARGET":"one target",
"OR":"ou",
"OTHER":"Autre",
- "OTHER_ARMOR":"Autre type d'Armure",
+ "OTHER_ARMOR":"Autre type d’Armure",
"OTHER_DAMAGE":"Other damage",
"OTHER_PROFICIENCIES_AND_LANGUAGES":"Maîtrises & Langues",
"OTHER_TYPE":"Autre (Zone, Cône, Ligne)",
@@ -708,13 +716,15 @@
"PLATINUM_PIECES":"Pièces de platine",
"PLUS":"plus",
"POINTS":"Points",
- "POINTS_OF_ORIGIN":"Point d'origine",
+ "POINTS_OF_ORIGIN":"Point d’origine",
"POISON":"poison",
"POISONED":"Empoisonné",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Préparé",
"PREPARED_MATTERS":"Sorts prép. important",
- "PROCESSING_CLOSE_MESSAGE":"Si l'image bouge à une vitesse normale et si la fiche de perso est fluide, vous pouvez :",
+ "PROCESSING_CLOSE_MESSAGE":"Si l’image bouge à une vitesse normale et si la fiche de perso est fluide, vous pouvez :",
"PROCESSING_MESSAGE":"Pendant que la fiche de personnage se met à jour, ne pas fermer la fenêtre.",
"PROCESSING_TITLE":"Mise à jour en cours",
"PROF":"Maît",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Bonus de maîtrise",
"PROFICIENCY_DICE":"Dés de maîtrise",
"PROFICIENT":"Maîtrise",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"À terre",
"PSION":"Psion",
"PSIONICS":"Psioniques",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Points Psi",
"PSYCHIC":"Psychique",
"PUBLIC_FOR_ALL":"Public",
- "QTY":"Qté",
"QUERY":"Varie",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Portée",
"RANGED":"Tir",
"RANGED_SPELL_ATTACK":"Attaque à distance avec un sort",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Attaque à distance avec une arme",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Rôdeur",
"RANGERUA":"Rôdeur UA (2016)",
"REACH":"Allonge",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharge après un Repos Long",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharge après un Repos Court ou Long",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Max réduit",
- "REDUCED_MAX_HIT_POINTS":"Max réduit",
"REDUCED_TO":"reduced to",
"REF":"Réf",
"REFLEX":"Réflexe",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Athlète remarquable",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Signaler un problème",
+ "REQUIRES_API":"Cette fonctionnalité nécessite l’usage de l’API",
"RESET":"reset",
- "REQUIRES_API":"Cette fonctionnalité nécessite l'usage de l'API",
"RESISTANCES_AND_IMMUNITIES":"Résistances & Immunités",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Entravé",
- "RESTS":"Repos",
+ "RING":"Ring",
"RITUAL":"Rituel",
"ROGUE":"Roublard",
+ "ROLL":"Roll",
"ROLL_2":"2 Jets",
"ROLL_OPTIONS":"Option de jet",
"ROLL_TEMPLATE":"Affichage des jets",
@@ -788,18 +801,22 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Sauvegarde",
"SAVE_DC":"DD Jet de Sauv.",
- "SAVE_FAILURE":"Échec",
- "SAVE_SUCCESS":"Réussite",
"SAVING_DC":"DD de Sauv",
"SAVING_THROW":"Jet de sauv",
"SAVING_THROWS":"Jets de sauvegarde",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Jets de sauvegarde (popup)",
"SAVING_THROW_BONUS":"bonus aux jets de sauvegardes",
"SAVING_THROW_DC":"DD jet de sauv",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Sens",
"SHEET":"Affichage",
- "SHEET_OUTPUT":"Option d'affichage",
+ "SHEET_OUTPUT":"Option d’affichage",
"SHEET_SETTING":"Paramètres",
"SHIELD":"Bouclier",
"SHORT_OR_LONG_REST":"Repos Court ou Long",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Tout voir",
"SHOW_RESTS":"Voir repos",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Voir niveau si tout les emplacements sont utilisés",
- "SHOW_TARGET_AC_ON_ATTACKS":"CA de la cible sur les jets d'attaque",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Nom de la cible sur les jets d'attaque\/sauv.",
+ "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",
- "SILVER_PIECES":"Pièces d'argent",
+ "SILVER_PIECES":"Pièces d’argent",
"SIZE":"Catégorie de taille",
"SKILL":"Compétence",
"SKILLS":"Compétences",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Paramètres",
"SKIN":"Peau",
"SLASHING":"tranchant",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Sorts sur la page principale",
"SPELLS_TAB":"Onglet Sorts",
"SPELL_ATTACK":"Attaque de sort",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Niveau du sort",
"SPELL_MUST_HAVE":"Soirts doivent avoir",
"SPELL_POINTS":"Points de sort",
@@ -866,42 +912,49 @@
"TARGET_TO_SOURCE":"Cible → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Taille de texte",
+ "THROWN":"Thrown",
"THUNDER":"tonnerre",
"TINY":"Très Petite",
"TOTAL":"Total",
- "TOTAL_GOLD_VALUE":"Total en pièces d'or",
+ "TOTAL_GOLD_VALUE":"Total en pièces d’or",
"TO_HIT":"to hit",
- "TO_TRACKER":"Envoyer au \"Turn Order\"",
+ "TO_TRACKER":"Envoyer au “Turn Order”",
"TRACKER":"Turn Order",
"TRAITS":"Traits",
"TRANSMUTATION":"Transmutation",
"TREMORSENSE":"Perception des vibrations",
"TRUESIGHT":"Vision véritable",
"TURN":"Tour",
+ "TURN_OFF_FILTERING":"Décochez filtres si vous ne voyez pas les sorts récement créés",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"Décochez \"filtres\" si vous ne voyez pas les sorts récement créés",
"TYPE":"Type",
"UNARMORED":"Sans armure",
"UNCONSCIOUS":"Inconscient",
"UNPROFICIENT":"Non Maîtrisée",
- "UNTIL_DISPELLED":"jusqu'à dissipation",
- "UNTIL_DISPELLED_OR_TRIGGERED":"jusqu'à dissipation ou déclenchement",
+ "UNTIL_DISPELLED":"jusqu’à dissipation",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"jusqu’à dissipation ou déclenchement",
"USES":"Charges",
"USE_CUSTOM_SAVING_THROWS":"Jets de sauvegarde personnalisés",
+ "UTILITY":"Utility",
"VERSATILE":"Polyvalente",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"contre démons ou mort-vivants",
"WARLOCK":"Sorcier",
"WARLOCK_SLOTS":"emplacements (sorc.)",
"WARLOCK_SPELL_SLOTS":"Emplacement de sort (Sorcier)",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Poids",
"WEIGHT_PER_COIN":"Poid par pièce",
"WHISPERED_TO_GM":"Chuchoter au MJ",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Volonté",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Sag",
"WISDOM":"Sagesse",
"WISDOM_SAVING_THROW":"Jet de Sauvegarde de Sagesse",
"WIZARD":"Magicien",
+ "WONDROUS":"Wondrous",
"YES":"Oui"
}
\ No newline at end of file
diff --git a/5eShaped/translations/he.json b/5eShaped/translations/he.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/he.json
+++ b/5eShaped/translations/he.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/it.json b/5eShaped/translations/it.json
index 6803ead98e..4d4e1ca239 100644
--- a/5eShaped/translations/it.json
+++ b/5eShaped/translations/it.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Prova di caratteristica",
"ABILITY_CHECKS":"Prove di caratteristica",
"ABILITY_CHECKS_QUERY":"Verifica del test di abilità",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Punteggi di caratteristica",
"ABJURATION":"Abiurazione",
"AC":"CA",
@@ -66,8 +68,10 @@
"AC_ARMORED":"CA in armatura",
"AC_UNARMORED":"CA senza armatura",
"AC_UNARMORED_ABILITY":"Bonus difesa senza armatura",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Aggiungi metà competenza ai tiri salvezza senza competenza",
"ADVANTAGE":"Vantaggio",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Età",
"ALIGNMENT":"Allineamento",
"ALL":"Tutto",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Usa munizioni automaticamente",
"AMMO_WEIGHT":"Peso munizioni",
"AMPHIBIOUS":"Anfibio",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Addestrare Animali",
"API":"API",
"APPEARANCE":"Aspetto",
"ARCANA":"Arcani",
"ARMOR":"Armatura",
- "ARMORED_AND_UNARMORED":"Armatura e senza armatura",
"ARMOR_CLASS":"Classe armatura",
"ARROWS":"Frecce",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Aggiunte",
"ATTACK":"Attacco",
"ATTACKS":"Attacchi",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"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.",
+ "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",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Tiro salvezza su Carisma",
"CHARMED":"Charmed",
"CHECK":"Prova",
- "CHECK_BONUS":"Bonus alla prova",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Classe",
"CLASS_AND_LEVEL":"Classe e livello",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generati dopo aver aggiunto una classe nella tab \"Personaggio\"",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generati dopo aver aggiunto una classe nella tab “Personaggio”",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,7 +180,7 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
@@ -183,13 +188,13 @@
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Difesa senza armatura",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_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_BARD_BARDIC_INSPIRATION":"Ispirazione bardica",
- "CLASS_FEATURE_BARD_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 aggiungerne 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_BARD_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 aggiungerne 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_BARD_COUNTERCHARM":"Controaffascinare",
"CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).",
"CLASS_FEATURE_BARD_EXPERTISE":"Competente",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Livelli di classe",
"CLERIC":"Chierico",
"CLIMB":"Scalare",
"CLOSE":"Close",
- "COINAGE":"Denaro",
+ "COINS":"Coins",
"COINS_CP":"MR",
"COINS_EP":"ME",
"COINS_GP":"MO",
@@ -447,9 +452,10 @@
"CUSTOM":"Personalizzato",
"CUSTOM_CLASSES":"Custom classes",
"CUSTOM_CLASS_NAME":"Custom class name",
- "CUSTOM_GOLD_VALUES":"Valori d'oro personalizzati",
+ "CUSTOM_GOLD_VALUES":"Valori d’oro personalizzati",
"DAMAGE":"Danno",
"DAMAGE_IMMUNITIES":"Immunità ai danni",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Resistenze ai danni",
"DAMAGE_VULNERABILITIES":"Vulnerabilità ai danni",
"DARKVISION":"Scurovisione",
@@ -463,6 +469,7 @@
"DEX":"Des",
"DEXTERITY":"Destrezza",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dadi",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Dado",
@@ -498,7 +505,7 @@
"DRUID":"Druido",
"DURATION":"Durata",
"EFFECT":"Effetto",
- "ELECTRUM_PIECES":"Monete d'elettro",
+ "ELECTRUM_PIECES":"Monete d’elettro",
"EMOTE":"Emote",
"ENCHANTMENT":"Ammaliamento",
"ENCUMBERED":"Sovraccarico",
@@ -549,18 +556,8 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Sesso",
"GENERATE_SKILLS":"Genera abilità",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
- "GOLD_PIECES":"Monete d'oro",
+ "GM":"GM",
+ "GOLD_PIECES":"Monete d’oro",
"GRAPPLED":"Grappled",
"HAIR":"Capelli",
"HALF":"Half",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Nasc. danni",
"HIDE_INFO_EFFECT":"Nasc. effetto",
"HIDE_INFO_FREETEXT":"Nasc. testo",
- "HIDE_INFO_NOTE":"Controllare la documentazione. È necessaria un'estenzione nel browser per cambiare il css per mostrare certe parti",
+ "HIDE_INFO_NOTE":"Controllare la documentazione. È necessaria un’estenzione nel browser per cambiare il css per mostrare certe parti",
"HIDE_INFO_RECHARGE":"Nasc. ricarica",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Nasc. CD tiro salvezza",
@@ -595,16 +592,19 @@
"HIT_DICE":"Dadi Vita",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Punti ferita",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Punti ferita tirati",
"HIT_POINTS_TEMP":"PF temp.",
"HIT_POINTS_TEMPORARY":"Punti ferita temporanei",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Regole personalizzate",
"HOVER":"Stazionare",
+ "HP":"HP",
"HUGE":"Enorme",
"IDEALS":"Ideali",
"IF_THE_TARGET_IS":"Se il bersaglio è",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Iniziativa",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Intuizione",
"INSPIRATION":"Ispirazione",
@@ -640,11 +639,12 @@
"LARGE":"Grande",
"LAWFUL_EVIL":"legale malvagio",
"LBS":"lb",
+ "LEATHER":"Leather",
"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.",
+ "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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Rip. lungo",
"MACROS":"Macro",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicina",
@@ -663,13 +664,18 @@
"MELEE":"Mischia",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Varie",
"MISCELLANEOUS":"Varie",
"MISCELLANEOUS_NOTES":"Note",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monaco",
"MOVEMENT":"Movimento",
"MULTIPLIER":"Moltiplicatore",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotico",
"NO":"No",
"NORMAL":"Normale",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"PNG",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"una creatura",
"ONE_TARGET":"one target",
"OR":"o",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Punti di origine",
"POISON":"veleno",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Preparati",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Bonus competenza",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Competente",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psichico",
"PUBLIC_FOR_ALL":"Visibile a tutti",
- "QTY":"Qtà",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Portata",
"RANGED":"A distanza",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Portata",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Atleta impressionante",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "REQUIRES_API":"Questa opzione richiede l’API",
"RESET":"reset",
- "REQUIRES_API":"Questa opzione richiede l'API",
"RESISTANCES_AND_IMMUNITIES":"Resistenze e immunità",
"RESOURCES":"Risorse",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Rituale",
"ROGUE":"Furfante",
+ "ROLL":"Roll",
"ROLL_2":"Tira 2",
"ROLL_OPTIONS":"Opzioni tiro",
"ROLL_TEMPLATE":"Template tiro",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Tiro salvezza fallito",
- "SAVE_SUCCESS":"Tiro salvezza riuscito",
"SAVING_DC":"CD salvezza",
"SAVING_THROW":"Tiro salvezza",
"SAVING_THROWS":"Tiri salvezza",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Query tiri salvezza",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"CD tiro salvezza",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Sensi",
"SHEET":"Scheda",
"SHEET_OUTPUT":"Output scheda",
@@ -811,10 +828,34 @@
"SHOW_TARGET_NAME_ON_ATTACKS":"Nome bersaglio negli attacchi e TS",
"SHOW_TOTALS":"Mostra totali",
"SHOW_UNPREPARED_SPELLS":"Mostra incantesimi non preparati",
- "SILVER_PIECES":"Monete d'argento",
+ "SILVER_PIECES":"Monete d’argento",
"SIZE":"Taglia",
"SKILL":"Abilità",
"SKILLS":"Abilità",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Pelle",
"SLASHING":"tagliente",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Livello incant.",
"SPELL_MUST_HAVE":"Incantesimi devono avere",
"SPELL_POINTS":"Punti inc.",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Bersaglio → Fonte",
"TEMP":"Temp",
"TEXT_SIZE":"Dimensione testo",
+ "THROWN":"Thrown",
"THUNDER":"tuono",
"TINY":"Minuscola",
"TOTAL":"Totale",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Senso tellurico",
"TRUESIGHT":"Visione del vero",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva \"filters\"",
"TYPE":"Tipo",
"UNARMORED":"senza armatura",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Finché non è dissolto o attivato",
"USES":"Usi",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs non morti o immondi",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Slot inc. Warlock",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Peso",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Sussurrato al GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Sag",
"WISDOM":"Saggezza",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Mago",
+ "WONDROUS":"Wondrous",
"YES":"Sì"
}
\ No newline at end of file
diff --git a/5eShaped/translations/ja.json b/5eShaped/translations/ja.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/ja.json
+++ b/5eShaped/translations/ja.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/ko.json b/5eShaped/translations/ko.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/ko.json
+++ b/5eShaped/translations/ko.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/nl.json b/5eShaped/translations/nl.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/nl.json
+++ b/5eShaped/translations/nl.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/pt-br.json b/5eShaped/translations/pt-br.json
new file mode 100644
index 0000000000..93eec4d267
--- /dev/null
+++ b/5eShaped/translations/pt-br.json
@@ -0,0 +1,952 @@
+{
+ "0":"0",
+ "10TH_LEVEL":"10º Nível",
+ "10_DAYS":"10 dias",
+ "10_MINUTES":"10 minutos",
+ "11TH_LEVEL":"11º Nível",
+ "12TH_LEVEL":"12º Nível",
+ "12_HOURS":"12 horas",
+ "13TH_LEVEL":"13º Nível",
+ "14TH_LEVEL":"14º Nível",
+ "15TH_LEVEL":"15º Nível",
+ "16TH_LEVEL":"16º Nível",
+ "17TH_LEVEL":"17º Nível",
+ "18TH_LEVEL":"18º Nível",
+ "19TH_LEVEL":"19º Nível",
+ "1ST":"1º",
+ "1ST_LEVEL":"1º Nível",
+ "1_ACTION":"1 ação",
+ "1_BONUS_ACTION":"1 ação bonus",
+ "1_HOUR":"1 hora",
+ "1_MINUTE":"1 minuto",
+ "1_REACTION":"1 reação",
+ "1_ROUND":"1 turno",
+ "20TH_LEVEL":"20º Nível",
+ "21ST_LEVEL":"21º Nível",
+ "22ND_LEVEL":"22º Nível",
+ "23RD_LEVEL":"23º Nível",
+ "24TH_LEVEL":"24º Nível",
+ "24_HOURS":"24 horas",
+ "25TH_LEVEL":"25º Nível",
+ "26TH_LEVEL":"26º Nível",
+ "27TH_LEVEL":"27º Nível",
+ "28TH_LEVEL":"28º Nível",
+ "29TH_LEVEL":"29º Nível",
+ "2ND":"2º",
+ "2ND_LEVEL":"2º Nível",
+ "30TH_LEVEL":"30º Nível",
+ "30_DAYS":"30 dias",
+ "3RD":"3º",
+ "3RD_LEVEL":"3º Nível",
+ "4TH":"4º",
+ "4TH_LEVEL":"4º Nível",
+ "5TH":"5º",
+ "5TH_LEVEL":"5º Nível",
+ "6TH":"6º",
+ "6TH_LEVEL":"6º Nível",
+ "7TH":"7th",
+ "7TH_LEVEL":"7º Nível",
+ "7_DAYS":"7 dias",
+ "8TH":"8º",
+ "8TH_LEVEL":"8º Nível",
+ "8_HOURS":"8 horas",
+ "9TH":"9º",
+ "9TH_LEVEL":"9º Nível",
+ "ABILITY":"Habilidade",
+ "ABILITY_CHECK":"Verificar Habilidade",
+ "ABILITY_CHECKS":"Verificadores de Habilidade",
+ "ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_SCORE":"Ability score",
+ "ABILITY_SCORES":"Ability scores",
+ "ABJURATION":"Abjuração",
+ "AC":"CA",
+ "ACID":"ácido",
+ "ACROBATICS":"Acrobacia",
+ "ACTION":"Ação",
+ "ACTIONS":"Ações",
+ "AC_ARMORED":"CA armado",
+ "AC_UNARMORED":"CA desarmado",
+ "AC_UNARMORED_ABILITY":"Habilidade desarmado",
+ "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
+ "ADVANTAGE":"Vantagem",
+ "ADVENTURING_GEAR":"Adventuring gear",
+ "AGE":"Idade",
+ "ALIGNMENT":"Tendência",
+ "ALL":"Tudo",
+ "AMMO":"Munição",
+ "AMMO_AUTO_USE":"Usar munição automaticamente",
+ "AMMO_WEIGHT":"Capacidade de Munição",
+ "AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
+ "ANIMALHANDLING":"Adestrar Animais",
+ "API":"API",
+ "APPEARANCE":"Aparência",
+ "ARCANA":"Arcano",
+ "ARMOR":"Armadura",
+ "ARMOR_CLASS":"Classe de Armadura",
+ "ARROWS":"Flechas",
+ "ARTIFICER":"Artífice (2017)",
+ "AS":"as",
+ "ATHLETICS":"Atletismo",
+ "ATK":"ATQ",
+ "ATTACHERS":"Atacantes",
+ "ATTACK":"Ataque",
+ "ATTACKS":"Ataques",
+ "ATTACK_MODIFIER":"Attack modifier",
+ "AT_WILL":"à vontade",
+ "AUTO":"Auto",
+ "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
+ "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
+ "AUTO_REVERT_ADV":"Automaticamente reverter (dis)vantagem",
+ "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
+ "AVG":"avg",
+ "BACKGROUND":"Antecedentes",
+ "BACKSTORY":"História",
+ "BARBARIAN":"Bárbaro",
+ "BARD":"Bardo",
+ "BASE_DC":"Base DC",
+ "BIG":"Grande",
+ "BITE":"Mordida",
+ "BLINDED":"Blinded",
+ "BLINDSIGHT":"Blindsight",
+ "BLIND_BEYOND":"blind beyond this radius",
+ "BLUDGEONING":"bludgeoning",
+ "BONDS":"Bonds",
+ "BONUS":"Bônus",
+ "BONUSES":"Bônus",
+ "BONUSES_AND_PENALTIES":"Bônus & Penalidades",
+ "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":"Cancelar",
+ "CANTRIP":"Truque",
+ "CANTRIPS":"Truques",
+ "CAN_HAVE":"Pode ter",
+ "CARRIED":"Carregado",
+ "CARRYING_CAPACITY":"Capacidade de Carga",
+ "CARRYING_PUSH_DRAG_LIFT":"Push\/Drag\/Lift",
+ "CASTERS_FULL":"Cheio (9º Nível: Bardo, Clérigo, Druida, Feiticeiro, Mago)",
+ "CASTERS_HALF":"Half (5º Nível: Paladino, Patrulheiro)",
+ "CASTERS_THIRD":"Third (3º Nível: Arcane Archetypes)",
+ "CASTING_TIME":"Casting Time",
+ "CHA":"CAR",
+ "CHALLENGE":"Dificuldade",
+ "CHARACTER":"Personagem",
+ "CHARACTER_NAME":"Nome do Personagem",
+ "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
+ "CHARISMA":"Carisma",
+ "CHARMED":"Charmed",
+ "CHECK":"Checar",
+ "CHECK_BONUS":"Check bonus",
+ "CHOOSE_WHEN_ROLLING":"Escolha quando rolar",
+ "CLASS":"Classe",
+ "CLASS_AND_LEVEL":"Classe & Nível",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil",
+ "CLASS_FEATURES":"Class features",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
+ "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
+ "CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
+ "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
+ "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
+ "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.",
+ "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm",
+ "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).",
+ "CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
+ "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
+ "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
+ "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
+ "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
+ "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EVASION":"Evasion",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
+ "CLASS_FEATURE_MONK_KI":"Ki",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
+ "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
+ "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
+ "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.",
+ "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall",
+ "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
+ "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
+ "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.",
+ "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleansing Touch",
+ "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
+ "CLASS_FEATURE_RANGER_VANISH":"Vanish",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
+ "CLASS_FEATURE_ROGUE_EVASION":"Evasion",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
+ "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
+ "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
+ "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
+ "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.",
+ "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum",
+ "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.",
+ "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
+ "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
+ "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
+ "CLASS_LEVELS":"Class levels",
+ "CLERIC":"Clérigo",
+ "CLIMB":"Escalar",
+ "CLOSE":"Fechar",
+ "COINAGE":"Cunhagem",
+ "COINS_CP":"PC",
+ "COINS_EP":"PE",
+ "COINS_GP":"PO",
+ "COINS_PP":"PL",
+ "COINS_SP":"PP",
+ "COIN_CONVERSION_GP_PER_CP":"Cobre por Ouro",
+ "COIN_CONVERSION_GP_PER_EP":"Electro por Ouro",
+ "COIN_CONVERSION_GP_PER_PP":"Ouro por Platina",
+ "COIN_CONVERSION_GP_PER_SP":"Prata por Ouro",
+ "COLD":"Gelado",
+ "COLOR":"Cores",
+ "COMPONENTS":"Componentes",
+ "COMPONENTS_M":"M",
+ "COMPONENTS_S":"S",
+ "COMPONENTS_S_M":"S, M",
+ "COMPONENTS_V":"V",
+ "COMPONENTS_V_M":"V, M",
+ "COMPONENTS_V_S":"V, S",
+ "COMPONENTS_V_S_M":"V, S, M",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentração",
+ "CONCENTRATION_UP_TO_10_MINUTES":"Concentração, acima de 10 minutos",
+ "CONCENTRATION_UP_TO_12_HOURS":"Concentração, acima de 12 horas",
+ "CONCENTRATION_UP_TO_1_HOUR":"Concentração, acima de 1 hora",
+ "CONCENTRATION_UP_TO_1_MINUTE":"Concentração, acima de 1 minuto",
+ "CONCENTRATION_UP_TO_1_ROUND":"Concentração, acima de 1 turno",
+ "CONCENTRATION_UP_TO_24_HOURS":"Concentração, acima de 24 horas",
+ "CONCENTRATION_UP_TO_2_HOURS":"Concentração, acima de 2 horas",
+ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentração, acima de 6 turnos",
+ "CONCENTRATION_UP_TO_8_HOURS":"Concentração, acima de 8 horas",
+ "CONDENSE":"Condense",
+ "CONDITIONS":"Condições",
+ "CONDITION_IMMUNITIES":"Imune as condições",
+ "CONJURATION":"Conjuração",
+ "CONSTITUTION":"Constituição",
+ "CONTENT":"Content",
+ "CONTRACT":"Acordo",
+ "COPPER_PIECES":"Peças de Cobre",
+ "CORE":"Core",
+ "COST":"Custo",
+ "COSTS_2_ACTIONS":"Custa 2 Ações",
+ "COSTS_3_ACTIONS":"Custa 3 Ações",
+ "CREATE_CLASS_FEATURES":"Create class features",
+ "CRIT":"Crítico",
+ "CRITICAL_DAMAGE":"Dano Crítico",
+ "CRITICAL_DAMAGE_IS_MAXIMIZED":"Dano Crítico é Maximizado",
+ "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.",
+ "CRIT_RANGE":"Crit range",
+ "CURRENT":"Atual",
+ "CUSTOM":"Customizado",
+ "CUSTOM_CLASSES":"Classes customizadas",
+ "CUSTOM_CLASS_NAME":"Nome da Classe customizada",
+ "CUSTOM_GOLD_VALUES":"Valores de Ouro Customizados",
+ "DAMAGE":"Dano",
+ "DAMAGE_IMMUNITIES":"Imunidades a Danos",
+ "DAMAGE_MODIFIER":"Damage modifier",
+ "DAMAGE_RESISTANCES":"Resistências a Danos",
+ "DAMAGE_VULNERABILITIES":"Vulnerabilidade contra Danos",
+ "DARKVISION":"Visão no Escuro",
+ "DC":"DC",
+ "DEAFENED":"Ensurdecido",
+ "DEATH":"Morto",
+ "DEATH_SAVES":"Teste Contra Morte",
+ "DEATH_SAVING_THROW":"Teste Contra Morte",
+ "DEATH_SAVING_THROWS":"Testes Contra Morte",
+ "DECEPTION":"Enganação",
+ "DEX":"Des",
+ "DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Des (max X)",
+ "DICE":"Dado",
+ "DICE_MODIFIERS":"Dice modifiers",
+ "DIE":"Morte",
+ "DISADVANTAGE":"Desvantagem",
+ "DISPLAY":"Mostrar",
+ "DISPLAY_AUDITORY":"Auditivo",
+ "DISPLAY_AUDITORY_MATERIAL":"Auditivo, Material",
+ "DISPLAY_AUDITORY_MENTAL":"Auditivo, Mental",
+ "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditivo, Mental, Olfativo",
+ "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditivo, Mental, Visual",
+ "DISPLAY_AUDITORY_OLFACTORY":"Auditivo, Olfativo",
+ "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditivo, Olfativo, Material",
+ "DISPLAY_AUDITORY_VISUAL":"Auditivo, Visual",
+ "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditivo, Visual, Material",
+ "DISPLAY_MATERIAL":"Material",
+ "DISPLAY_MENTAL":"Mental",
+ "DISPLAY_MENTAL_MATERIAL":"Mental, Material",
+ "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfativo",
+ "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfativo, Visual",
+ "DISPLAY_MENTAL_VISUAL":"Mental, Visual",
+ "DISPLAY_OLFACTORY":"Olfativo",
+ "DISPLAY_OLFACTORY_MATERIAL":"Olfativo, Material",
+ "DISPLAY_OLFACTORY_VISUAL":"Olfativo, Visual",
+ "DISPLAY_TEXT":"Mostrar texto",
+ "DISPLAY_VISUAL":"Visual",
+ "DISPLAY_VISUAL_MATERIAL":"Visual, Material",
+ "DISTANCE":"Distância",
+ "DIVINATION":"Divination",
+ "DMG":"DANO",
+ "DOCUMENTATION":"Documentação",
+ "DONT":"Don’t",
+ "DRAGON":"Dragão",
+ "DRUID":"Druida",
+ "DURATION":"Duração",
+ "EFFECT":"Efeitos",
+ "ELECTRUM_PIECES":"Peças de Electro",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Encatamento",
+ "ENCUMBERED":"Sobrecarregado",
+ "ENCUMBERED_HEAVILY":"H. Sobrecarregado",
+ "ENCUMBRANCE_MULTIPLIER":"Multiplicador de Sobrecarga",
+ "ENGINEERING":"Engineering",
+ "EQUIPMENT":"Equipamento",
+ "EVERY":"Todos",
+ "EVOCATION":"Evocação",
+ "EXHAUSTION":"Euxastão",
+ "EXHAUSTION_LEVEL":"Nível de Euxastão",
+ "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":"Velocidade reduzida a 0",
+ "EXHAUSTION_LEVEL_6":"Morte",
+ "EXPAND":"Expandir",
+ "EXPERIENCE_POINTS":"Pontos de Experiência",
+ "EXPERTISE":"Perícia",
+ "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing",
+ "EXPLODE":"Explodir",
+ "EXTRAS":"Extras",
+ "EXTRA_ON_A_CRIT":"extra em um crítico",
+ "EYES":"Olhos",
+ "FAILURES":"Falhas",
+ "FEATS":"Feats",
+ "FEATURES":"Características",
+ "FEATURES_AND_TRAITS":"Características & Traços",
+ "FEET":"Pés",
+ "FEET_ABBREVIATION":"ft.",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filtros",
+ "FIN":"Acu",
+ "FINESSE":"Acuidade",
+ "FIRE":"fogo",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Falhas",
+ "FLY":"Voar",
+ "FORCE":"força",
+ "FORT":"Fort",
+ "FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
+ "FREEFORM":"Forma Livre",
+ "FREETEXT":"Texto Livre",
+ "FRIGHTENED":"Frightened",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gênero",
+ "GENERATE_SKILLS":"Gerar Habilidades",
+ "GOLD_PIECES":"Peças de Ouro",
+ "GRAPPLED":"Agarrado",
+ "HAIR":"Cabelos",
+ "HALF":"Half",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HALF_DAMAGE":"half damage",
+ "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
+ "HALF_PROFICIENCY":"half proficiency",
+ "HEAL":"Cura",
+ "HEAL_FOR":"Curado por",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Altura",
+ "HIDE":"Esconder",
+ "HIDE_INFO":"Esconder Info",
+ "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks",
+ "HIDE_INFO_ATTACK":"Esconder ataque",
+ "HIDE_INFO_CONTENT":"Hide content",
+ "HIDE_INFO_COST":"Hide cost",
+ "HIDE_INFO_DAMAGE":"Hide damage",
+ "HIDE_INFO_EFFECT":"Hide effect",
+ "HIDE_INFO_FREETEXT":"Hide freetext",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_RECHARGE":"Hide recharge",
+ "HIDE_INFO_SAVING_THROWS":"Hide saving throws",
+ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
+ "HIGHER_LEVEL":"Higher level",
+ "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
+ "HISTORY":"História",
+ "HIT":"Acerto",
+ "HIT_DICE":"Dado de Acerto",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_POINTS":"Pontos de Acerto",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "HIT_POINTS_TEMP":"HP Temp",
+ "HIT_POINTS_TEMPORARY":"HP Temporário",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
+ "HON":"Hon",
+ "HONOR":"Honra",
+ "HONOR_SAVING_THROW":"Honor saving throw",
+ "HOUSERULES":"Regras da Casa",
+ "HOVER":"Hover",
+ "HP":"HP",
+ "HUGE":"Gigante",
+ "IDEALS":"Ideais",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ILLUSION":"Ilusão",
+ "IMPORT":"Importar",
+ "INCAPACITATED":"Incapacitated",
+ "INFLUENCE":"Influência",
+ "INITIATIVE":"Iniciativa",
+ "INNATE_SPELLCASTING":"Innate Spellcasting",
+ "INNATE_SPELLCASTING_NO_MATERIAL":"Sem componentes de material",
+ "INNATE_SPELLCASTING_ONLY_VERBAL":"Requer aepnas componentes verbais",
+ "INNATE_SPELLCASTING_TEXT_1":"A",
+ "INNATE_SPELLCASTING_TEXT_2":"habilidade de conjuração é",
+ "INNATE_SPELLCASTING_TEXT_3":"pode lançar direto as seguintes magias,",
+ "INSIGHT":"Intuição",
+ "INSPIRATION":"Inspiração",
+ "INSPIRATION_MULTIPLE":"Inspiração Multiplas",
+ "INSTANTANEOUS":"Instantâneo",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "INT":"Int",
+ "INTELLIGENCE":"Inteligência",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
+ "INTIMIDATION":"Intimidação",
+ "INVESTIGATION":"Investigação",
+ "INVISIBLE":"Invisibilidade",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "KI":"Ki",
+ "KILOGRAMS":"Kilogramas",
+ "KNOWN":"Conhecido",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Idiomas",
+ "LARGE":"Large",
+ "LAWFUL_EVIL":"lawful evil",
+ "LBS":"lbs",
+ "LEATHER":"Leather",
+ "LEGENDARY_ACTIONS":"Ações Lendárias",
+ "LEGENDARY_ACTIONS_TEXT_1":"As",
+ "LEGENDARY_ACTIONS_TEXT_2":"pode levar",
+ "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":"recupera ações lendárias no início de sua turno.",
+ "LEVEL":"Nível",
+ "LEVELS":"Níveis",
+ "LIGHTNING":"relâmpago",
+ "LIGHT_ARMOR":"Armadura Leve",
+ "LIMIT":"Limitações",
+ "LONGER":"Longer",
+ "LONGSWORD":"Espada Longa",
+ "LONG_REST":"Descanso Longo",
+ "MACROS":"Macros",
+ "MANUAL":"Manual",
+ "MAX":"Max",
+ "MEASUREMENT_SYSTEMS":"Measurement systems",
+ "MEDICINE":"Medicina",
+ "MEDIUM":"Média",
+ "MEDIUM_ARMOR":"Armadura Média",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Corpo-a-Corpo",
+ "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
+ "MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
+ "MELEE_WEAPON_ATTACK":"Arma de ataque corpo-a-corpo",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
+ "METERS":"Metros",
+ "METERS_ABBREVIATION":"m.",
+ "MISC":"Div",
+ "MISCELLANEOUS":"Diversos",
+ "MISCELLANEOUS_NOTES":"Notas Diversas",
+ "MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
+ "MONK":"Monge",
+ "MOVEMENT":"Movimento",
+ "MULTIPLIER":"Multiplicador",
+ "NAME":"Nome",
+ "NATURE":"Natureza",
+ "NECROMANCY":"Necromancia",
+ "NECROTIC":"Necrótico",
+ "NO":"Não",
+ "NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
+ "NO_CONCENTRATION":"No concentration",
+ "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
+ "NPC":"NPC",
+ "OFFENSE":"Offense",
+ "ONE_CREATURE":"uma criatura",
+ "ONE_TARGET":"um alvo",
+ "OR":"ou",
+ "OTHER":"Outro",
+ "OTHER_ARMOR":"Outra Armadura",
+ "OTHER_DAMAGE":"Outro Dano",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Outras Proeficiências & Línguas",
+ "OTHER_TYPE":"Outro (AoE, Cone, Linha)",
+ "OUTPUT":"Saída",
+ "PALADIN":"Paladino",
+ "PARALYZED":"Paralizado",
+ "PASSIVE":"Passiva",
+ "PASSIVE_ABILITY_CHECK":"Verificador de Habilidade Passiva",
+ "PASSIVE_SKILLS":"Habilidade Passiva",
+ "PC":"PC",
+ "PERCEPTION":"Percepção",
+ "PERFORMANCE":"Atuação",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasão",
+ "PER_LEVEL":"por nível",
+ "PER_USE":"por uso",
+ "PETRIFIED":"Petrificado",
+ "PIERCING":"piercing",
+ "PLATINUM_PIECES":"Peças de Platina",
+ "PLUS":"extra",
+ "POINTS":"Pontos",
+ "POINTS_OF_ORIGIN":"Pontos de origem",
+ "POISON":"Veneno",
+ "POISONED":"Envenenado",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
+ "POUNDS":"Libras",
+ "PREPARED":"Preparada",
+ "PREPARED_MATTERS":"Prepared matters",
+ "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:",
+ "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.",
+ "PROCESSING_TITLE":"Processando",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proeficiências",
+ "PROFICIENCY_BONUS":"Bônus de Proeficiência",
+ "PROFICIENCY_DICE":"Dado de Proeficiência",
+ "PROFICIENT":"Proeficiente",
+ "PRONE":"Inclinado",
+ "PSION":"Psiônico",
+ "PSIONICS":"Psiônicos",
+ "PSIONICS_FULL":"Psionics Full (Psion)",
+ "PSIONICS_HALF":"Psionics Half (Soulknife)",
+ "PSIONICS_THIRD":"Psionics Third (Cryptic)",
+ "PSI_LIMIT":"Limite Psi",
+ "PSI_POINTS":"Pontos Psi",
+ "PSYCHIC":"psíquico",
+ "PUBLIC_FOR_ALL":"Público para todos verem",
+ "QUERY":"Inquerir",
+ "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
+ "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
+ "QUICK":"Rápido",
+ "RACE":"Raça",
+ "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build",
+ "RACIAL_TRAITS":"Racial traits",
+ "RADIANT":"radiante",
+ "RANGE":"Alcance",
+ "RANGED":"Ranged",
+ "RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
+ "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
+ "RANGER":"Patrulheiro",
+ "RANGERUA":"Patrulheiro UA (2016)",
+ "REACH":"Alcance",
+ "REACTION":"Reação",
+ "REACTIONS":"Reações",
+ "RECHARGE":"Recarga",
+ "RECHARGED":"recharged",
+ "RECHARGE_2_6":"Recarga 2-6",
+ "RECHARGE_3_6":"Recarga 3-6",
+ "RECHARGE_4_6":"Recarga 4-6",
+ "RECHARGE_5_6":"Recarga 5-6",
+ "RECHARGE_6":"Recarga 6",
+ "RECHARGE_AFTER_LONG_REST":"Recarrega após um descanso longo",
+ "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recarrega após um descanso curto ou longo",
+ "RECOVERED":"recovered",
+ "REDUCED_TO":"reduced to",
+ "REF":"Ref",
+ "REFLEX":"Refletir",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
+ "REGAIN":"Regain",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religião",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REPEAT":"Repeat",
+ "REPORT_AN_ISSUE":"Comunicar um problema",
+ "REQUIRES_API":"Esse recurso requer a API",
+ "RESET":"reset",
+ "RESISTANCES_AND_IMMUNITIES":"Resistências & Immunidades",
+ "RESOURCES":"Recursos",
+ "REST":"Rest",
+ "RESTRAINED":"Restrained",
+ "RING":"Ring",
+ "RITUAL":"Ritual",
+ "ROGUE":"Ladino",
+ "ROLL":"Roll",
+ "ROLL_2":"Rolar 2",
+ "ROLL_OPTIONS":"Opções de Rolagem",
+ "ROLL_TEMPLATE":"Roll template",
+ "SAN":"San",
+ "SANITY":"Sanidade",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
+ "SAVE":"Sucesso",
+ "SAVE_DC":"Teste de Resistência",
+ "SAVING_DC":"Teste de Resistência",
+ "SAVING_THROW":"Teste de Resistência",
+ "SAVING_THROWS":"Testes de Resistências",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
+ "SAVING_THROWS_QUERY":"Saving throws query",
+ "SAVING_THROW_BONUS":"Teste de Resistência bônus",
+ "SAVING_THROW_DC":"Teste de Resistência",
+ "SAVING_THROW_FAILURE":"Falhou no TR",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Sucesso no TR",
+ "SCORE":"Score",
+ "SECOND_DAMAGE":"Segundo dano",
+ "SELF":"Self",
+ "SENSES":"Senso",
+ "SHEET":"Tabela",
+ "SHEET_OUTPUT":"Saída da Tabela",
+ "SHEET_SETTING":"Config da Tabela",
+ "SHIELD":"Escudo",
+ "SHORT_OR_LONG_REST":"Descanso curto ou longo",
+ "SHORT_REST":"Descanso Curto",
+ "SHOW_ALL":"Mostrar tudo",
+ "SHOW_RESTS":"Mostrar descansos",
+ "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":"Mostrar totais",
+ "SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
+ "SILVER_PIECES":"Peças de Prata",
+ "SIZE":"Tamanho",
+ "SKILL":"Habilidade",
+ "SKILLS":"Habilidades",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
+ "SKILL_SHEET_SETTING":"– Sheet setting",
+ "SKIN":"Skin",
+ "SLASHING":"cortanto",
+ "SLEIGHTOFHAND":"Prestidigitação",
+ "SLOTS":"Slots",
+ "SMALL":"Small",
+ "SOCIETY":"Sociedade",
+ "SORCERER":"Feiticeiro",
+ "SORCERY_POINTS":"Pontos de Feiticeiro",
+ "SOULKNIFE":"Soulknife",
+ "SOURCE":"Destino",
+ "SOURCE_TO_TARGET":"Procurando → Alvo",
+ "SPECIAL":"Especial",
+ "SPECIAL_EFFECTS":"Efeitos Especiais",
+ "SPEED":"Velocidade",
+ "SPELL":"Magia",
+ "SPELLCASTING":"Conjurador",
+ "SPELLCASTING_LEVEL":"Nível de Conjurador",
+ "SPELLCASTING_TEXT_1":"o",
+ "SPELLCASTING_TEXT_2":"é um",
+ "SPELLCASTING_TEXT_3":"conjurador. Sua habilidade de conjuração é",
+ "SPELLCASTING_TEXT_4":"tem as seguintes",
+ "SPELLCASTING_TEXT_5":"magias preparadas",
+ "SPELLS":"Magias",
+ "SPELLS_ON_CORE":"Show spells on the core page",
+ "SPELLS_TAB":"Spells tab",
+ "SPELL_ATTACK":"Ataque Mágico",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
+ "SPELL_LEVEL":"Nível Mágico",
+ "SPELL_MUST_HAVE":"As magias devem ter",
+ "SPELL_POINTS":"Pontos de Mágia",
+ "SPELL_SAVE_DC":"CD de Magia",
+ "SPELL_SAVING_THROW":"Spell saving throw",
+ "SPELL_SLOTS":"Slots de magia",
+ "SPELL_SLOTS_TITLE":"Slots de Magia",
+ "SPELL_TO_HIT":"para atacar com magia",
+ "STATBLOCK":"Statblock",
+ "STEALTH":"Furtividade",
+ "STR":"For",
+ "STRENGTH":"Força",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
+ "STR_13":"For 13",
+ "STR_15":"For 15",
+ "STUNNED":"Atordoado",
+ "SUCCESSES":"Sucessos",
+ "SUMMONER":"Invocador",
+ "SURVIVAL":"Sobrevivencia",
+ "SWIM":"Nadar",
+ "TARGET":"Algo",
+ "TARGET_TO_SOURCE":"Alvo → origem",
+ "TEMP":"Temp",
+ "TEXT_SIZE":"Tamanho do Texto",
+ "THUNDER":"Elétrico",
+ "TINY":"Pequeno",
+ "TOTAL":"Total",
+ "TOTAL_GOLD_VALUE":"Total de ouro",
+ "TO_HIT":"para acertar",
+ "TO_TRACKER":"Enviar para o rastreador",
+ "TRACKER":"Rastreador",
+ "TRAITS":"Traços",
+ "TRANSMUTATION":"Transmutação",
+ "TREMORSENSE":"Tremorsense",
+ "TRUESIGHT":"Truesight",
+ "TURN":"Turno",
+ "TURN_OFF_FILTERING":"If you are unable to see spells turn off filters or change the level filter to show all levels.",
+ "TURN_RECHARGE":"Turn recharge",
+ "TYPE":"Tipo",
+ "UNARMORED":"Desarmado",
+ "UNCONSCIOUS":"Inconsciente",
+ "UNPROFICIENT":"Unproficient",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "USES":"Usos",
+ "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
+ "VERSATILE":"Versátil",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs morto-vivo ou demônio",
+ "WARLOCK":"Bruxo",
+ "WARLOCK_SLOTS":"Warlock slots",
+ "WARLOCK_SPELL_SLOTS":"Bruxo pontos de magia",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
+ "WEIGHT":"Peso",
+ "WEIGHT_PER_COIN":"Peso por dinheiro",
+ "WHISPERED_TO_GM":"Falar para o DM",
+ "WHISPERED_TO_SELF":"Whispered to self",
+ "WILL":"desejo",
+ "WILL_SAVING_THROW":"Will saving throw",
+ "WIS":"SAB",
+ "WISDOM":"Sabedoria",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
+ "WIZARD":"Mago",
+ "WONDROUS":"Wondrous",
+ "YES":"Sim"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/pt.json b/5eShaped/translations/pt.json
index 6cb96b1f93..4bb7875f1b 100644
--- a/5eShaped/translations/pt.json
+++ b/5eShaped/translations/pt.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Teste de habilidade",
"ABILITY_CHECKS":"Testes de habilidade",
"ABILITY_CHECKS_QUERY":"Consulta de testes de habilidade",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Pontos de habilidade",
"ABJURATION":"Abjuration",
"AC":"CA",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Sussurrou ao Mestre",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/ru.json b/5eShaped/translations/ru.json
index 1f354ba4ae..6ad7562cf4 100644
--- a/5eShaped/translations/ru.json
+++ b/5eShaped/translations/ru.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Проверка умения",
"ABILITY_CHECKS":"Проверки умений",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Очки статов",
"ABJURATION":"Ограждение",
"AC":"КБ",
@@ -66,8 +68,10 @@
"AC_ARMORED":"КБ в доспехах",
"AC_UNARMORED":"КБ без доспехов",
"AC_UNARMORED_ABILITY":"Умение, без доспехов",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Добавлять половину бонуса владения к непрофессиональным спасброскам",
"ADVANTAGE":"Преимущество",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Возраст",
"ALIGNMENT":"Мировоззрение",
"ALL":"Всё",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Автоматически использовать аммун.",
"AMMO_WEIGHT":"Масса аммун.",
"AMPHIBIOUS":"Название черты",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Контроль животными",
"API":"API",
"APPEARANCE":"Внешность",
"ARCANA":"Магия",
"ARMOR":"Доспех",
- "ARMORED_AND_UNARMORED":"В доспехах и без",
"ARMOR_CLASS":"Класс Брони (КБ)",
"ARROWS":"Стрелы",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Атака",
"ATTACKS":"Атаки",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"По желанию",
"AUTO":"Авто",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Бонус",
"BONUSES":"Бонусы",
"BONUSES_AND_PENALTIES":"Бонусы & Штрафы",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "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":"Разрешать споры",
"BURROW":"Закопавшись",
"CANCEL":"Отмена",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Очаровно",
"CHECK":"Проверка",
- "CHECK_BONUS":"Бонус к проверке",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Выбрать при броске",
"CLASS":"Класс",
"CLASS_AND_LEVEL":"Класс & Уровень",
"CLASS_AND_LEVEL_PLACEHOLDER":"Включить режим редактирования нажав на карандаш",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Уровни классов",
"CLERIC":"Жрец",
"CLIMB":"Карабкаться",
"CLOSE":"Закрыть",
- "COINAGE":"От монет",
+ "COINS":"Coins",
"COINS_CP":"ММ",
"COINS_EP":"ЭП",
"COINS_GP":"ЗМ",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Особые значения золота",
"DAMAGE":"Урон",
"DAMAGE_IMMUNITIES":"Иммунитеты к урону",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Сопротивления урону",
"DAMAGE_VULNERABILITIES":"Уязвимости к урону",
"DARKVISION":"Зрение во тьме",
@@ -463,6 +469,7 @@
"DEX":"Лов",
"DEXTERITY":"Ловкость",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Кости",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Кость",
@@ -493,7 +500,7 @@
"DIVINATION":"Прорицание",
"DMG":"Дмг",
"DOCUMENTATION":"Документация",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Дракон",
"DRUID":"Друид",
"DURATION":"Длительность",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Гигантское",
"GENDER":"Пол",
"GENERATE_SKILLS":"Сгенерировать скиллы",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Золотых монет",
"GRAPPLED":"Cхвачено",
"HAIR":"Волосы",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Кости Хитов",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Хит Поинты",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Выкинуто ХП",
"HIT_POINTS_TEMP":"Врмн. ХП",
"HIT_POINTS_TEMPORARY":"Временные ХП",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Парение",
+ "HP":"HP",
"HUGE":"Огромное",
"IDEALS":"Идеалы",
"IF_THE_TARGET_IS":"Если цель . . .",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Недееспособно",
"INFLUENCE":"Влияние",
"INITIATIVE":"Инициатива",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Проницательность",
"INSPIRATION":"Воодушевление",
@@ -640,10 +639,11 @@
"LARGE":"Большое",
"LAWFUL_EVIL":"законно злое",
"LBS":"фнт.",
+ "LEATHER":"Leather",
"LEGENDARY_ACTIONS":"Легендарные действия",
"LEGENDARY_ACTIONS_TEXT_1":"The",
"LEGENDARY_ACTIONS_TEXT_2":"can take",
- "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The",
+ "LEGENDARY_ACTIONS_TEXT_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":"уровни",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Длительный отдых",
"MACROS":"Макрос",
+ "MANUAL":"Manual",
"MAX":"Макс",
"MEASUREMENT_SYSTEMS":"Система измерения",
"MEDICINE":"Медицина",
@@ -663,13 +664,18 @@
"MELEE":"Ближнебойное",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Метры",
"METERS_ABBREVIATION":"m.",
"MISC":"Прочее",
"MISCELLANEOUS":"Прочее",
"MISCELLANEOUS_NOTES":"Другие заметки",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Монах",
"MOVEMENT":"Передвижение",
"MULTIPLIER":"Множитель",
@@ -679,9 +685,11 @@
"NECROTIC":"некротический",
"NO":"Нет",
"NORMAL":"Обычное",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"одно существо",
"ONE_TARGET":"one target",
"OR":"или",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"яд",
"POISONED":"Отравлено",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Фунты",
"PREPARED":"Подготовлено",
"PREPARED_MATTERS":"Подготовка важна",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Бонус владения",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Владеет",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Опрокинуто",
"PSION":"Псионный",
"PSIONICS":"Псионический",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"Психический",
"PUBLIC_FOR_ALL":"Видно всем",
- "QTY":"Кол.",
"QUERY":"Запрос",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Дистанция",
"RANGED":"Дальнобойное",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Следопыт",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Охват",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Сниженные макс. ХП",
- "REDUCED_MAX_HIT_POINTS":"Сниженные макс. ХП",
"REDUCED_TO":"reduced to",
"REF":"Реф",
"REFLEX":"Рефлекс",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Выдающийся атлет",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"Эта фича требует API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Сопротивления и Иммунитеты",
"RESOURCES":"Ресурсы",
+ "REST":"Rest",
"RESTRAINED":"Опутано",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ритуал",
"ROGUE":"Плут",
+ "ROLL":"Roll",
"ROLL_2":"2 куба",
"ROLL_OPTIONS":"Опции бросков",
"ROLL_TEMPLATE":"Шаблоны бросков",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"СБ(Спас)",
"SAVE_DC":"СЛ Спасброска",
- "SAVE_FAILURE":"Спасбросок Провален",
- "SAVE_SUCCESS":"Спасбросок Удался",
"SAVING_DC":"СЛ СБ",
"SAVING_THROW":"Спасбросок",
"SAVING_THROWS":"Спасброски (СБ)",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Запрос спасброска",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"СЛожность спасброска",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Чувства",
"SHEET":"Лист",
"SHEET_OUTPUT":"Вывод листа",
@@ -815,6 +832,30 @@
"SIZE":"Размер",
"SKILL":"Скилл",
"SKILLS":"Скиллы",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Кожа",
"SLASHING":"рубящий",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Показывать на главной вкадке",
"SPELLS_TAB":"Вкладка заклинаний",
"SPELL_ATTACK":"Атака заклинания",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Уровень заклинания",
"SPELL_MUST_HAVE":"Заклинания должны иметь",
"SPELL_POINTS":"Очки заклинаний",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Цель → Источник",
"TEMP":"Врм.",
"TEXT_SIZE":"Размер теста",
+ "THROWN":"Thrown",
"THUNDER":"громовой",
"TINY":"Крохотный",
"TOTAL":"Всего",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Колебаний земли",
"TRUESIGHT":"Истинное зрение",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"Если вы не видите заклинаний выключите фильтры",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"Если вы не видите заклинаний выключите \"фильтры\"",
"TYPE":"Тип",
"UNARMORED":"Без брони",
"UNCONSCIOUS":"Без сознания",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Пока не развеяно или сработает",
"USES":"Исп.",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"против нежити или исчадий",
"WARLOCK":"Колдун",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Слоты заклинаний Колдуна",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Масса",
"WEIGHT_PER_COIN":"Масса монеты",
"WHISPERED_TO_GM":"Шепот к ГМ",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Воля",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Муд",
"WISDOM":"Мудрость",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Волшебник",
+ "WONDROUS":"Wondrous",
"YES":"Да"
}
\ No newline at end of file
diff --git a/5eShaped/translations/sv.json b/5eShaped/translations/sv.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/sv.json
+++ b/5eShaped/translations/sv.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/tr.json b/5eShaped/translations/tr.json
index e15b596c9a..2f77ea5b7b 100644
--- a/5eShaped/translations/tr.json
+++ b/5eShaped/translations/tr.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"Ability check",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws",
"ADVANTAGE":"Advantage",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"AMPHIBIOUS":"Amphibious",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
- "ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ARROWS":"Arrows",
"ARTIFICER":"Artificer (2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
@@ -115,7 +120,7 @@
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land’s Stride",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"Evasion",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"CLOSE":"Close",
- "COINAGE":"Coinage",
+ "COINS":"Coins",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"Custom gold values",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
@@ -463,6 +469,7 @@
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -493,7 +500,7 @@
"DIVINATION":"Divination",
"DMG":"DMG",
"DOCUMENTATION":"Documentation",
- "DONT":"Don't",
+ "DONT":"Don’t",
"DRAGON":"Dragon",
"DRUID":"Druid",
"DURATION":"Duration",
@@ -549,17 +556,7 @@
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
- "GLOBAL_ATTACK_BONUS":"global attack bonus",
- "GLOBAL_CHECK_BONUS":"global check bonus",
- "GLOBAL_DAMAGE_BONUS":"global damage bonus",
- "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus",
- "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus",
- "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus",
- "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus",
- "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus",
- "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus",
- "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus",
- "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus",
+ "GM":"GM",
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"Hide damage",
"HIDE_INFO_EFFECT":"Hide effect",
"HIDE_INFO_FREETEXT":"Hide freetext",
- "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_NOTE":"Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE":"Hide recharge",
"HIDE_INFO_SAVING_THROWS":"Hide saving throws",
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
@@ -595,16 +592,19 @@
"HIT_DICE":"Hit dice",
"HIT_DICE_RECOVERED":"Hit dice recovered",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"Hit points",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"Honor",
"HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
+ "HP":"HP",
"HUGE":"Huge",
"IDEALS":"Ideals",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"Incapacitated",
"INFLUENCE":"Influence",
"INITIATIVE":"Initiative",
- "INITIATIVE_BONUS":"initiative bonus",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components",
"INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
@@ -640,10 +639,11 @@
"LARGE":"Large",
"LAWFUL_EVIL":"lawful evil",
"LBS":"lbs",
+ "LEATHER":"Leather",
"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_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",
@@ -654,6 +654,7 @@
"LONGSWORD":"Longsword",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
+ "MANUAL":"Manual",
"MAX":"Max",
"MEASUREMENT_SYSTEMS":"Measurement systems",
"MEDICINE":"Medicine",
@@ -663,13 +664,18 @@
"MELEE":"Melee",
"MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack",
"MELEE_SPELL_ATTACK":"Melee Spell Attack",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"Meters",
"METERS_ABBREVIATION":"m.",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MOD":"mod",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
@@ -679,9 +685,11 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"one creature",
"ONE_TARGET":"one target",
"OR":"or",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"POISONED":"Poisoned",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"Pounds",
"PREPARED":"Prepared",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENCY_DICE":"Proficiency dice",
"PROFICIENT":"Proficient",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"Prone",
"PSION":"Psion",
"PSIONICS":"Psionics",
@@ -732,7 +743,6 @@
"PSI_POINTS":"Psi Points",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
- "QTY":"Qty",
"QUERY":"Query",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"Range",
"RANGED":"Ranged",
"RANGED_SPELL_ATTACK":"Ranged Spell Attack",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"Ranger",
"RANGERUA":"Ranger UA (2016)",
"REACH":"Reach",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
"RECOVERED":"recovered",
- "REDUCED_MAX":"Reduced max",
- "REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
"REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
- "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
+ "RESET":"reset",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
+ "REST":"Rest",
"RESTRAINED":"Restrained",
- "RESTS":"Rests",
+ "RING":"Ring",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_BONUS":"saving throw bonus",
"SAVING_THROW_DC":"Saving throw DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
@@ -807,14 +824,38 @@
"SHOW_ALL":"Show all",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
- "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
- "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
+ "SHOW_TARGET_AC_ON_ATTACKS":"Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Target’s name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SILVER_PIECES":"Silver pieces",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"slashing",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"Spells tab",
"SPELL_ATTACK":"Spell attack",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"Target → Source",
"TEMP":"Temp",
"TEXT_SIZE":"Text size",
+ "THROWN":"Thrown",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
@@ -878,8 +925,8 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"Turn recharge",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNCONSCIOUS":"Unconscious",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"USES":"Uses",
"USE_CUSTOM_SAVING_THROWS":"Use custom saving throws",
+ "UTILITY":"Utility",
"VERSATILE":"Versatile",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SLOTS":"Warlock slots",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"Weight",
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"Will",
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
+ "WONDROUS":"Wondrous",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/zh.json b/5eShaped/translations/zh.json
index e9bffc7ac5..6cc7cbdc49 100644
--- a/5eShaped/translations/zh.json
+++ b/5eShaped/translations/zh.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"屬性檢定",
"ABILITY_CHECKS":"屬性檢定",
"ABILITY_CHECKS_QUERY":"屬性檢定查詢",
+ "ABILITY_CHECK_MODIFIER":"Ability check modifier",
+ "ABILITY_SCORE":"Ability score",
"ABILITY_SCORES":"屬性值",
"ABJURATION":"防護系",
"AC":"AC",
@@ -66,8 +68,10 @@
"AC_ARMORED":"著甲AC",
"AC_UNARMORED":"未著甲AC",
"AC_UNARMORED_ABILITY":"未著甲屬性",
+ "ADD_COMMON_ITEMS":"Add common items",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"將熟練加值的一半加到非熟練豁免上",
"ADVANTAGE":"優勢",
+ "ADVENTURING_GEAR":"Adventuring gear",
"AGE":"年齡",
"ALIGNMENT":"陣營",
"ALL":"全部",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"自動使用彈藥",
"AMMO_WEIGHT":"彈藥重量",
"AMPHIBIOUS":"兩棲",
+ "AMULET":"Amulet",
"ANIMALHANDLING":"馴獸",
"API":"API",
"APPEARANCE":"外觀",
"ARCANA":"秘法",
"ARMOR":"盔甲",
- "ARMORED_AND_UNARMORED":"著甲與未著甲",
"ARMOR_CLASS":"防禦等級",
"ARROWS":"箭矢",
"ARTIFICER":"機關術士(2017)",
@@ -90,6 +94,7 @@
"ATTACHERS":"Attachers",
"ATTACK":"攻擊",
"ATTACKS":"攻擊",
+ "ATTACK_MODIFIER":"Attack modifier",
"AT_WILL":"隨意",
"AUTO":"自動",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"自動消耗法術資源",
@@ -115,7 +120,7 @@
"BONUS":"加值",
"BONUSES":"加值",
"BONUSES_AND_PENALTIES":"加值&減值",
- "BONUSES_AND_PENALTIES_TOOLTIP":"使用角色紙巨集自動為擲骰加上加值\/減值。 使用方法:如果你獲得一件給予你+1法術豁免DC的魔法物品,則在法術豁免DC欄位輸入1。如果你在祝福術的效果影響之下,在攻擊檢定欄位與豁免檢定欄位輸入\"d4cs0cf0\"。",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"使用角色紙巨集自動為擲骰加上加值\/減值。 使用方法:如果你獲得一件給予你+1法術豁免DC的魔法物品,則在法術豁免DC欄位輸入1。如果你在祝福術的效果影響之下,在攻擊檢定欄位與豁免檢定欄位輸入“d4cs0cf0”。",
"BREAK_TIES":"處理平手",
"BURROW":"掘地",
"CANCEL":"取消",
@@ -138,11 +143,11 @@
"CHARISMA_SAVING_THROW":"魅力豁免",
"CHARMED":"魅惑",
"CHECK":"檢定",
- "CHECK_BONUS":"檢定加值",
+ "CHECK_MODIFIER":"Check modifier",
"CHOOSE_WHEN_ROLLING":"擲骰時選擇",
"CLASS":"職業",
"CLASS_AND_LEVEL":"職業&等級",
- "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
+ "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the “Character” tab",
"CLASS_FEATURES":"職業能力",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"魔力灌注",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"你獲得將機關術士法術導入物品中稍後使用的能力。當你施展施法時間為1動作的機關術士法術時,你可以增加其施法時間至1分鐘。若你如此行動並在施法期間握持一件非魔法物品,你可以消耗一個法術位,而此法術的效果不會發生。取而代之的是此法術會轉移到該物品上供稍後使用,但該物品必須未以此能力存入法術。\n任何在這之後持用該物品的生物若擁有6以上的智力,都可以使用一個動作來啟動該法術。該法術將會使用你的施法屬性來施展,目標為啟動該物品的生物。如果該法術擁有多個目標,啟動該物品的生物選擇額外的目標。如果該法術有範圍效果,範圍的中心為該物品。如果該法術的距離為自身,法術目標會改為啟動該物品的生物。\n當你以此方法灌注法術時,此物品必須在8小時內被啟動。經過8小時後,魔力將會消散並被浪費掉。\n你同時可以灌注的法術數目有上限。上限等同於你的智力調整值。",
@@ -157,7 +162,7 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"工具專技",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"你在利用由此職業獲取的工具熟練進行任何屬性檢定時,你的熟練加值加倍計算。",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"驚奇發明",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"殘暴重擊",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"你可以在決定近戰攻擊重擊時的額外傷害時多擲一枚武器傷害骰。\n在13級時增加為多擲兩枚骰,在17級時增加為多擲三枚骰。",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"危險感知",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"技能專精",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"雜學大師",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"魔法奧秘",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST":"安憩曲",
@@ -202,26 +207,26 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"以一個動作,你展示聖徽並念出禱詞譴責不死生物。每個在你30呎以內並能看見或聽見你的不死生物必須做一個睿智豁免。如果該生物豁免失敗,它會被驅散一分鐘或直到受到任何傷害。\n被驅散的生物必須在輪到自己回合時試圖離你越遠越好,且不能自願移進你周圍30呎內的空間。它也不能進行反應。它的動作只能用來進行衝刺行動或試圖逃脫會阻礙其移動的效果。如果沒有任何地方可以移動,該生物會進行閃避行動。",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"當一個不死生物在對抗你的驅散死靈能力而豁免失敗時,如果該生物的挑戰級數是CHALLENGE_RATING或更低則立即被摧毀。",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"神聖干涉",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
"CLASS_FEATURE_DRUID_ARCHDRUID":"大德魯伊",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"野獸法術",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC":"德魯伊語",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"不朽軀體",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"自然變身",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"行動如潮",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"傑出健將",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"額外攻擊 (戰士)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"戰鬥風格 (戰士)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"不屈不撓",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"氣力復甦",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"金剛魂",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY":"空靈體",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"反射閃避",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"額外攻擊 (武僧)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"疾風連擊",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"武術",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"耐心防禦",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF":"超凡入聖",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"心如止水",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"震懾拳",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"不朽軀體",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"天語通",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"無甲防禦",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"無甲移動",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"勇氣靈光",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"防護靈光",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"導引神力",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"神聖感知",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"破邪斬",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"額外攻擊 (聖武士)",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"戰鬥風格 (聖武士)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"強力破邪斬",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"聖療",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"宿敵",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"野性感知",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"戰鬥風格 (遊俠UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"健步如飛",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"破敵者",
@@ -303,19 +308,19 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"躲藏目光",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"自然探索者",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"原初覺知",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"無蹤身姿",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"額外攻擊 (遊俠)",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"宿敵",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"野性感知",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"戰鬥風格 (遊俠)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"破敵者",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"躲藏目光",
@@ -323,38 +328,38 @@
"CLASS_FEATURE_RANGER_LANDS_STRIDE":"大地神行",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"自然探索者",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"原初覺知",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
"CLASS_FEATURE_RANGER_VANISH":"無蹤身姿",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"盲感",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"詭詐行動",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
"CLASS_FEATURE_ROGUE_EVASION":"反射閃避",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_ROGUE_EXPERTISE":"技能專精",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"穩健天賦",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"心靈狡黠",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"偷襲",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"時來運轉",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
"CLASS_FEATURE_ROGUE_THIEVES_CANT":"盜賊密語",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"直覺閃避",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"彈性施法",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
"CLASS_FEATURE_SORCERER_METAMAGIC":"超魔法",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"法術謹慎",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"法術遙距",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"法術強效",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"法術雙生",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"術法復原",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"術能點",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"契約賦能",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"秘法回復",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"招牌法術",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"法術精通",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_LEVELS":"職業等級",
"CLERIC":"牧師",
"CLIMB":"攀爬",
"CLOSE":"近程",
- "COINAGE":"錢幣",
+ "COINS":"Coins",
"COINS_CP":"銅幣",
"COINS_EP":"珀金幣",
"COINS_GP":"金幣",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"自訂金幣價值",
"DAMAGE":"傷害",
"DAMAGE_IMMUNITIES":"傷害免疫",
+ "DAMAGE_MODIFIER":"Damage modifier",
"DAMAGE_RESISTANCES":"傷害抗性",
"DAMAGE_VULNERABILITIES":"傷害弱點",
"DARKVISION":"黑暗視覺",
@@ -463,6 +469,7 @@
"DEX":"敏捷",
"DEXTERITY":"敏捷",
"DEXTERITY_SAVING_THROW":"敏捷豁免",
+ "DEX_MAX_X":"Dex (max X)",
"DICE":"骰子",
"DICE_MODIFIERS":"擲骰調整值",
"DIE":"骰",
@@ -549,17 +556,7 @@
"GARGANTUAN":"巨型",
"GENDER":"性別",
"GENERATE_SKILLS":"產生技能",
- "GLOBAL_ATTACK_BONUS":"全域攻擊加值",
- "GLOBAL_CHECK_BONUS":"全域檢定加值",
- "GLOBAL_DAMAGE_BONUS":"全域傷害加值",
- "GLOBAL_MELEE_ATTACK_BONUS":"全域近戰攻擊加值",
- "GLOBAL_MELEE_DAMAGE_BONUS":"全域近戰傷害加值",
- "GLOBAL_RANGED_ATTACK_BONUS":"全域遠程攻擊加值",
- "GLOBAL_RANGED_DAMAGE_BONUS":"全域遠程傷害加值",
- "GLOBAL_SAVING_THROW_BONUS":"全域豁免加值",
- "GLOBAL_SPELL_ATTACK_BONUS":"全域法術攻擊加值",
- "GLOBAL_SPELL_DAMAGE_BONUS":"全域法術傷害加值",
- "GLOBAL_SPELL_HEAL_BONUS":"全域法術醫療加值",
+ "GM":"GM",
"GOLD_PIECES":"金幣",
"GRAPPLED":"擒拿",
"HAIR":"髮色",
@@ -595,16 +592,19 @@
"HIT_DICE":"生命骰",
"HIT_DICE_RECOVERED":"恢復生命骰",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"長休恢復生命骰",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"Hit dice recovered on a short rest",
"HIT_POINTS":"生命值",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"長休恢復生命值",
"HIT_POINTS_ROLLED":"生命值擲骰結果",
"HIT_POINTS_TEMP":"暫時生命值",
"HIT_POINTS_TEMPORARY":"暫時生命值",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"Hit point maximum reduced by",
"HON":"Hon",
"HONOR":"榮耀",
"HONOR_SAVING_THROW":"榮耀豁免",
"HOUSERULES":"房規",
"HOVER":"盤旋",
+ "HP":"HP",
"HUGE":"超大型",
"IDEALS":"理念",
"IF_THE_TARGET_IS":"If the target is",
@@ -613,12 +613,11 @@
"INCAPACITATED":"無法行動",
"INFLUENCE":"Influence",
"INITIATIVE":"先攻",
- "INITIATIVE_BONUS":"先攻加值",
"INNATE_SPELLCASTING":"Innate Spellcasting",
"INNATE_SPELLCASTING_NO_MATERIAL":"無須材料成份",
"INNATE_SPELLCASTING_ONLY_VERBAL":"無須言語成份",
"INNATE_SPELLCASTING_TEXT_1":"The",
- "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_2":"’s spellcasting ability is",
"INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,",
"INSIGHT":"洞察",
"INSPIRATION":"激勵",
@@ -640,6 +639,7 @@
"LARGE":"大型",
"LAWFUL_EVIL":"守序邪惡",
"LBS":"磅",
+ "LEATHER":"Leather",
"LEGENDARY_ACTIONS":"傳奇動作",
"LEGENDARY_ACTIONS_TEXT_1":"The",
"LEGENDARY_ACTIONS_TEXT_2":"can take",
@@ -654,6 +654,7 @@
"LONGSWORD":"長劍",
"LONG_REST":"長休",
"MACROS":"巨集",
+ "MANUAL":"Manual",
"MAX":"上限",
"MEASUREMENT_SYSTEMS":"測量系統",
"MEDICINE":"醫療",
@@ -663,13 +664,18 @@
"MELEE":"近戰",
"MELEE_OR_RANGED_WEAPON_ATTACK":"近戰或遠程武器攻擊",
"MELEE_SPELL_ATTACK":"近戰法術攻擊",
+ "MELEE_WEAPON":"Melee weapon",
"MELEE_WEAPON_ATTACK":"近戰武器攻擊",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"Melee weapon damage modifier",
"METERS":"公尺",
"METERS_ABBREVIATION":"公尺",
"MISC":"雜項",
"MISCELLANEOUS":"雜項",
"MISCELLANEOUS_NOTES":"雜項筆記",
"MOD":"調整值",
+ "MODIFIER":"Modifier",
+ "MODIFIERS":"Modifiers",
"MONK":"武僧",
"MOVEMENT":"移動",
"MULTIPLIER":"倍率",
@@ -679,9 +685,11 @@
"NECROTIC":"死靈",
"NO":"否",
"NORMAL":"普通",
+ "NOTHING_RECHARGED":"Nothing recharged",
"NO_CONCENTRATION":"無專注",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"重擊造成普通傷害而無額外傷害",
"NPC":"NPC",
+ "OFFENSE":"Offense",
"ONE_CREATURE":"一個生物",
"ONE_TARGET":"一個目標",
"OR":"或",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"起始點",
"POISON":"毒素",
"POISONED":"中毒",
+ "POTION":"Potion",
+ "POTION_OF_HEALING":"Potion of Healing",
"POUNDS":"磅",
"PREPARED":"已準備",
"PREPARED_MATTERS":"Prepared matters",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"熟練加值",
"PROFICIENCY_DICE":"熟練骰",
"PROFICIENT":"熟練",
+ "PROFICIENT_ARMOR_WEIGHS":"Armor that you are proficient in weighs",
"PRONE":"倒地",
"PSION":"心靈術士",
"PSIONICS":"靈能",
@@ -732,7 +743,6 @@
"PSI_POINTS":"靈能點",
"PSYCHIC":"心靈",
"PUBLIC_FOR_ALL":"公開給所有人",
- "QTY":"數量",
"QUERY":"查詢",
"QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)",
"QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)",
@@ -744,7 +754,10 @@
"RANGE":"射程",
"RANGED":"遠程",
"RANGED_SPELL_ATTACK":"遠程法術攻擊",
+ "RANGED_WEAPON":"Ranged weapon",
"RANGED_WEAPON_ATTACK":"遠程武器攻擊",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"Ranged weapon damage modifier",
"RANGER":"遊俠",
"RANGERUA":"遊俠 UA (2016)",
"REACH":"及遠",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"長休重置",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"短休或長休重置",
"RECOVERED":"恢復",
- "REDUCED_MAX":"上限降低",
- "REDUCED_MAX_HIT_POINTS":"生命值上限降低",
"REDUCED_TO":"降低至",
"REF":"反射",
"REFLEX":"反射",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"傑出健將",
"REPEAT":"重複",
"REPORT_AN_ISSUE":"回報問題",
- "RESET":"重置",
"REQUIRES_API":"此功能需要使用API",
+ "RESET":"重置",
"RESISTANCES_AND_IMMUNITIES":"抗性&免疫",
"RESOURCES":"資源",
+ "REST":"Rest",
"RESTRAINED":"束縛",
- "RESTS":"休息",
+ "RING":"Ring",
"RITUAL":"儀式",
"ROGUE":"盜賊",
+ "ROLL":"Roll",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"擲骰選項",
"ROLL_TEMPLATE":"擲骰模板",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"理智豁免",
"SAVE":"豁免",
"SAVE_DC":"豁免DC",
- "SAVE_FAILURE":"Save Failure",
- "SAVE_SUCCESS":"Save Success",
"SAVING_DC":"豁免DC",
"SAVING_THROW":"豁免",
"SAVING_THROWS":"豁免",
+ "SAVING_THROWS_BONUS":"Saving throws bonus",
"SAVING_THROWS_QUERY":"豁免查詢",
"SAVING_THROW_BONUS":"豁免加值",
"SAVING_THROW_DC":"豁免DC",
+ "SAVING_THROW_FAILURE":"Saving throw failure",
+ "SAVING_THROW_MODIFIER":"Saving throw modifier",
+ "SAVING_THROW_SUCCESS":"Saving throw success",
+ "SCORE":"Score",
"SECOND_DAMAGE":"Second damage",
+ "SELF":"Self",
"SENSES":"感知能力",
"SHEET":"角色紙",
"SHEET_OUTPUT":"角色紙輸出",
@@ -815,6 +832,30 @@
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
+ "SKILL_$0":"skill_$0",
+ "SKILL_$1":"skill_$1",
+ "SKILL_$10":"skill_$10",
+ "SKILL_$11":"skill_$11",
+ "SKILL_$12":"skill_$12",
+ "SKILL_$13":"skill_$13",
+ "SKILL_$14":"skill_$14",
+ "SKILL_$15":"skill_$15",
+ "SKILL_$16":"skill_$16",
+ "SKILL_$17":"skill_$17",
+ "SKILL_$18":"skill_$18",
+ "SKILL_$19":"skill_$19",
+ "SKILL_$2":"skill_$2",
+ "SKILL_$20":"skill_$20",
+ "SKILL_$21":"skill_$21",
+ "SKILL_$22":"skill_$22",
+ "SKILL_$23":"skill_$23",
+ "SKILL_$3":"skill_$3",
+ "SKILL_$4":"skill_$4",
+ "SKILL_$5":"skill_$5",
+ "SKILL_$6":"skill_$6",
+ "SKILL_$7":"skill_$7",
+ "SKILL_$8":"skill_$8",
+ "SKILL_$9":"skill_$9",
"SKILL_SHEET_SETTING":"– Sheet setting",
"SKIN":"Skin",
"SLASHING":"劈砍",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"Show spells on the core page",
"SPELLS_TAB":"法術頁面",
"SPELL_ATTACK":"法術攻擊",
+ "SPELL_ATTACK_MODIFIER":"Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER":"Spell damage modifier",
+ "SPELL_DC":"Spell DC",
+ "SPELL_DC_MODIFIER":"Spell DC modifier",
+ "SPELL_HEAL_MODIFIER":"Spell heal modifier",
"SPELL_LEVEL":"法術等級",
"SPELL_MUST_HAVE":"法術必須有",
"SPELL_POINTS":"法力值",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"目標 → 來源",
"TEMP":"暫時",
"TEXT_SIZE":"文字大小",
+ "THROWN":"Thrown",
"THUNDER":"雷霆",
"TINY":"超小型",
"TOTAL":"總計",
@@ -878,8 +925,8 @@
"TREMORSENSE":"顫動感知",
"TRUESIGHT":"真實目光",
"TURN":"回合",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE":"回合重置",
- "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"類型",
"UNARMORED":"未著甲",
"UNCONSCIOUS":"昏迷",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"直到被解除或被觸發",
"USES":"使用次數",
"USE_CUSTOM_SAVING_THROWS":"使用自訂豁免",
+ "UTILITY":"Utility",
"VERSATILE":"萬用",
"VS":"對抗",
"VS_FIEND_OR_UNDEAD":"對抗死靈或魔族",
"WARLOCK":"邪術師",
"WARLOCK_SLOTS":"邪術師法術位",
"WARLOCK_SPELL_SLOTS":"邪術師法術位",
+ "WEAPON":"Weapon",
+ "WEAPON_ATTACK_MODIFIER":"Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER":"Weapon damage modifier",
"WEIGHT":"重量",
"WEIGHT_PER_COIN":"每枚硬幣重量",
"WHISPERED_TO_GM":"對GM密語",
+ "WHISPERED_TO_SELF":"Whispered to self",
"WILL":"意志",
"WILL_SAVING_THROW":"意志豁免",
"WIS":"睿智",
"WISDOM":"睿智",
"WISDOM_SAVING_THROW":"睿智豁免",
"WIZARD":"法師",
+ "WONDROUS":"Wondrous",
"YES":"是"
}
\ No newline at end of file
diff --git a/5eShaped/translations/zu.json b/5eShaped/translations/zu.json
index 61402409ae..6971a3c193 100644
--- a/5eShaped/translations/zu.json
+++ b/5eShaped/translations/zu.json
@@ -56,6 +56,8 @@
"ABILITY_CHECK":"crwdns24816:0crwdne24816:0",
"ABILITY_CHECKS":"crwdns24817:0crwdne24817:0",
"ABILITY_CHECKS_QUERY":"crwdns37558:0crwdne37558:0",
+ "ABILITY_CHECK_MODIFIER":"crwdns58328:0crwdne58328:0",
+ "ABILITY_SCORE":"crwdns58329:0crwdne58329:0",
"ABILITY_SCORES":"crwdns24818:0crwdne24818:0",
"ABJURATION":"crwdns24819:0crwdne24819:0",
"AC":"crwdns24820:0crwdne24820:0",
@@ -66,8 +68,10 @@
"AC_ARMORED":"crwdns24825:0crwdne24825:0",
"AC_UNARMORED":"crwdns24826:0crwdne24826:0",
"AC_UNARMORED_ABILITY":"crwdns24827:0crwdne24827:0",
+ "ADD_COMMON_ITEMS":"crwdns58330:0crwdne58330:0",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"crwdns24828:0crwdne24828:0",
"ADVANTAGE":"crwdns24829:0crwdne24829:0",
+ "ADVENTURING_GEAR":"crwdns58331:0crwdne58331:0",
"AGE":"crwdns24830:0crwdne24830:0",
"ALIGNMENT":"crwdns24831:0crwdne24831:0",
"ALL":"crwdns24832:0crwdne24832:0",
@@ -75,12 +79,12 @@
"AMMO_AUTO_USE":"crwdns24834:0crwdne24834:0",
"AMMO_WEIGHT":"crwdns24835:0crwdne24835:0",
"AMPHIBIOUS":"crwdns24836:0crwdne24836:0",
+ "AMULET":"crwdns58332:0crwdne58332:0",
"ANIMALHANDLING":"crwdns24837:0crwdne24837:0",
"API":"crwdns24838:0crwdne24838:0",
"APPEARANCE":"crwdns24839:0crwdne24839:0",
"ARCANA":"crwdns24840:0crwdne24840:0",
"ARMOR":"crwdns24841:0crwdne24841:0",
- "ARMORED_AND_UNARMORED":"crwdns24842:0crwdne24842:0",
"ARMOR_CLASS":"crwdns24843:0crwdne24843:0",
"ARROWS":"crwdns24844:0crwdne24844:0",
"ARTIFICER":"crwdns37560:0crwdne37560:0",
@@ -90,6 +94,7 @@
"ATTACHERS":"crwdns24848:0crwdne24848:0",
"ATTACK":"crwdns24849:0crwdne24849:0",
"ATTACKS":"crwdns24850:0crwdne24850:0",
+ "ATTACK_MODIFIER":"crwdns58333:0crwdne58333:0",
"AT_WILL":"crwdns24851:0crwdne24851:0",
"AUTO":"crwdns24852:0crwdne24852:0",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"crwdns38699:0crwdne38699:0",
@@ -115,7 +120,7 @@
"BONUS":"crwdns24866:0crwdne24866:0",
"BONUSES":"crwdns24867:0crwdne24867:0",
"BONUSES_AND_PENALTIES":"crwdns24868:0crwdne24868:0",
- "BONUSES_AND_PENALTIES_TOOLTIP":"crwdns24869:0crwdne24869:0",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"crwdns58334:0crwdne58334:0",
"BREAK_TIES":"crwdns24870:0crwdne24870:0",
"BURROW":"crwdns24871:0crwdne24871:0",
"CANCEL":"crwdns24872:0crwdne24872:0",
@@ -138,18 +143,18 @@
"CHARISMA_SAVING_THROW":"crwdns41061:0crwdne41061:0",
"CHARMED":"crwdns24889:0crwdne24889:0",
"CHECK":"crwdns24890:0crwdne24890:0",
- "CHECK_BONUS":"crwdns24891:0crwdne24891:0",
+ "CHECK_MODIFIER":"crwdns58335:0crwdne58335:0",
"CHOOSE_WHEN_ROLLING":"crwdns24892:0crwdne24892:0",
"CLASS":"crwdns24894:0crwdne24894:0",
"CLASS_AND_LEVEL":"crwdns24895:0crwdne24895:0",
"CLASS_AND_LEVEL_PLACEHOLDER":"crwdns24896:0crwdne24896:0",
"CLASS_FEATURES":"crwdns38700:0crwdne38700:0",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"crwdns38701:0crwdne38701:0",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"crwdns38702:0crwdne38702:0",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"crwdns58336:0crwdne58336:0",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"crwdns38703:0crwdne38703:0",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"crwdns38704:0crwdne38704:0",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"crwdns58337:0crwdne58337:0",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"crwdns38705:0crwdne38705:0",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"crwdns38706:0crwdne38706:0",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"crwdns58338:0crwdne58338:0",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"crwdns38707:0crwdne38707:0",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"crwdns38708:0crwdne38708:0",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"crwdns38709:0crwdne38709:0",
@@ -157,17 +162,17 @@
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"crwdns38711:0crwdne38711:0",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"crwdns38712:0crwdne38712:0",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"crwdns38713:0crwdne38713:0",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"crwdns38714:0crwdne38714:0",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"crwdns58339:0crwdne58339:0",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"crwdns38715:0crwdne38715:0",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"crwdns38716:0crwdne38716:0",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"crwdns38717:0crwdne38717:0",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"crwdns38718:0crwdne38718:0",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"crwdns58340:0crwdne58340:0",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"crwdns41062:0crwdne41062:0",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"crwdns41063:0crwdne41063:0",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"crwdns38719:0crwdne38719:0",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"crwdns38720:0crwdne38720:0",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"crwdns58341:0crwdne58341:0",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"crwdns38721:0crwdne38721:0",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"crwdns38722:0crwdne38722:0",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"crwdns58342:0crwdne58342:0",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"crwdns38723:0crwdne38723:0",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"crwdns38724:0crwdne38724:0",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"crwdns38725:0crwdne38725:0",
@@ -175,11 +180,11 @@
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"crwdns38727:0crwdne38727:0",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"crwdns38728:0crwdne38728:0",
"CLASS_FEATURE_BARBARIAN_RAGE":"crwdns38729:0crwdne38729:0",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"crwdns38730:0crwdne38730:0",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"crwdns58343:0crwdne58343:0",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"crwdns38731:0crwdne38731:0",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"crwdns38732:0crwdne38732:0",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"crwdns38733:0crwdne38733:0",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"crwdns38734:0[10]crwdne38734:0",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"crwdns58344:0[10]crwdne58344:0",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"crwdns38735:0crwdne38735:0",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"crwdns38736:0crwdne38736:0",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"crwdns38737:0crwdne38737:0",
@@ -189,7 +194,7 @@
"CLASS_FEATURE_BARD_EXPERTISE":"crwdns38741:0crwdne38741:0",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"crwdns38742:0crwdne38742:0",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"crwdns38743:0crwdne38743:0",
- "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"crwdns38744:0crwdne38744:0",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"crwdns58345:0crwdne58345:0",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"crwdns38745:0crwdne38745:0",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"crwdns38746:0crwdne38746:0",
"CLASS_FEATURE_BARD_SONG_OF_REST":"crwdns38747:0crwdne38747:0",
@@ -199,29 +204,29 @@
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"crwdns38751:0crwdne38751:0",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"crwdns38752:0crwdne38752:0",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"crwdns38753:0crwdne38753:0",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"crwdns38754:0crwdne38754:0",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"crwdns58346:0crwdne58346:0",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"crwdns38755:0crwdne38755:0",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"crwdns38756:0crwdne38756:0",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"crwdns38757:0crwdne38757:0",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"crwdns58347:0crwdne58347:0",
"CLASS_FEATURE_DRUID_ARCHDRUID":"crwdns38758:0crwdne38758:0",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"crwdns38759:0crwdne38759:0",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"crwdns58348:0crwdne58348:0",
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"crwdns38760:0crwdne38760:0",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"crwdns38761:0crwdne38761:0",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"crwdns58349:0crwdne58349:0",
"CLASS_FEATURE_DRUID_DRUIDIC":"crwdns38762:0crwdne38762:0",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"crwdns38763:0crwdne38763:0",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"crwdns58350:0crwdne58350:0",
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"crwdns38764:0crwdne38764:0",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"crwdns38765:0crwdne38765:0",
"CLASS_FEATURE_DRUID_WILD_SHAPE":"crwdns38766:0crwdne38766:0",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"crwdns38767:0crwdne38767:0",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"crwdns38768:0crwdne38768:0",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"crwdns38769:0crwdne38769:0",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"crwdns58351:0crwdne58351:0",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"crwdns58352:0crwdne58352:0",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"crwdns58353:0crwdne58353:0",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"crwdns38770:0crwdne38770:0",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"crwdns38771:0crwdne38771:0",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"crwdns38772:0crwdne38772:0",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"crwdns41064:0crwdne41064:0",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"crwdns41065:0crwdne41065:0",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"crwdns38773:0crwdne38773:0",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"crwdns38774:0crwdne38774:0",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"crwdns58354:0crwdne58354:0",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"crwdns38775:0crwdne38775:0",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"crwdns38776:0crwdne38776:0",
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"crwdns38777:0crwdne38777:0",
@@ -231,9 +236,9 @@
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"crwdns38781:0crwdne38781:0",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"crwdns38782:0crwdne38782:0",
"CLASS_FEATURE_MONK_EMPTY_BODY":"crwdns38783:0crwdne38783:0",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"crwdns38784:0crwdne38784:0",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"crwdns58355:0crwdne58355:0",
"CLASS_FEATURE_MONK_EVASION":"crwdns38785:0crwdne38785:0",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"crwdns38786:0crwdne38786:0",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"crwdns58356:0crwdne58356:0",
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"crwdns41066:0crwdne41066:0",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"crwdns41067:0crwdne41067:0",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"crwdns38787:0crwdne38787:0",
@@ -243,7 +248,7 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"crwdns38791:0crwdne38791:0",
"CLASS_FEATURE_MONK_KI_TEXT":"crwdns38792:0crwdne38792:0",
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"crwdns38793:0crwdne38793:0",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"crwdns38794:0crwdne38794:0",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"crwdns58357:0crwdne58357:0",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"crwdns38795:0crwdne38795:0",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"crwdns38796:0crwdne38796:0",
"CLASS_FEATURE_MONK_PERFECT_SELF":"crwdns38797:0crwdne38797:0",
@@ -257,9 +262,9 @@
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"crwdns38805:0crwdne38805:0",
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"crwdns38806:0crwdne38806:0",
"CLASS_FEATURE_MONK_STUNNING_STRIKE":"crwdns38807:0crwdne38807:0",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"crwdns38808:0crwdne38808:0",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"crwdns58358:0crwdne58358:0",
"CLASS_FEATURE_MONK_TIMELESS_BODY":"crwdns38809:0crwdne38809:0",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"crwdns38810:0crwdne38810:0",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"crwdns58359:0crwdne58359:0",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"crwdns38811:0crwdne38811:0",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"crwdns38812:0crwdne38812:0",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"crwdns38813:0crwdne38813:0",
@@ -267,7 +272,7 @@
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"crwdns38815:0crwdne38815:0",
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"crwdns38816:0crwdne38816:0",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"crwdns38817:0crwdne38817:0",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"crwdns38818:0crwdne38818:0",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"crwdns58360:0crwdne58360:0",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"crwdns38819:0crwdne38819:0",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"crwdns38820:0{charisma_mod}crwdne38820:0",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"crwdns38821:0crwdne38821:0",
@@ -279,11 +284,11 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE":"crwdns38827:0crwdne38827:0",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"crwdns38828:0crwdne38828:0",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"crwdns38829:0crwdne38829:0",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"crwdns38830:0crwdne38830:0",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"crwdns58361:0crwdne58361:0",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"crwdns41068:0crwdne41068:0",
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"crwdns41069:0crwdne41069:0",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"crwdns38831:0crwdne38831:0",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"crwdns38832:0crwdne38832:0",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"crwdns58362:0crwdne58362:0",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"crwdns38833:0crwdne38833:0",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"crwdns38834:0crwdne38834:0",
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"crwdns38835:0crwdne38835:0",
@@ -291,9 +296,9 @@
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"crwdns38837:0crwdne38837:0",
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"crwdns38838:0crwdne38838:0",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES":"crwdns38839:0crwdne38839:0",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"crwdns38840:0crwdne38840:0",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"crwdns58363:0crwdne58363:0",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"crwdns38841:0crwdne38841:0",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"crwdns38842:0crwdne38842:0",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"crwdns58364:0crwdne58364:0",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"crwdns38843:0crwdne38843:0",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"crwdns38844:0crwdne38844:0",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER":"crwdns38845:0crwdne38845:0",
@@ -303,58 +308,58 @@
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"crwdns38849:0crwdne38849:0",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"crwdns38850:0crwdne38850:0",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"crwdns38851:0crwdne38851:0",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"crwdns38852:0crwdne38852:0",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"crwdns58365:0crwdne58365:0",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"crwdns38853:0crwdne38853:0",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"crwdns38854:0crwdne38854:0",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"crwdns58366:0crwdne58366:0",
"CLASS_FEATURE_RANGERUA_VANISH":"crwdns38855:0crwdne38855:0",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"crwdns38856:0crwdne38856:0",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"crwdns58367:0crwdne58367:0",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"crwdns41070:0crwdne41070:0",
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"crwdns41071:0crwdne41071:0",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"crwdns38857:0crwdne38857:0",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"crwdns38858:0crwdne38858:0",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"crwdns38859:0crwdne38859:0",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"crwdns38860:0crwdne38860:0",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"crwdns58368:0crwdne58368:0",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE":"crwdns38861:0crwdne38861:0",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"crwdns38862:0crwdne38862:0",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"crwdns58369:0crwdne58369:0",
"CLASS_FEATURE_RANGER_FOE_SLAYER":"crwdns38863:0crwdne38863:0",
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"crwdns38864:0crwdne38864:0",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"crwdns38865:0crwdne38865:0",
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"crwdns38866:0crwdne38866:0",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE":"crwdns38867:0crwdne38867:0",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE":"crwdns58370:0crwdne58370:0",
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"crwdns38868:0crwdne38868:0",
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"crwdns38869:0crwdne38869:0",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"crwdns38870:0crwdne38870:0",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"crwdns58371:0crwdne58371:0",
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"crwdns38871:0crwdne38871:0",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"crwdns38872:0crwdne38872:0",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"crwdns58372:0crwdne58372:0",
"CLASS_FEATURE_RANGER_VANISH":"crwdns38873:0crwdne38873:0",
- "CLASS_FEATURE_RANGER_VANISH_TEXT":"crwdns38874:0crwdne38874:0",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT":"crwdns58373:0crwdne58373:0",
"CLASS_FEATURE_ROGUE_BLINDSENSE":"crwdns38875:0crwdne38875:0",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"crwdns38876:0crwdne38876:0",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION":"crwdns38877:0crwdne38877:0",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"crwdns38878:0crwdne38878:0",
"CLASS_FEATURE_ROGUE_ELUSIVE":"crwdns38879:0crwdne38879:0",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"crwdns38880:0crwdne38880:0",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"crwdns58374:0crwdne58374:0",
"CLASS_FEATURE_ROGUE_EVASION":"crwdns38881:0crwdne38881:0",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT":"crwdns38882:0crwdne38882:0",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT":"crwdns58375:0crwdne58375:0",
"CLASS_FEATURE_ROGUE_EXPERTISE":"crwdns38883:0crwdne38883:0",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"crwdns38884:0crwdne38884:0",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"crwdns58376:0crwdne58376:0",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"crwdns38885:0crwdne38885:0",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"crwdns38886:0crwdne38886:0",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"crwdns38887:0crwdne38887:0",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"crwdns38888:0crwdne38888:0",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"crwdns38889:0crwdne38889:0",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"crwdns38890:0crwdne38890:0",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"crwdns58377:0crwdne58377:0",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"crwdns38891:0crwdne38891:0",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"crwdns38892:0crwdne38892:0",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT":"crwdns38893:0crwdne38893:0",
- "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"crwdns38894:0crwdne38894:0",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT":"crwdns58378:0crwdne58378:0",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"crwdns58379:0crwdne58379:0",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"crwdns38895:0crwdne38895:0",
- "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"crwdns38896:0crwdne38896:0",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"crwdns58380:0crwdne58380:0",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"crwdns38897:0crwdne38897:0",
- "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"crwdns38898:0crwdne38898:0",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"crwdns58381:0crwdne58381:0",
"CLASS_FEATURE_SORCERER_METAMAGIC":"crwdns38899:0crwdne38899:0",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"crwdns38900:0crwdne38900:0",
- "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"crwdns38901:0{charisma_mod}crwdne38901:0",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"crwdns58382:0{charisma_mod}crwdne58382:0",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"crwdns38902:0crwdne38902:0",
"CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"crwdns38903:0crwdne38903:0",
"CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"crwdns38904:0crwdne38904:0",
@@ -369,7 +374,7 @@
"CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"crwdns38913:0crwdne38913:0",
"CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"crwdns38914:0crwdne38914:0",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"crwdns38915:0crwdne38915:0",
- "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"crwdns38916:0crwdne38916:0",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"crwdns58383:0crwdne58383:0",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"crwdns38917:0crwdne38917:0",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"crwdns38918:0crwdne38918:0",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS":"crwdns38919:0crwdne38919:0",
@@ -383,16 +388,16 @@
"CLASS_FEATURE_WARLOCK_PACT_BOON":"crwdns38927:0crwdne38927:0",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"crwdns38928:0crwdne38928:0",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"crwdns38929:0crwdne38929:0",
- "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"crwdns38930:0{wizard_level}crwdne38930:0",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"crwdns58384:0{wizard_level}crwdne58384:0",
"CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"crwdns38931:0crwdne38931:0",
- "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"crwdns38932:0crwdne38932:0",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"crwdns58385:0crwdne58385:0",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY":"crwdns38933:0crwdne38933:0",
"CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"crwdns38934:0crwdne38934:0",
"CLASS_LEVELS":"crwdns25097:0crwdne25097:0",
"CLERIC":"crwdns25098:0crwdne25098:0",
"CLIMB":"crwdns25099:0crwdne25099:0",
"CLOSE":"crwdns25100:0crwdne25100:0",
- "COINAGE":"crwdns25101:0crwdne25101:0",
+ "COINS":"crwdns58386:0crwdne58386:0",
"COINS_CP":"crwdns25102:0crwdne25102:0",
"COINS_EP":"crwdns25103:0crwdne25103:0",
"COINS_GP":"crwdns25104:0crwdne25104:0",
@@ -450,6 +455,7 @@
"CUSTOM_GOLD_VALUES":"crwdns25149:0crwdne25149:0",
"DAMAGE":"crwdns25150:0crwdne25150:0",
"DAMAGE_IMMUNITIES":"crwdns25151:0crwdne25151:0",
+ "DAMAGE_MODIFIER":"crwdns58387:0crwdne58387:0",
"DAMAGE_RESISTANCES":"crwdns25152:0crwdne25152:0",
"DAMAGE_VULNERABILITIES":"crwdns25153:0crwdne25153:0",
"DARKVISION":"crwdns25154:0crwdne25154:0",
@@ -463,6 +469,7 @@
"DEX":"crwdns25162:0crwdne25162:0",
"DEXTERITY":"crwdns25163:0crwdne25163:0",
"DEXTERITY_SAVING_THROW":"crwdns41073:0crwdne41073:0",
+ "DEX_MAX_X":"crwdns58388:0crwdne58388:0",
"DICE":"crwdns25164:0crwdne25164:0",
"DICE_MODIFIERS":"crwdns38935:0crwdne38935:0",
"DIE":"crwdns25165:0crwdne25165:0",
@@ -493,7 +500,7 @@
"DIVINATION":"crwdns25191:0crwdne25191:0",
"DMG":"crwdns25192:0crwdne25192:0",
"DOCUMENTATION":"crwdns25193:0crwdne25193:0",
- "DONT":"crwdns25194:0crwdne25194:0",
+ "DONT":"crwdns58389:0crwdne58389:0",
"DRAGON":"crwdns25195:0crwdne25195:0",
"DRUID":"crwdns25196:0crwdne25196:0",
"DURATION":"crwdns25197:0crwdne25197:0",
@@ -549,17 +556,7 @@
"GARGANTUAN":"crwdns25241:0crwdne25241:0",
"GENDER":"crwdns25242:0crwdne25242:0",
"GENERATE_SKILLS":"crwdns25243:0crwdne25243:0",
- "GLOBAL_ATTACK_BONUS":"crwdns37603:0crwdne37603:0",
- "GLOBAL_CHECK_BONUS":"crwdns37604:0crwdne37604:0",
- "GLOBAL_DAMAGE_BONUS":"crwdns37605:0crwdne37605:0",
- "GLOBAL_MELEE_ATTACK_BONUS":"crwdns37606:0crwdne37606:0",
- "GLOBAL_MELEE_DAMAGE_BONUS":"crwdns37607:0crwdne37607:0",
- "GLOBAL_RANGED_ATTACK_BONUS":"crwdns37608:0crwdne37608:0",
- "GLOBAL_RANGED_DAMAGE_BONUS":"crwdns37609:0crwdne37609:0",
- "GLOBAL_SAVING_THROW_BONUS":"crwdns37610:0crwdne37610:0",
- "GLOBAL_SPELL_ATTACK_BONUS":"crwdns37611:0crwdne37611:0",
- "GLOBAL_SPELL_DAMAGE_BONUS":"crwdns37612:0crwdne37612:0",
- "GLOBAL_SPELL_HEAL_BONUS":"crwdns37613:0crwdne37613:0",
+ "GM":"crwdns58390:0crwdne58390:0",
"GOLD_PIECES":"crwdns25244:0crwdne25244:0",
"GRAPPLED":"crwdns25245:0crwdne25245:0",
"HAIR":"crwdns25246:0crwdne25246:0",
@@ -581,7 +578,7 @@
"HIDE_INFO_DAMAGE":"crwdns25257:0crwdne25257:0",
"HIDE_INFO_EFFECT":"crwdns25258:0crwdne25258:0",
"HIDE_INFO_FREETEXT":"crwdns25259:0crwdne25259:0",
- "HIDE_INFO_NOTE":"crwdns25260:0crwdne25260:0",
+ "HIDE_INFO_NOTE":"crwdns58391:0crwdne58391:0",
"HIDE_INFO_RECHARGE":"crwdns25261:0crwdne25261:0",
"HIDE_INFO_SAVING_THROWS":"crwdns25262:0crwdne25262:0",
"HIDE_INFO_SAVING_THROW_DC":"crwdns25263:0crwdne25263:0",
@@ -595,16 +592,19 @@
"HIT_DICE":"crwdns25269:0crwdne25269:0",
"HIT_DICE_RECOVERED":"crwdns41077:0crwdne41077:0",
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"crwdns41078:0crwdne41078:0",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST":"crwdns58392:0crwdne58392:0",
"HIT_POINTS":"crwdns25270:0crwdne25270:0",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"crwdns41079:0crwdne41079:0",
"HIT_POINTS_ROLLED":"crwdns25271:0crwdne25271:0",
"HIT_POINTS_TEMP":"crwdns25272:0crwdne25272:0",
"HIT_POINTS_TEMPORARY":"crwdns25273:0crwdne25273:0",
+ "HIT_POINT_MAXIMUM_REDUCED_BY":"crwdns58393:0crwdne58393:0",
"HON":"crwdns37620:0crwdne37620:0",
"HONOR":"crwdns37621:0crwdne37621:0",
"HONOR_SAVING_THROW":"crwdns41080:0crwdne41080:0",
"HOUSERULES":"crwdns25274:0crwdne25274:0",
"HOVER":"crwdns25275:0crwdne25275:0",
+ "HP":"crwdns58394:0crwdne58394:0",
"HUGE":"crwdns25276:0crwdne25276:0",
"IDEALS":"crwdns25277:0crwdne25277:0",
"IF_THE_TARGET_IS":"crwdns25278:0crwdne25278:0",
@@ -613,12 +613,11 @@
"INCAPACITATED":"crwdns25281:0crwdne25281:0",
"INFLUENCE":"crwdns25282:0crwdne25282:0",
"INITIATIVE":"crwdns25283:0crwdne25283:0",
- "INITIATIVE_BONUS":"crwdns37622:0crwdne37622:0",
"INNATE_SPELLCASTING":"crwdns25284:0crwdne25284:0",
"INNATE_SPELLCASTING_NO_MATERIAL":"crwdns25285:0crwdne25285:0",
"INNATE_SPELLCASTING_ONLY_VERBAL":"crwdns25286:0crwdne25286:0",
"INNATE_SPELLCASTING_TEXT_1":"crwdns25287:0crwdne25287:0",
- "INNATE_SPELLCASTING_TEXT_2":"crwdns25288:0crwdne25288:0",
+ "INNATE_SPELLCASTING_TEXT_2":"crwdns58395:0crwdne58395:0",
"INNATE_SPELLCASTING_TEXT_3":"crwdns25289:0crwdne25289:0",
"INSIGHT":"crwdns25290:0crwdne25290:0",
"INSPIRATION":"crwdns25291:0crwdne25291:0",
@@ -640,10 +639,11 @@
"LARGE":"crwdns25303:0crwdne25303:0",
"LAWFUL_EVIL":"crwdns25304:0crwdne25304:0",
"LBS":"crwdns25305:0crwdne25305:0",
+ "LEATHER":"crwdns58396:0crwdne58396:0",
"LEGENDARY_ACTIONS":"crwdns25306:0crwdne25306:0",
"LEGENDARY_ACTIONS_TEXT_1":"crwdns25307:0crwdne25307:0",
"LEGENDARY_ACTIONS_TEXT_2":"crwdns25308:0crwdne25308:0",
- "LEGENDARY_ACTIONS_TEXT_3":"crwdns25309:0crwdne25309:0",
+ "LEGENDARY_ACTIONS_TEXT_3":"crwdns58397:0crwdne58397:0",
"LEGENDARY_ACTIONS_TEXT_4":"crwdns25310:0crwdne25310:0",
"LEVEL":"crwdns25311:0crwdne25311:0",
"LEVELS":"crwdns25312:0crwdne25312:0",
@@ -654,6 +654,7 @@
"LONGSWORD":"crwdns37625:0crwdne37625:0",
"LONG_REST":"crwdns25317:0crwdne25317:0",
"MACROS":"crwdns25318:0crwdne25318:0",
+ "MANUAL":"crwdns58398:0crwdne58398:0",
"MAX":"crwdns25320:0crwdne25320:0",
"MEASUREMENT_SYSTEMS":"crwdns25321:0crwdne25321:0",
"MEDICINE":"crwdns25322:0crwdne25322:0",
@@ -663,13 +664,18 @@
"MELEE":"crwdns25327:0crwdne25327:0",
"MELEE_OR_RANGED_WEAPON_ATTACK":"crwdns37626:0crwdne37626:0",
"MELEE_SPELL_ATTACK":"crwdns37627:0crwdne37627:0",
+ "MELEE_WEAPON":"crwdns58399:0crwdne58399:0",
"MELEE_WEAPON_ATTACK":"crwdns37628:0crwdne37628:0",
+ "MELEE_WEAPON_ATTACK_MODIFIER":"crwdns58400:0crwdne58400:0",
+ "MELEE_WEAPON_DAMAGE_MODIFIER":"crwdns58401:0crwdne58401:0",
"METERS":"crwdns25330:0crwdne25330:0",
"METERS_ABBREVIATION":"crwdns37629:0crwdne37629:0",
"MISC":"crwdns25331:0crwdne25331:0",
"MISCELLANEOUS":"crwdns25332:0crwdne25332:0",
"MISCELLANEOUS_NOTES":"crwdns25333:0crwdne25333:0",
"MOD":"crwdns37630:0crwdne37630:0",
+ "MODIFIER":"crwdns58402:0crwdne58402:0",
+ "MODIFIERS":"crwdns58403:0crwdne58403:0",
"MONK":"crwdns25334:0crwdne25334:0",
"MOVEMENT":"crwdns25335:0crwdne25335:0",
"MULTIPLIER":"crwdns25336:0crwdne25336:0",
@@ -679,9 +685,11 @@
"NECROTIC":"crwdns25340:0crwdne25340:0",
"NO":"crwdns25341:0crwdne25341:0",
"NORMAL":"crwdns25342:0crwdne25342:0",
+ "NOTHING_RECHARGED":"crwdns58404:0crwdne58404:0",
"NO_CONCENTRATION":"crwdns41082:0crwdne41082:0",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"crwdns38937:0crwdne38937:0",
"NPC":"crwdns25343:0crwdne25343:0",
+ "OFFENSE":"crwdns58405:0crwdne58405:0",
"ONE_CREATURE":"crwdns25344:0crwdne25344:0",
"ONE_TARGET":"crwdns37631:0crwdne37631:0",
"OR":"crwdns25345:0crwdne25345:0",
@@ -711,6 +719,8 @@
"POINTS_OF_ORIGIN":"crwdns25365:0crwdne25365:0",
"POISON":"crwdns25366:0crwdne25366:0",
"POISONED":"crwdns25367:0crwdne25367:0",
+ "POTION":"crwdns58406:0crwdne58406:0",
+ "POTION_OF_HEALING":"crwdns58407:0crwdne58407:0",
"POUNDS":"crwdns25368:0crwdne25368:0",
"PREPARED":"crwdns25369:0crwdne25369:0",
"PREPARED_MATTERS":"crwdns25370:0crwdne25370:0",
@@ -722,6 +732,7 @@
"PROFICIENCY_BONUS":"crwdns25376:0crwdne25376:0",
"PROFICIENCY_DICE":"crwdns37636:0crwdne37636:0",
"PROFICIENT":"crwdns25377:0crwdne25377:0",
+ "PROFICIENT_ARMOR_WEIGHS":"crwdns58408:0crwdne58408:0",
"PRONE":"crwdns25378:0crwdne25378:0",
"PSION":"crwdns25379:0crwdne25379:0",
"PSIONICS":"crwdns25380:0crwdne25380:0",
@@ -732,7 +743,6 @@
"PSI_POINTS":"crwdns25387:0crwdne25387:0",
"PSYCHIC":"crwdns25388:0crwdne25388:0",
"PUBLIC_FOR_ALL":"crwdns25392:0crwdne25392:0",
- "QTY":"crwdns25393:0crwdne25393:0",
"QUERY":"crwdns25394:0crwdne25394:0",
"QUERY_ADVANTAGE_DEFAULT":"crwdns40535:0crwdne40535:0",
"QUERY_DISADVANTAGE_DEFAULT":"crwdns40536:0crwdne40536:0",
@@ -744,7 +754,10 @@
"RANGE":"crwdns25398:0crwdne25398:0",
"RANGED":"crwdns25399:0crwdne25399:0",
"RANGED_SPELL_ATTACK":"crwdns37637:0crwdne37637:0",
+ "RANGED_WEAPON":"crwdns58409:0crwdne58409:0",
"RANGED_WEAPON_ATTACK":"crwdns37638:0crwdne37638:0",
+ "RANGED_WEAPON_ATTACK_MODIFIER":"crwdns58410:0crwdne58410:0",
+ "RANGED_WEAPON_DAMAGE_MODIFIER":"crwdns58411:0crwdne58411:0",
"RANGER":"crwdns25401:0crwdne25401:0",
"RANGERUA":"crwdns37639:0crwdne37639:0",
"REACH":"crwdns25402:0crwdne25402:0",
@@ -760,8 +773,6 @@
"RECHARGE_AFTER_LONG_REST":"crwdns37645:0crwdne37645:0",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"crwdns37646:0crwdne37646:0",
"RECOVERED":"crwdns41084:0crwdne41084:0",
- "REDUCED_MAX":"crwdns25406:0crwdne25406:0",
- "REDUCED_MAX_HIT_POINTS":"crwdns25407:0crwdne25407:0",
"REDUCED_TO":"crwdns41085:0crwdne41085:0",
"REF":"crwdns25408:0crwdne25408:0",
"REFLEX":"crwdns25409:0crwdne25409:0",
@@ -772,14 +783,16 @@
"REMARKABLE_ATHLETE":"crwdns25412:0crwdne25412:0",
"REPEAT":"crwdns38941:0crwdne38941:0",
"REPORT_AN_ISSUE":"crwdns37647:0crwdne37647:0",
- "RESET":"crwdns41087:0crwdne41087:0",
"REQUIRES_API":"crwdns25413:0crwdne25413:0",
+ "RESET":"crwdns41087:0crwdne41087:0",
"RESISTANCES_AND_IMMUNITIES":"crwdns25414:0crwdne25414:0",
"RESOURCES":"crwdns25415:0crwdne25415:0",
+ "REST":"crwdns58412:0crwdne58412:0",
"RESTRAINED":"crwdns25416:0crwdne25416:0",
- "RESTS":"crwdns29636:0crwdne29636:0",
+ "RING":"crwdns58413:0crwdne58413:0",
"RITUAL":"crwdns25417:0crwdne25417:0",
"ROGUE":"crwdns25418:0crwdne25418:0",
+ "ROLL":"crwdns58414:0crwdne58414:0",
"ROLL_2":"crwdns25419:0crwdne25419:0",
"ROLL_OPTIONS":"crwdns25420:0crwdne25420:0",
"ROLL_TEMPLATE":"crwdns25421:0crwdne25421:0",
@@ -788,15 +801,19 @@
"SANITY_SAVING_THROW":"crwdns41088:0crwdne41088:0",
"SAVE":"crwdns25422:0crwdne25422:0",
"SAVE_DC":"crwdns25423:0crwdne25423:0",
- "SAVE_FAILURE":"crwdns38942:0crwdne38942:0",
- "SAVE_SUCCESS":"crwdns38943:0crwdne38943:0",
"SAVING_DC":"crwdns25426:0crwdne25426:0",
"SAVING_THROW":"crwdns25427:0crwdne25427:0",
"SAVING_THROWS":"crwdns25428:0crwdne25428:0",
+ "SAVING_THROWS_BONUS":"crwdns58415:0crwdne58415:0",
"SAVING_THROWS_QUERY":"crwdns25429:0crwdne25429:0",
"SAVING_THROW_BONUS":"crwdns37650:0crwdne37650:0",
"SAVING_THROW_DC":"crwdns25430:0crwdne25430:0",
+ "SAVING_THROW_FAILURE":"crwdns58416:0crwdne58416:0",
+ "SAVING_THROW_MODIFIER":"crwdns58417:0crwdne58417:0",
+ "SAVING_THROW_SUCCESS":"crwdns58418:0crwdne58418:0",
+ "SCORE":"crwdns58419:0crwdne58419:0",
"SECOND_DAMAGE":"crwdns37651:0crwdne37651:0",
+ "SELF":"crwdns58420:0crwdne58420:0",
"SENSES":"crwdns25431:0crwdne25431:0",
"SHEET":"crwdns25432:0crwdne25432:0",
"SHEET_OUTPUT":"crwdns25433:0crwdne25433:0",
@@ -807,14 +824,38 @@
"SHOW_ALL":"crwdns25436:0crwdne25436:0",
"SHOW_RESTS":"crwdns25437:0crwdne25437:0",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"crwdns25438:0crwdne25438:0",
- "SHOW_TARGET_AC_ON_ATTACKS":"crwdns25439:0crwdne25439:0",
- "SHOW_TARGET_NAME_ON_ATTACKS":"crwdns25440:0crwdne25440:0",
+ "SHOW_TARGET_AC_ON_ATTACKS":"crwdns58421:0crwdne58421:0",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"crwdns58422:0crwdne58422:0",
"SHOW_TOTALS":"crwdns25441:0crwdne25441:0",
"SHOW_UNPREPARED_SPELLS":"crwdns25442:0crwdne25442:0",
"SILVER_PIECES":"crwdns25443:0crwdne25443:0",
"SIZE":"crwdns25444:0crwdne25444:0",
"SKILL":"crwdns25445:0crwdne25445:0",
"SKILLS":"crwdns25446:0crwdne25446:0",
+ "SKILL_$0":"crwdns58423:0crwdne58423:0",
+ "SKILL_$1":"crwdns58424:0crwdne58424:0",
+ "SKILL_$10":"crwdns58425:0crwdne58425:0",
+ "SKILL_$11":"crwdns58426:0crwdne58426:0",
+ "SKILL_$12":"crwdns58427:0crwdne58427:0",
+ "SKILL_$13":"crwdns58428:0crwdne58428:0",
+ "SKILL_$14":"crwdns58429:0crwdne58429:0",
+ "SKILL_$15":"crwdns58430:0crwdne58430:0",
+ "SKILL_$16":"crwdns58431:0crwdne58431:0",
+ "SKILL_$17":"crwdns58432:0crwdne58432:0",
+ "SKILL_$18":"crwdns58433:0crwdne58433:0",
+ "SKILL_$19":"crwdns58434:0crwdne58434:0",
+ "SKILL_$2":"crwdns58435:0crwdne58435:0",
+ "SKILL_$20":"crwdns58436:0crwdne58436:0",
+ "SKILL_$21":"crwdns58437:0crwdne58437:0",
+ "SKILL_$22":"crwdns58438:0crwdne58438:0",
+ "SKILL_$23":"crwdns58439:0crwdne58439:0",
+ "SKILL_$3":"crwdns58440:0crwdne58440:0",
+ "SKILL_$4":"crwdns58441:0crwdne58441:0",
+ "SKILL_$5":"crwdns58442:0crwdne58442:0",
+ "SKILL_$6":"crwdns58443:0crwdne58443:0",
+ "SKILL_$7":"crwdns58444:0crwdne58444:0",
+ "SKILL_$8":"crwdns58445:0crwdne58445:0",
+ "SKILL_$9":"crwdns58446:0crwdne58446:0",
"SKILL_SHEET_SETTING":"crwdns37654:0crwdne37654:0",
"SKIN":"crwdns25453:0crwdne25453:0",
"SLASHING":"crwdns25454:0crwdne25454:0",
@@ -842,6 +883,11 @@
"SPELLS_ON_CORE":"crwdns29637:0crwdne29637:0",
"SPELLS_TAB":"crwdns25476:0crwdne25476:0",
"SPELL_ATTACK":"crwdns25477:0crwdne25477:0",
+ "SPELL_ATTACK_MODIFIER":"crwdns58447:0crwdne58447:0",
+ "SPELL_DAMAGE_MODIFIER":"crwdns58448:0crwdne58448:0",
+ "SPELL_DC":"crwdns58449:0crwdne58449:0",
+ "SPELL_DC_MODIFIER":"crwdns58450:0crwdne58450:0",
+ "SPELL_HEAL_MODIFIER":"crwdns58451:0crwdne58451:0",
"SPELL_LEVEL":"crwdns25478:0crwdne25478:0",
"SPELL_MUST_HAVE":"crwdns25479:0crwdne25479:0",
"SPELL_POINTS":"crwdns25480:0crwdne25480:0",
@@ -866,6 +912,7 @@
"TARGET_TO_SOURCE":"crwdns25500:0crwdne25500:0",
"TEMP":"crwdns25502:0crwdne25502:0",
"TEXT_SIZE":"crwdns25503:0crwdne25503:0",
+ "THROWN":"crwdns58452:0crwdne58452:0",
"THUNDER":"crwdns25504:0crwdne25504:0",
"TINY":"crwdns25505:0crwdne25505:0",
"TOTAL":"crwdns25506:0crwdne25506:0",
@@ -878,8 +925,8 @@
"TREMORSENSE":"crwdns25512:0crwdne25512:0",
"TRUESIGHT":"crwdns25513:0crwdne25513:0",
"TURN":"crwdns37657:0crwdne37657:0",
+ "TURN_OFF_FILTERING":"crwdns58453:0crwdne58453:0",
"TURN_RECHARGE":"crwdns41090:0crwdne41090:0",
- "TURN_OFF_FILTERING":"crwdns37658:0crwdne37658:0",
"TYPE":"crwdns25515:0crwdne25515:0",
"UNARMORED":"crwdns25516:0crwdne25516:0",
"UNCONSCIOUS":"crwdns25517:0crwdne25517:0",
@@ -888,20 +935,26 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"crwdns25520:0crwdne25520:0",
"USES":"crwdns25522:0crwdne25522:0",
"USE_CUSTOM_SAVING_THROWS":"crwdns25523:0crwdne25523:0",
+ "UTILITY":"crwdns58454:0crwdne58454:0",
"VERSATILE":"crwdns37659:0crwdne37659:0",
"VS":"crwdns25525:0crwdne25525:0",
"VS_FIEND_OR_UNDEAD":"crwdns25526:0crwdne25526:0",
"WARLOCK":"crwdns25527:0crwdne25527:0",
"WARLOCK_SLOTS":"crwdns38944:0crwdne38944:0",
"WARLOCK_SPELL_SLOTS":"crwdns25528:0crwdne25528:0",
+ "WEAPON":"crwdns58455:0crwdne58455:0",
+ "WEAPON_ATTACK_MODIFIER":"crwdns58456:0crwdne58456:0",
+ "WEAPON_DAMAGE_MODIFIER":"crwdns58457:0crwdne58457:0",
"WEIGHT":"crwdns25529:0crwdne25529:0",
"WEIGHT_PER_COIN":"crwdns25530:0crwdne25530:0",
"WHISPERED_TO_GM":"crwdns25531:0crwdne25531:0",
+ "WHISPERED_TO_SELF":"crwdns58458:0crwdne58458:0",
"WILL":"crwdns25532:0crwdne25532:0",
"WILL_SAVING_THROW":"crwdns41091:0crwdne41091:0",
"WIS":"crwdns25533:0crwdne25533:0",
"WISDOM":"crwdns25534:0crwdne25534:0",
"WISDOM_SAVING_THROW":"crwdns41092:0crwdne41092:0",
"WIZARD":"crwdns25535:0crwdne25535:0",
+ "WONDROUS":"crwdns58459:0crwdne58459:0",
"YES":"crwdns25536:0crwdne25536:0"
}
\ No newline at end of file
diff --git a/5th Edition OGL by Roll20/translations/pt.json b/5th Edition OGL by Roll20/translations/pt.json
index f3856b8f0d..acd23ffd3c 100644
--- a/5th Edition OGL by Roll20/translations/pt.json
+++ b/5th Edition OGL by Roll20/translations/pt.json
@@ -9,7 +9,7 @@
"npc-armor-place":"Brunea",
"hit-points-u":"PONTOS DE VIDA",
"formula-u":"FÓRMULA",
- "speed-u":"DESLOC,",
+ "speed-u":"DESLOC.",
"npc-speed-place":"9 m, Voo 18 m",
"attributes-u":"ATRIBUTOS",
"str-u":"FOR",
diff --git a/5th Edition OGL by Roll20/translations/ru.json b/5th Edition OGL by Roll20/translations/ru.json
index 774ee5cb79..f3eb391292 100644
--- a/5th Edition OGL by Roll20/translations/ru.json
+++ b/5th Edition OGL by Roll20/translations/ru.json
@@ -1,427 +1,427 @@
{
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
- "npc-options-u":"NPC OPTIONS",
- "name-u":"NAME",
- "npc-type-u":"NPC TYPE",
- "npc-type-place":"Medium fiend, any evil alignment",
- "armor-class-u":"ARMOR CLASS",
- "type-u":"TYPE",
- "npc-armor-place":"scale mail",
- "hit-points-u":"HIT POINTS",
- "formula-u":"FORMULA",
- "speed-u":"SPEED",
- "npc-speed-place":"30 ft., fly 60ft.",
- "attributes-u":"ATTRIBUTES",
- "str-u":"STR",
- "dex-u":"DEX",
- "con-u":"CON",
- "int-u":"INT",
- "wis-u":"WIS",
- "cha-u":"CHA",
- "saves-u":"SAVES",
- "skills-u":"SKILLS",
- "acrobatics-u":"ACROBATICS",
- "animal-handling-u":"ANIMAL HANDLING",
- "arcana-u":"ARCANA",
- "athletics-u":"ATHLETICS",
- "deception-u":"DECEPTION",
- "history-u":"HISTORY",
- "insight-u":"INSIGHT",
- "intimidation-u":"INTIMIDATION",
- "investigation-u":"INVESTIGATION",
- "medicine-u":"MEDICINE",
- "nature-u":"NATURE",
- "perception-u":"PERCEPTION",
- "performance-u":"PERFORMANCE",
- "persuasion-u":"PERSUASION",
- "religion-u":"RELIGION",
- "sleight-of-hand-u":"SLEIGHT OF HAND",
- "stealth-u":"STEALTH",
- "survival-u":"SURVIVAL",
- "damage-vuln-u":"DAMAGE VULNERABILITIES",
- "npc-dmg-vuln-place":"fire",
- "damage-res-u":"DAMAGE RESISTANCES",
- "npc-dmg-res-place":"cold",
- "damage-imm-u":"DAMAGE IMMUNITIES",
- "npc-dmg-imm-place":"lightning, thunder",
- "cond-imm-u":"CONDITION IMMUNITIES",
- "npc-cond-imm-place":"charmed",
- "senses-u":"SENSES",
- "npc-senses-place":"darkvision 120ft., passive Perception 16",
- "langs-u":"LANGUAGES",
- "npc-langs-place":"Abyssal, Common, Infernal",
- "challenge-u":"CHALLENGE",
- "xp-u":"XP",
- "spellcast-npc-u":"SPELLCASTING NPC",
- "spell-ability-u":"SPELLCASTING ABILITY",
- "none-u":"NONE",
- "strength-u":"STRENGTH",
- "strength-save-u":"STRENGTH SAVE",
- "dexterity-u":"DEXTERITY",
- "dexterity-save-u":"DEXTERITY SAVE",
- "constitution-u":"CONSTITUTION",
- "constitution-save-u":"CONSTITUTION SAVE",
- "intelligence-u":"INTELLIGENCE",
- "intelligence-save-u":"INTELLIGENCE SAVE",
- "wisdom-u":"WISDOM",
- "wisdom-save-u":"WISDOM SAVE",
- "charisma-u":"CHARISMA",
- "charisma-save-u":"CHARISMA SAVE",
- "spell-dc-u":"SPELL DC",
- "spell-atk-bonus-u":"SPELL ATTACK BONUS",
- "has-reaction-u":"HAS REACTIONS",
- "leg-actions:-u":"LEGENDARY ACTIONS:",
- "gen-opts-u":"GENERAL OPTIONS",
+ "npc-options-u":"НАСТРОЙКИ NPC",
+ "name-u":"ИМЯ",
+ "npc-type-u":"ТИП NPC",
+ "npc-type-place":"Среднее чудовище, любое злое мирвоззрение",
+ "armor-class-u":"КД",
+ "type-u":"ТИП",
+ "npc-armor-place":"кольчуга",
+ "hit-points-u":"ХИТ ПОЙНТЫ",
+ "formula-u":"ФОРМУЛА",
+ "speed-u":"СКОРОСТЬ",
+ "npc-speed-place":"30 фт., полёт 60 фт.",
+ "attributes-u":"АТРИБУТЫ",
+ "str-u":"СИЛ",
+ "dex-u":"ЛОВ",
+ "con-u":"ТЕЛ",
+ "int-u":"ИНТ",
+ "wis-u":"МДР",
+ "cha-u":"ХАР",
+ "saves-u":"СПАСБРОСКИ",
+ "skills-u":"НАВЫКИ",
+ "acrobatics-u":"АКРОБАТИКА",
+ "animal-handling-u":"ОБР. С ЖИВОТНЫМИ",
+ "arcana-u":"МАГИЯ",
+ "athletics-u":"АТЛЕТИКА",
+ "deception-u":"ОБМАН",
+ "history-u":"ИСТОРИЯ",
+ "insight-u":"ПРОНИЦАТЕЛЬНОСТЬ",
+ "intimidation-u":"УСТРАШЕНИЕ",
+ "investigation-u":"АНАЛИЗ",
+ "medicine-u":"МЕДИЦИНА",
+ "nature-u":"ПРИРОДА",
+ "perception-u":"ВОСПРИЯТИЕ",
+ "performance-u":"ВЫСТУПЛЕНИЕ",
+ "persuasion-u":"УБЕЖДЕНИЕ",
+ "religion-u":"РЕЛИГИЯ",
+ "sleight-of-hand-u":"ЛОВКОСТЬ РУК",
+ "stealth-u":"СКРЫТНОСТЬ",
+ "survival-u":"ВЫЖИВАНИЕ",
+ "damage-vuln-u":"УЯЗВИМОСТЬ К УРОНУ",
+ "npc-dmg-vuln-place":"огонь",
+ "damage-res-u":"СОПРОТИВЛЕНИЕ УРОНУ",
+ "npc-dmg-res-place":"холод",
+ "damage-imm-u":"ИММУНИТЕТ К УРОНУ",
+ "npc-dmg-imm-place":"молния, гром",
+ "cond-imm-u":"ИММУНИТЕТ К СОСТОЯНИЯМ",
+ "npc-cond-imm-place":"очарование",
+ "senses-u":"ЧУВСТВА",
+ "npc-senses-place":"тёмное зрение 120 фт., пассивное Восприятие 16",
+ "langs-u":"ЯЗЫКИ",
+ "npc-langs-place":"Язык бездны, Общий, Инфернальный",
+ "challenge-u":"ОПАСНОСТЬ",
+ "xp-u":"ОПЫТ",
+ "spellcast-npc-u":"NPC-КОЛДУН",
+ "spell-ability-u":"УМЕНИЕ КОЛДОВСТВА",
+ "none-u":"НЕТ",
+ "strength-u":"СИЛА",
+ "strength-save-u":"СПАСБРОСОК СИЛЫ",
+ "dexterity-u":"ЛОВКОСТЬ",
+ "dexterity-save-u":"СПАСБРОСОК ЛОВКОСТИ",
+ "constitution-u":"ТЕЛОСЛОЖ.",
+ "constitution-save-u":"СПАСБРОСОК ТЕЛОСЛОЖЕНИЯ",
+ "intelligence-u":"ИНТЕЛЛЕКТ",
+ "intelligence-save-u":"СПАСБРОСОК ИНТЕЛЛЕКТА",
+ "wisdom-u":"МУДРОСТЬ",
+ "wisdom-save-u":"СПАСБРОСОК МУДРОСТИ",
+ "charisma-u":"ХАРИЗМА",
+ "charisma-save-u":"СПАСБРОСОК ХАРИЗМЫ",
+ "spell-dc-u":"СЛ СПАСБРОСКА",
+ "spell-atk-bonus-u":"БОНУС АТАКИ ЗАКЛИНАНИЯ",
+ "has-reaction-u":"ИМЕЕТ РЕАКЦИИ",
+ "leg-actions:-u":"ЛЕГЕНДАРНЫЕ ДЕЙСТВИЯ:",
+ "gen-opts-u":"ОБЩИЕ НАСТРОЙКИ",
"npc-u":"NPC",
- "roll-queries:-u":"ROLL QUERIES:",
- "always-adv":"Always Roll Advantage",
- "adv-toggle":"Advantage Toggle",
- "query-adv":"Query Advantage",
- "never-adv":"Never Roll Advantage",
- "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:",
- "never-whisp":"Never Whisper Rolls",
- "query-whisp":"Query Whisper",
- "always-whisp":"Always Whisper Rolls",
- "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:",
- "never-dmg":"Don't Auto Roll Damage",
- "always-dmg":"Auto Roll Damage & Crit",
- "ac":"Armor Class",
- "hp":"Hit Points",
- "speed":"Speed",
- "saving-throw":"Saving Throws",
- "str+":"Str +",
- "dex+":"Dex +",
- "con+":"Con +",
- "int+":"Int +",
- "wis+":"Wis +",
- "cha+":"Cha +",
- "skills":"Skills",
- "acrobatics+":"Acrobatics +",
- "animal-handling+":"Animal Handling +",
- "arcana+":"Arcana +",
- "athletics+":"Athletics +",
- "deception+":"Deception +",
- "history+":"History +",
- "insight+":"Insight +",
- "intimidation+":"Intimidation +",
- "investigation+":"Investigation +",
- "medicine+":"Medicine +",
- "nature+":"Nature +",
- "perception+":"Perception +",
- "performance+":"Performance +",
- "persuasion+":"Persuasion +",
- "religion+":"Religion +",
- "sleight-of-hand+":"Sleight of Hand +",
- "stealth+":"Stealth +",
- "survival+":"Survival +",
- "acrobatics":"Acrobatics",
- "animal-handling":"Animal Handling",
- "arcana":"Arcana",
- "athletics":"Athletics",
- "deception":"Deception",
- "history":"History",
- "insight":"Insight",
- "intimidation":"Intimidation",
- "investigation":"Investigation",
- "medicine":"Medicine",
- "nature":"Nature",
- "perception":"Perception",
- "performance":"Performance",
- "persuasion":"Persuasion",
- "religion":"Religion",
- "sleight-of-hand":"Sleight of Hand",
- "stealth":"Stealth",
- "survival":"Survival",
- "dmg-vuln":"Damage Vulnerabilities",
- "dmg-res":"Damage Resistances",
- "dmg-imm":"Damage Immunities",
- "cond-imm":"Condition Immunities",
- "senses":"Senses",
- "langs":"Languages",
- "challenge":"Challenge",
- "npc-trait-name-place":"False Appearance.",
- "npc-trait-desc-place":"If the dragon fails...",
- "actions":"Actions",
- "adv":"Advantage",
- "norm":"Normal",
- "disadv":"Disadvantage",
- "name:-u":"NAME:",
- "attack-u":"ATTACK",
- "type:-u":"TYPE:",
- "melee":"Melee",
- "ranged":"Ranged",
- "range-reach:-u":"RANGE/REACH:",
- "range-reach-place":"5 ft.",
- "to-hit:-u":"TO HIT:",
- "target:-u":"TARGET:",
- "target:":"Target:",
- "to-hit-place":"One target",
- "on-hit:-u":"ON HIT:",
- "on-hit-place":"slashing",
- "on-hit2:-u":"ON HIT 2:",
- "on-hit-2-place":"fire",
- "hit:":"Hit: ",
- "reactions":"Reactions",
- "npc-repeating-name-place":"Parry.",
- "npc-repeating-desc-place":"The creature adds 2 to its AC against...",
- "spells":"Spells",
- "prep-u":"PREP",
- "school:-u":"SCHOOL:",
- "abjuration":"Abjuration",
- "conjuration":"Conjuration",
- "divination":"Divination",
- "enchantment":"Enchantment",
- "evocation":"Evocation",
- "illusion":"Illusion",
- "necromancy":"Necromancy",
- "transmutation":"Transmutation",
- "ritual":"RITUAL",
- "ritual-l":"ritual",
- "range:-u":"RANGE:",
- "range:":"Range:",
- "components:-u":"COMPONENTS:",
- "components:":"Components:",
- "spell-component-verbal":"V",
- "spell-component-somatic":"S",
- "spell-component-material":"M",
- "ruby-dust-place":"ruby dust worth 50gp",
- "concentration-u":"CONCENTRATION",
- "concentration":"Concentration",
- "duration:-u":"DURATION:",
- "duration:":"Duration:",
- "difficulty-class-abv":"DC",
- "output:-u":"OUTPUT:",
- "spellcard-u":"SPELLCARD",
- "spell-atk:-u":"SPELL ATTACK:",
- "none":"None",
- "dmg:-u":"DAMAGE:",
- "dmg2:-u":"DAMAGE2:",
- "healing:-u":"HEALING:",
- "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING",
- "effect:-u":"EFFECT:",
- "npc-atk-effect-place":"Half damage",
- "desc:-u":"DESCRIPTION:",
- "at-higher-lvl:-u":"AT HIGHER LEVELS:",
- "at-higher-lvl":"At Higher Levels",
- "higher-lvl-cast":"Higher Level Cast",
- "leg-actions":"Legendary Actions",
- "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.",
- "atk-range-place":"5 ft.",
- "atk-target-place":"One target",
- "atk-dmg-type-place":"slashing",
- "atk-dmg-type2-place":"fire",
- "adv-u":"ADVANTAGE",
- "norm-u":"NORMAL",
- "disadv-u":"DISADVANTAGE",
- "core-u":"CORE",
- "bio-u":"BIO",
- "spells-u":"SPELLS",
- "char-name-u":"CHARACTER NAME",
- "barbarian":"Barbarian",
- "bard":"Bard",
- "cleric":"Cleric",
- "druid":"Druid",
- "fighter":"Fighter",
- "monk":"Monk",
- "paladin":"Paladin",
- "ranger":"Ranger",
- "rogue":"Rogue",
- "sorcerer":"Sorcerer",
- "warlock":"Warlock",
- "wizard":"Wizard",
- "class-level-u":"CLASS & LEVEL",
- "background-u":"BACKGROUND",
- "race-u":"RACE",
- "alignment-u":"ALIGNMENT",
- "exp-pts-u":"EXPERIENCE POINTS",
- "inspiration-u":"INSPIRATION",
- "prof-bonus-u":"PROFICIENCY BONUS",
- "strength":"Strength",
- "strength-save":"Strength Save",
- "dexterity":"Dexterity",
- "dexterity-save":"Dexterity Save",
- "constitution":"Constitution",
- "constitution-save":"Constitution Save",
- "intelligence":"Intelligence",
- "intelligence-save":"Intelligence Save",
- "wisdom":"Wisdom",
- "wisdom-save":"Wisdom Save",
- "charisma":"Charisma",
- "charisma-save":"Charisma Save",
- "saving-throws-u":"SAVING THROWS",
- "acrobatics-core":"Acrobatics (Dex)",
- "animal-handling-core":"Animal Handling (Wis)",
- "arcana-core":"Arcana (Int)",
- "athletics-core":"Athletics (Str)",
- "deception-core":"Deception (Cha)",
- "history-core":"History (Int)",
- "insight-core":"Insight (Wis)",
- "intimidation-core":"Intimidation (Cha)",
- "investigation-core":"Investigation (Int)",
- "medicine-core":"Medicine (Wis)",
- "nature-core":"Nature (Int)",
- "perception-core":"Perception (Wis)",
- "performance-core":"Performance (Cha)",
- "persuasion-core":"Persuasion (Cha)",
- "religion-core":"Religion (Int)",
- "sleight-of-hand-core":"Sleight of Hand (Dex)",
- "stealth-core":"Stealth (Dex)",
- "survival-core":"Survival (Wis)",
- "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)",
- "tool-u":"TOOL",
- "pro-u":"PRO",
- "attr-u":"ATTRIBUTE",
- "prof-bonus:-u":"PROFICIENCY BONUS:",
- "prof-u":"PROFICIENT",
- "expertise-u":"EXPERTISE",
- "jack-of-all-u":"JACK OF ALL TRADES",
- "attr:-u":"ATTRIBUTE:",
- "tool-prof-u":"TOOL PROFICIENCIES",
- "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES",
- "init":"Initiative",
- "init-u":"INITIATIVE",
- "hp-max-u":"Hit Point Maximum",
- "hp-current-u":"CURRENT HIT POINTS",
- "hp-temp-u":"TEMPORARY HIT POINTS",
- "total":"Total",
- "hit-dice-u":"HIT DICE",
- "successes-u":"SUCCESSES",
- "failures-u":"FAILURES",
- "death-save-u":"DEATH SAVE",
- "death-saves-u":"DEATH SAVES",
- "atk-u":"ATK",
- "dmg-type-u":"DAMAGE/TYPE",
- "attack:-u":"ATTACK:",
- "proficient-u":"PROFICIENT",
- "range-place":"Self (60-foot cone)",
- "magic-bonus:-u":"MAGIC BONUS:",
- "crit-range-u":"CRIT RANGE:",
- "damage:-u":"DAMAGE:",
- "dmg-type-place":"Slashing",
- "crit:-u":"CRIT:",
- "damage2:-u":"DAMAGE2:",
- "saving-throw:-u":"SAVING THROW:",
- "vs-dc:-u":"VS DC:",
- "spell-u":"SPELL",
- "flat-u":"FLAT",
- "save":"Save",
- "save-effect:-u":"SAVE EFFECT:",
- "save-effect-place":"half damage",
- "ammunition:-u":"AMMUNITION:",
- "ammunition-place":"Arrows",
- "description:-u":"DESCRIPTION:",
- "description-place":"Up to 2 creatures within 5 feet",
- "atk-spellcasting-u":"ATTACKS & SPELLCASTING",
- "copper-piece-u":"CP",
- "silver-piece-u":"SP",
- "electrum-piece-u":"EP",
- "gold-piece-u":"GP",
- "platinum-piece-u":"PP",
- "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.",
- "item-name-u":"ITEM NAME",
- "equipped-u":"EQUIPPED",
- "use-as-resource-u":"USE AS A RESOURCE",
- "prop:-u":"PROP:",
- "mods:-u":"MODS:",
- "total-weight-u":"TOTAL WEIGHT",
- "immobile-u":"IMMOBILE",
- "heavily-encumbered-u":"HEAVILY ENCUMBERED",
- "encumbered-u":"ENCUMBERED",
- "over-carrying-cap-u":"OVER CARRYING CAPACITY",
- "equipment-u":"EQUIPMENT",
- "personality-traits-u":"PERSONALITY TRAITS",
- "ideals-u":"IDEALS",
- "bonds-u":"BONDS",
- "flaws-u":"FLAWS",
- "class-resource-u":"CLASS RESOURCE",
- "other-resource-u":"OTHER RESOURCE",
- "feats-traits-u":"FEATURES & TRAITS",
- "age-u":"AGE",
- "size-u":"SIZE",
- "height-u":"HEIGHT",
- "weight-u":"WEIGHT",
- "eye-u":"EYES",
- "skin-u":"SKIN",
- "hair-u":"HAIR",
- "char-appearance-u":"CHARACTER APPEARANCE",
- "char-backstory-u":"CHARACTER BACKSTORY",
- "allies-orgs-u":"ALLIES & ORGANIZATIONS",
- "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS",
- "treasure-u":"TREASURE",
- "spell-save-dc-u":"SPELL SAVE DC",
- "cantrips-u":"CANTRIPS",
- "ritual-u":"RITUAL",
- "casting-time:-u":"CASTING TIME:",
- "casting-time:":"Casting Time:",
- "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:",
- "half-dmg-place":"Half damage",
- "hit-die:-u":"HIT DIE:",
- "initiative-mod:-u":"INITIATIVE MODIFIER:",
- "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:",
- "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:",
- "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:",
- "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:",
- "death-save-mod:-u":"DEATH SAVE MODIFIER:",
- "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:",
- "halfling-luck-u":"HALFLING LUCK",
- "arcane-fighter-u":"ARCANE FIGHTER",
- "arcane-rogue-u":"ARCANE ROGUE",
- "class-options-u":"CLASS OPTIONS ()",
- "2nd-class:-u":"2ND CLASS:",
- "lvl:-u":"LEVEL:",
- "3rd-class:-u":"3RD CLASS:",
- "4th-class:-u":"4TH CLASS:",
- "mutliclass-opts-u":"MULTICLASS OPTIONS",
- "use-cust-class-u":"USE CUSTOM CLASS",
- "class-name:-u":"CLASS NAME:",
- "spellcasting-ability:-u":"SPELLCASTING ABILITY:",
- "spell-slots:-u":"SPELL SLOTS:",
- "spell-full-u":"FULL (Cleric, Druid, Wizard)",
- "spell-half-u":"HALF (Paladin, Ranger)",
- "spell-third-u":"THIRD (Arcane Fighter/Rogue)",
- "cust-class-opts":"CUSTOM CLASS OPTIONS",
- "normal":"Normal",
- "expirtise":"Expertise",
- "skill-opts-u":"SKILL OPTIONS",
- "version":"v",
- "always-roll-adv":"Always Roll Advantage",
- "toggle-roll-adv":"Advantage Toggle",
- "query-roll-adv":"Query Advantage",
- "never-roll-adv":"Never Roll Advantage",
- "never-whisper-roll":"Never Whisper Rolls",
- "query-whisper-roll":"Query Whisper",
- "always-whisper-roll":"Always Whisper Rolls",
- "never-roll-dmg":"Don't Auto Roll Damage",
- "always-roll-dmg":"Auto Roll Damage & Crit",
- "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:",
- "on":"On",
- "off":"Off",
- "inventory:-u":"INVENTORY:",
- "compendium-compatible":"Compendium Compatible",
- "simple":"Simple",
- "encumberance:-u":"ENCUMBERANCE:",
- "ammo-tracking:-u":"AMMO TRACKING:",
- "general-opts-u":"GENERAL OPTIONS",
- "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.",
- "transition-text-highlight":"Please make a copy of your game before you use this tool.",
- "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM",
- "community-sheet-u":"COMMUNITY SHEET",
- "shaped-sheet-u":"SHAPED SHEET",
- "transition-opts-u":"TRANSITION OPTIONS",
- "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License",
- "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
- "api-required-u":"(API REQUIRED)",
- "spell_dc_mod:-u":"SPELL SAVE DC MOD:",
- "custom_ac:-u":"CUSTOM AC:",
- "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.",
+ "roll-queries:-u":"ЗАПРОС БРОСКА:",
+ "always-adv":"Всегда Кидать Преимущество",
+ "adv-toggle":"Переключение Преимущество",
+ "query-adv":"Спрашивать Преимущество",
+ "never-adv":"Никогда Не Кидать Преимущество",
+ "whisp-rolls-gm:-u":"ШЕПТАТЬ БРОСКИ МАСТЕРУ:",
+ "never-whisp":"Никогда Не Шептать Броски",
+ "query-whisp":"Спрашивать Шёпот",
+ "always-whisp":"Всегда Шептать Броски",
+ "auto-dmg-roll:-u":"АВТО БРОСОК УРОНА:",
+ "never-dmg":"Не Кидать Урон Автоматически",
+ "always-dmg":"Автоматически Кидать Урон и Криты",
+ "ac":"Класс Доспехов",
+ "hp":"Хит Пойнты",
+ "speed":"Скорость",
+ "saving-throw":"Спасброски",
+ "str+":"Сил +",
+ "dex+":"Лов +",
+ "con+":"Тел +",
+ "int+":"Инт +",
+ "wis+":"Мдр +",
+ "cha+":"Хар +",
+ "skills":"Навыки",
+ "acrobatics+":"Акробатика +",
+ "animal-handling+":"Обр. с животн. +",
+ "arcana+":"Магия +",
+ "athletics+":"Атлетика +",
+ "deception+":"Обман +",
+ "history+":"История +",
+ "insight+":"Проницательн. +",
+ "intimidation+":"Устрашение +",
+ "investigation+":"Анализ +",
+ "medicine+":"Медицина +",
+ "nature+":"Природа +",
+ "perception+":"Восприятие +",
+ "performance+":"Выступление +",
+ "persuasion+":"Убеждение +",
+ "religion+":"Религия +",
+ "sleight-of-hand+":"Ловкость рук +",
+ "stealth+":"Скрытность +",
+ "survival+":"Выживание +",
+ "acrobatics":"Акробатика",
+ "animal-handling":"Обр. с животными",
+ "arcana":"Магия",
+ "athletics":"Атлетика",
+ "deception":"Обман",
+ "history":"История",
+ "insight":"Проницательность",
+ "intimidation":"Устрашение",
+ "investigation":"Анализ",
+ "medicine":"Медицина",
+ "nature":"Природа",
+ "perception":"Восприятие",
+ "performance":"Выступление",
+ "persuasion":"Убеждение",
+ "religion":"Религия",
+ "sleight-of-hand":"Ловкость рук",
+ "stealth":"Скрытность",
+ "survival":"Выживание",
+ "dmg-vuln":"Уязвимость к урону",
+ "dmg-res":"Сопротивление урону",
+ "dmg-imm":"Иммунитет к урону",
+ "cond-imm":"Иммунитет к состояниям",
+ "senses":"Чувства",
+ "langs":"Языки",
+ "challenge":"Опасность",
+ "npc-trait-name-place":"Ложная внешность.",
+ "npc-trait-desc-place":"Если дракон проваливает...",
+ "actions":"Действия",
+ "adv":"Преимущество",
+ "norm":"Обычное",
+ "disadv":"Помеха",
+ "name:-u":"НАЗВАНИЕ:",
+ "attack-u":"АТАКА",
+ "type:-u":"ТИП:",
+ "melee":"Ближний бой",
+ "ranged":"Дальний бой",
+ "range-reach:-u":"ДИСТАНЦИЯ/ДОСЯГАЕМОСТЬ:",
+ "range-reach-place":"5 фт.",
+ "to-hit:-u":"НА ПОПАДАНИЕ:",
+ "target:-u":"ЦЕЛЬ:",
+ "target:":"Цель:",
+ "to-hit-place":"Одна цель",
+ "on-hit:-u":"ПРИ ПОПАДАНИИ:",
+ "on-hit-place":"рубящий",
+ "on-hit2:-u":"ПРИ ПОПАДАНИИ 2:",
+ "on-hit-2-place":"огненный",
+ "hit:":"Попадание: ",
+ "reactions":"Реакции",
+ "npc-repeating-name-place":"Парирование.",
+ "npc-repeating-desc-place":"Существо добавляет 2 к своему КД против...",
+ "spells":"Заклинания",
+ "prep-u":"ПОДГОТОВКА",
+ "school:-u":"ШКОЛА:",
+ "abjuration":"Ограждение",
+ "conjuration":"Вызов",
+ "divination":"Прорицание",
+ "enchantment":"Очарование",
+ "evocation":"Воплощение",
+ "illusion":"Иллюзия",
+ "necromancy":"Некромантия",
+ "transmutation":"Преобразование",
+ "ritual":"РИТУАЛ",
+ "ritual-l":"ритуал",
+ "range:-u":"Дистанция:",
+ "range:":"Дистанция:",
+ "components:-u":"КОМПОНЕНТЫ:",
+ "components:":"Компоненты:",
+ "spell-component-verbal":"В",
+ "spell-component-somatic":"С",
+ "spell-component-material":"М",
+ "ruby-dust-place":"рубиновая пыль ценой 50 зм",
+ "concentration-u":"КОНЦЕНТРАЦИЯ",
+ "concentration":"Концентрация",
+ "duration:-u":"Длительность:",
+ "duration:":"Длительность:",
+ "difficulty-class-abv":"СЛ",
+ "output:-u":"ВЫВОД:",
+ "spellcard-u":"КАРТА ЗАКЛИНАНИЯ",
+ "spell-atk:-u":"АТАКА ЗАКЛИНАНИЕМ:",
+ "none":"Нет",
+ "dmg:-u":"УРОН:",
+ "dmg2:-u":"УРОН2:",
+ "healing:-u":"ЛЕЧЕНИЕ:",
+ "add-ability-mod-u":"ДОБАВЬ МОДИФИКАТОР УМЕНИЯ К УРОНУ ИЛИ ЛЕЧЕНИЮ",
+ "effect:-u":"ЭФФЕКТ:",
+ "npc-atk-effect-place":"Половина урона",
+ "desc:-u":"ОПИСАНИЕ:",
+ "at-higher-lvl:-u":"НА БОЛЬШИХ УРОВНЯХ:",
+ "at-higher-lvl":"На больших уровнях",
+ "higher-lvl-cast":"Заклинание на большем уровне",
+ "leg-actions":"Легендарные действия",
+ "leg-actions-desc":" может делать легендарных действий, выбирая из вариантов ниже. Только одно легендарное действие может быть использовано за раз и только в конце хода другого существа. восстанавливает использованные легендарные действия в начале своего хода.",
+ "atk-range-place":"5 фт.",
+ "atk-target-place":"Одна цель",
+ "atk-dmg-type-place":"рубящий",
+ "atk-dmg-type2-place":"огненный",
+ "adv-u":"ПРЕИМУЩ.",
+ "norm-u":"ОБЫЧН.",
+ "disadv-u":"ПОМЕХА",
+ "core-u":"ГЛАВН.",
+ "bio-u":"БИО",
+ "spells-u":"ЗАКЛИН.",
+ "char-name-u":"ИМЯ ПЕРСОНАЖА",
+ "barbarian":"Варвар",
+ "bard":"Бард",
+ "cleric":"Жрец",
+ "druid":"Друид",
+ "fighter":"Воин",
+ "monk":"Монах",
+ "paladin":"Паладин",
+ "ranger":"Следопыт",
+ "rogue":"Плут",
+ "sorcerer":"Чародей",
+ "warlock":"Колдун",
+ "wizard":"Волшебник",
+ "class-level-u":"КЛАСС И УРОВЕНЬ",
+ "background-u":"ПРЕДЫСТОРИЯ",
+ "race-u":"РАСА",
+ "alignment-u":"МИРВОЗЗРЕНИЕ",
+ "exp-pts-u":"ОЧКИ ОПЫТА",
+ "inspiration-u":"ВДОХНОВЕНИЕ",
+ "prof-bonus-u":"БОНУС МАСТЕРСТВА",
+ "strength":"Сила",
+ "strength-save":"Спасбросок Силы",
+ "dexterity":"Ловкость",
+ "dexterity-save":"Спасбросок Ловкости",
+ "constitution":"Телосложение",
+ "constitution-save":"Спасбросок Телосложения",
+ "intelligence":"Интеллект",
+ "intelligence-save":"Спасбросок Интеллекта",
+ "wisdom":"Мудрость",
+ "wisdom-save":"Спасбросок Мудрости",
+ "charisma":"Харизма",
+ "charisma-save":"Спасбросок Харизмы",
+ "saving-throws-u":"СПАСБРОСКИ",
+ "acrobatics-core":"Акробатика (Лов)",
+ "animal-handling-core":"Обр. с животными (Мдр)",
+ "arcana-core":"Магия (Инт)",
+ "athletics-core":"Атлетика (Сил)",
+ "deception-core":"Обман (Хар)",
+ "history-core":"История (Инт)",
+ "insight-core":"Проницательность (Мдр)",
+ "intimidation-core":"Устрашение (Хар)",
+ "investigation-core":"Анализ (Инт)",
+ "medicine-core":"Медицина (Мдр)",
+ "nature-core":"Природа (Инт)",
+ "perception-core":"Восприятие (Мдр)",
+ "performance-core":"Выступление (Хар)",
+ "persuasion-core":"Убеждение (Хар)",
+ "religion-core":"Религия (Инт)",
+ "sleight-of-hand-core":"Ловкость рук (Лов)",
+ "stealth-core":"Скрытность (Лов)",
+ "survival-core":"Выживание (Мдр)",
+ "pass-wis-u":"ПАССИВНАЯ МУДРОСТЬ (ВОСПРИЯТИЕ)",
+ "tool-u":"ИНСТРУМЕНТ",
+ "pro-u":"МАСТ",
+ "attr-u":"АТРИБУТ",
+ "prof-bonus:-u":"БОНУС МАСТЕРСТВА:",
+ "prof-u":"МАСТЕРСТВО",
+ "expertise-u":"КОМПЕТЕНТНОСТЬ",
+ "jack-of-all-u":"МАСТЕР НА ВСЕ РУКИ",
+ "attr:-u":"АТРИБУТ:",
+ "tool-prof-u":"МАСТЕРСТВО ИНСТРУМЕНТАМИ",
+ "other-prof-langs-u":"ДРУГИЕ ВЛАДЕНИЯ И ЯЗЫКИ",
+ "init":"Инициатива",
+ "init-u":"ИНИЦИАТИВА",
+ "hp-max-u":"Макс. Хит Пойнтов",
+ "hp-current-u":"ТЕКУЩИЕ ХИТ ПОЙНТЫ",
+ "hp-temp-u":"ВРЕМЕННЫЕ ХИТ ПОЙНТЫ",
+ "total":"Всего",
+ "hit-dice-u":"КОСТИ ХИТОВ",
+ "successes-u":"УСПЕХИ",
+ "failures-u":"ПРОВАЛЫ",
+ "death-save-u":"СПАСБРОСОК СМЕРТИ",
+ "death-saves-u":"СПАСБРОСКИ СМЕРТИ",
+ "atk-u":"АТК",
+ "dmg-type-u":"УРОН/ТИП",
+ "attack:-u":"АТАКА:",
+ "proficient-u":"МАСТЕРСТВО",
+ "range-place":"На себя (60-футовый конус)",
+ "magic-bonus:-u":"МАГ. БОНУС:",
+ "crit-range-u":"ОБЛАСТЬ КРИТА:",
+ "damage:-u":"УРОН:",
+ "dmg-type-place":"Рубящий",
+ "crit:-u":"КРИТ:",
+ "damage2:-u":"УРОН2:",
+ "saving-throw:-u":"СПАСБРОСОК:",
+ "vs-dc:-u":"ПРОТИВ СЛ:",
+ "spell-u":"ЗАКЛИНАНИЕ",
+ "flat-u":"РОВНО",
+ "save":"Спасбросок",
+ "save-effect:-u":"ЭФФЕКТ СПАСБРОСКА:",
+ "save-effect-place":"половина урона",
+ "ammunition:-u":"АММУНИЦИЯ:",
+ "ammunition-place":"Стрелы",
+ "description:-u":"ОПИСАНИЕ:",
+ "description-place":"До 2 существ в 5 футах",
+ "atk-spellcasting-u":"АТАКИ И ЗАКЛИНАНИЯ",
+ "copper-piece-u":"ММ",
+ "silver-piece-u":"СМ",
+ "electrum-piece-u":"ЭМ",
+ "gold-piece-u":"ЗМ",
+ "platinum-piece-u":"ПМ",
+ "warning-armor-sets-u":"ВНИМАНИЕ - БЫЛО ДОБАВЛЕНО НЕСКОЛЬКО НАБОРОВ ДОСПЕХОВ И ЩИТОВ И КД НЕПРАВИЛЬНО РАССЧИТАН. СНИМИТЕ ДОСПЕХ В ДЕТАЛЯХ ПРЕДМЕТА.",
+ "item-name-u":"НАЗВАНИЕ ПРЕДМЕТА",
+ "equipped-u":"НАДЕТО",
+ "use-as-resource-u":"ИСП. КАК РЕСУРС",
+ "prop:-u":"ВЕЩ.:",
+ "mods:-u":"МОДЫ:",
+ "total-weight-u":"ОБЩИЙ ВЕС",
+ "immobile-u":"НЕДВИЖИМЫЙ",
+ "heavily-encumbered-u":"СИЛЬНО ПЕРЕГРУЖЕН",
+ "encumbered-u":"ПЕРЕГРУЖЕН",
+ "over-carrying-cap-u":"ЗА ПРЕДЕЛАМИ НАГРУЗКИ",
+ "equipment-u":"ИНВЕНТАРЬ",
+ "personality-traits-u":"ЧЕРТЫ ХАРАКТЕРА",
+ "ideals-u":"ИДЕАЛЫ",
+ "bonds-u":"ПРИВЯЗАННОСТИ",
+ "flaws-u":"СЛАБОСТИ",
+ "class-resource-u":"КЛАССОВЫЙ РЕСУРС",
+ "other-resource-u":"ДРУГОЙ РЕСУРС",
+ "feats-traits-u":"ОСОБЕННОСТИ И ЧЕРТЫ",
+ "age-u":"ВОЗРАСТ",
+ "size-u":"РАЗМЕР",
+ "height-u":"ВЫСОТА",
+ "weight-u":"ВЕС",
+ "eye-u":"ГЛАЗА",
+ "skin-u":"КОЖА",
+ "hair-u":"ВОЛОСЫ",
+ "char-appearance-u":"ВНЕШНОСТЬ ПЕРСОНАЖА",
+ "char-backstory-u":"ПРЕДЫСТОРИЯ ПЕРСОНАЖА",
+ "allies-orgs-u":"СОЮЗНИКИ И ОРГАНИЗАЦИИ",
+ "add-feats-traits-u":"ДОПОЛНИТЕЛЬНЫЕ ОСОБЕННОСТИ И ЧЕРТЫ",
+ "treasure-u":"СОКРОВИЩЕ",
+ "spell-save-dc-u":"СЛ ЗАКЛИНАНИЯ",
+ "cantrips-u":"ЗАГОВОРЫ",
+ "ritual-u":"РИТУАЛ",
+ "casting-time:-u":"ВРЕМЯ НАКЛАДЫВАНИЯ:",
+ "casting-time:":"Время накладывания:",
+ "at-higher-lvl-dmg:-u":"УРОН БОЛЬШЕГО УРОВНЯ:",
+ "half-dmg-place":"Половина урона",
+ "hit-die:-u":"КОСТЬ ХИТОВ:",
+ "initiative-mod:-u":"МОДИФИКАТОР ИНИЦИАТИВЫ:",
+ "glob-saving-mod:-u":"ГЛОБАЛЬНЫЙ МОДИФИКАТОР СПАСБРОСКОВ:",
+ "glob-ac-mod:-u":"ГЛОБАЛЬНЫЙ МОДИФИКАТОР КЛАССА ДОСПЕХОВ:",
+ "glob-atk-mod:-u":"ГЛОБАЛЬНЫЙ МОДИФИКАТОР МАГИЧЕСКИХ АТАК:",
+ "pass-perc-mod:-u":"МОДИФИКАТОР ПАССИВНОГО ВОСПРИЯТИЯ:",
+ "death-save-mod:-u":"МОДИФИКАТОР СПАСБРОСКОВ СМЕРТИ:",
+ "magic-caster-lvl:-u":"УРОВЕНЬ МАГИЧЕСКОГО ЗАКЛИНАТЕЛЯ:",
+ "halfling-luck-u":"УДАЧА ПОЛУРОСЛИКА",
+ "arcane-fighter-u":"МИСТИЧЕСКИЙ ВОИН",
+ "arcane-rogue-u":"МИСТИЧЕСКИЙ ПЛУТ",
+ "class-options-u":"ОПЦИИ КЛАССА ()",
+ "2nd-class:-u":"2ОЙ КЛАСС:",
+ "lvl:-u":"УРОВЕНЬ:",
+ "3rd-class:-u":"3ИЙ КЛАСС:",
+ "4th-class:-u":"4ЫЙ КЛАСС:",
+ "mutliclass-opts-u":"НАСТРОЙКИ МУЛЬТИКЛАССА",
+ "use-cust-class-u":"ИСПОЛЬЗОВАТЬ СОБСТВЕННЫЙ КЛАСС",
+ "class-name:-u":"НАЗВАНИЕ КЛАССА:",
+ "spellcasting-ability:-u":"ВОЗМОЖНОСТЬ КОЛДОВСТВА:",
+ "spell-slots:-u":"СЛОТЫ ЗАКЛИНАНИЙ:",
+ "spell-full-u":"ПОЛНЫЕ (Жрец, Друид, Волшебник)",
+ "spell-half-u":"ПОЛОВИНА (Паладин, Следопыт)",
+ "spell-third-u":"ТРЕТЬ (Мистический воин/плут)",
+ "cust-class-opts":"НАСТРОЙКИ СОБСТВЕННОГО КЛАССА",
+ "normal":"Нормальный",
+ "expirtise":"Компетентность",
+ "skill-opts-u":"НАСТРОЙКИ НАВЫКОВ",
+ "version":"версия",
+ "always-roll-adv":"Всегда Кидать Преимущество",
+ "toggle-roll-adv":"Переключатель Преимущества",
+ "query-roll-adv":"Спрашивать Преимущество",
+ "never-roll-adv":"Никогда Не Кидать Преимущество",
+ "never-whisper-roll":"Никогда Не Шептать Броски",
+ "query-whisper-roll":"Спрашивать Шёпот",
+ "always-whisper-roll":"Всегда Шептать Броски",
+ "never-roll-dmg":"Не Кидать Урон Автоматически",
+ "always-roll-dmg":"Автоматически Кидать Урон и Криты",
+ "add-char-to-templates:-u":"ДОБАВИТЬ ИМЯ ПЕРСОНАЖА К ШАБЛОНАМ:",
+ "on":"Вкл",
+ "off":"Выкл",
+ "inventory:-u":"Инвентарь:",
+ "compendium-compatible":"Совместимый с Компендиумом",
+ "simple":"Простой",
+ "encumberance:-u":"ПЕРЕГРУЗКА:",
+ "ammo-tracking:-u":"СЛЕЖКА ЗА АММУНИЦИЕЙ:",
+ "general-opts-u":"ОБЩИЕ НАСТРОЙКИ",
+ "transition-text":"При нажатии на одно из этих изображении, данные переформатируются из вашего настоящего листа в этот лист. Эти изменения перманентны и не могут быть возвращены.",
+ "transition-text-highlight":"Пожалуйста, сделайте копию вашей игры перед использованием этого инструмента.",
+ "choose-sheet-transfer":"ВЫБЕРИТЕ ЛИСТ ИЗ КОТОРОГО ВЫ ПЕРЕМЕЩАЕТЕ",
+ "community-sheet-u":"ЛИСТ COMMUNITY",
+ "shaped-sheet-u":"ЛИСТ SHAPED",
+ "transition-opts-u":"НАСТРОЙКИ ПЕРЕМЕЩЕНИЯ",
+ "portions-sheet-utilize":"Части этого листа используют содержимое System Reference Document 5.0 под лицензией OGL. Вы можете просмотреть лицензию OGL и уведомление об авторских правах по ссылке. https://wiki.roll20.net/SRD_5.0_OGL_License",
+ "api-required-title":"Попробуйте это сейчас с простой установкой API в один клик, доступной с подпиской Профи.",
+ "api-required-u":"(НЕОБХОДИМО API)",
+ "spell_dc_mod:-u":"МОДИФИКАТОР СЛ МАГИЧЕСКОГО СПАСБРОСКА:",
+ "custom_ac:-u":"СВОЙ КД:",
+ "npc-info":"Опция NPC устанавливает новых персонажей по умолчанию в лист для NPC. Полезно, если персонажи игроков уже созданы и все новые листы персонажей будут представлять NPC.",
"npc-pc":"NPC/PC",
- "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
- "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
- "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.",
- "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
- "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
- "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.",
- "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.",
- "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
- "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used."
+ "roll-queries-info":"Броски D20 выводятся в соответствии с этой настройкой. Всегда Бросать Преимущество - это настройка по умолчанию, и с ней всегда будут бросаться два D20 в случае преимущества. Ожидается, что когда нет ни преимущества, ни помехи, то будет браться левый результат. Настройка Переключатель Преимущества добавляет три новых кнопки наверху листа, чтобы вы могли переключать преимущество в зависимости от ситуации. Спрашивать Преимущество будет давать вам окошко, спрашивающее есть ли преимущество у броска. Никогда Не Бросать Преимущество всегда будет бросать один D20 на любом броске, ожидая, что игрок сам бросит второй раз в случае преимущества или помехи.",
+ "whisp-rolls-gm-info":"Все броски с листа посыаются всем игрокам в чате по умолчанию. Настройка Спрашивать Шёпот даёт вам окошко с каждым броском, спрашвающее, нужно ли отправить бросок лично вам и Мастеру. Всегда Шептать Броски будет отправлять все броски только вам и Мастеру.",
+ "auto-dmg-roll-info":"По умолчанию, урон атаки не бросается, пока не будет подтверждено попадание. Урон бросается из шаблона броска в чате при нажатии на название атаки, что затем показывает урон. Метод по умолчанию совместим с 3Д костями. Также, вы можете выбрать Автоматически Бросать Урон и Криты, что будет бросать урон и критический урон в то же время, что и атаку, показывая все возможные исходы во время атаки.",
+ "add-char-to-templates-info":"Имена персонажей не добавляются к шаблону броска по умолчанию, и только показаны как обычно во вкладке чата, как выбранный игрок/персонаж в настройке 'Говорить как'. Включение этой опции добавляет имя персонажа, делающего бросок, к шаблону, полезно для игроков, играющих нескольких персонажей.",
+ "inventory-info":"Инвентари персонажей стоят по умолчанию в сложном стиле, который совместим с Компендиумом 5 Издания Roll20. Это включает гранулированное количество/вес предметов, слежение за весом и перегрузкой, сортирование, вычисление КД, автоматическую генерацию атак, и другое. Простой вариант предоставляет текстовое поле для списков вещей для игроков, которые желают более ручного контроля над своим листом.",
+ "encumberance-info":"Лист использует вариант правил перегрузки из страницы 176 в Книге Игрока. Опция Выкл отключает эти правила и лишь использует базовую проверку веса инвентаря.",
+ "ammo-tracking-info":"Предоставляет автоматическое слежение за аммуницией с API скриптом-компаньоном для OGL Пятого издания от Roll20.",
+ "dungeons-and-dragons-styling":"СТИЛИЗАЦИЯ ПОД DUNGEONS AND DRAGONS",
+ "dungeons-and-dragons-styling-info":"Включает стилизацию под Dungeons and Dragons для листа персонажа и шаблонов бросков. Эта настройка автоматически применяется для всех листов персонажей и не может быть включена по отдельности."
}
\ No newline at end of file
diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html
index 2e88836fae..2f043a2d19 100644
--- a/AD&D 2E Revised/2ESheet.html
+++ b/AD&D 2E Revised/2ESheet.html
@@ -1,6 +1,6 @@
diff --git a/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.png b/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.png
new file mode 100644
index 0000000000..3dcf8f766d
Binary files /dev/null and b/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.png differ
diff --git a/DCC_Tabbed_Sheet/ReadMe b/DCC_Tabbed_Sheet/ReadMe
new file mode 100644
index 0000000000..a23989e3ae
--- /dev/null
+++ b/DCC_Tabbed_Sheet/ReadMe
@@ -0,0 +1,14 @@
+# DCC Tabbed Character Sheet
+
+This is a DCC sheet that uses tabs and Roll Templates. It also includes a 0-level sheet, and a Monster sheet. It is the same style sheet as the Mutant Crawl Classics (MCC) sheet.
+
+## Current Version
+1.0
+
+### Changelog
+
+#### 1.0
+* Uploading current sheet to Roll20 (again :)
+
+### Credit Where Credit is Due
+The CSS and the layout of this sheet is an amalgamation of the work done by myself and ([@Actoba](https://app.roll20.net/users/427494/actoba) on roll20) on the 5e D&D sheet.
\ No newline at end of file
diff --git a/DCC_Tabbed_Sheet/sheet.json b/DCC_Tabbed_Sheet/sheet.json
new file mode 100644
index 0000000000..c171f84936
--- /dev/null
+++ b/DCC_Tabbed_Sheet/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "DCC_Tabbed_Sheet.html",
+ "css": "DCC_Tabbed_Sheet.css",
+ "authors": "Amanda the Amazon",
+ "roll20userid": "565956",
+ "preview": "DCC_Tabbed_Sheet.png",
+ "instructions": "# Dungeon Crawl Classics (DCC) Tabbed Character Sheet\r This sheet has a pared down 0-level Player sheet, a Level 1+ Player sheet and a Monster Sheet for the GM that are switchable via a tab at the top left of the sheet.\r* If you are currently using the original DCC sheet, it is recommended to make a copy of the campaign before switching to the new sheet. The same variables were used whenever possible, but repeating sections data will not transfer at this time (I hope to add this feature).\r\r## Player Sheets\r\r* Most rolls should have Roll Templates.\r* Includes Core, Crawl and Crawling Under a Broken Moon classes. Will eventually include a custom class area.\r* For Thieves, you can use the old Beta % based rolls (per Claytonian JP's request)\r* Lucky rolls are included within rolls automatically whenever possible.\r* Roll Template Backgrounds based on the kind of rolls you are making.\r* Criticals and Fumbles are rolled automatically based on the d20 roll.\r\r## Monster Sheet\r\r* Monster Rolls have Roll Templates.\r* Certain rolls only go to GM\r* Melee and Ranged Attacks include Special attack ability\r* Criticals and Fumbles are rolled automatically based on the d20 roll.\r\r\r## Current Version: 1.0"
+}
\ No newline at end of file
diff --git a/DnD_Moldvay_AmandatheAmazon/MACROexample.txt b/DnD_Moldvay_AmandatheAmazon/MACROexample.txt
new file mode 100644
index 0000000000..aad92b16a0
--- /dev/null
+++ b/DnD_Moldvay_AmandatheAmazon/MACROexample.txt
@@ -0,0 +1 @@
+&{template:odnd}{{{combat=1}} {{name=@{selected|Name}}} {{title=@{selected|MissileWeaponName1} \n @{selected|RangedDistance1}}} {{rangedattack=[[@{selected|HitAC0}[THAC0] - (@{selected|toHitRoll}[Dice Roll] + @{selected|MissileToHit1}[Bonus] + 2[ElkClan] + (?{Bonus/Minus|0})[ADD'L BONUS])]]}} {{damage=[[@{selected|MissileDmg_Die1}+@{selected|MissileDmg_Bonus1}]]}}}
\ No newline at end of file
diff --git a/DnD_Moldvay_AmandatheAmazon/ReadMe.md b/DnD_Moldvay_AmandatheAmazon/ReadMe.md
index fa86782a1f..e13ade93c0 100644
--- a/DnD_Moldvay_AmandatheAmazon/ReadMe.md
+++ b/DnD_Moldvay_AmandatheAmazon/ReadMe.md
@@ -51,7 +51,6 @@ This is a re-creation of the "green-sheet" for the D&D Basic Moldvay Red box gam
* Monsters now have abilities section for non-attack roll abilities (Moldvay: Add monster abilities #1896)
* Fumbles no longer show damage done
-
#### 1.16
* Fixing sheet worker to calculate chance to open door on sheet open and STR mod change
diff --git a/Hawkmoon/hawkmoon.html b/Hawkmoon/hawkmoon.html
index fe7e139423..5fe392c4c3 100644
--- a/Hawkmoon/hawkmoon.html
+++ b/Hawkmoon/hawkmoon.html
@@ -87,7 +87,7 @@
-
+
@@ -187,7 +187,7 @@
diff --git a/Hawkmoon/translation.json b/Hawkmoon/translation.json
index 0b6dbe568a..e8dafdacdb 100644
--- a/Hawkmoon/translation.json
+++ b/Hawkmoon/translation.json
@@ -58,7 +58,7 @@
"currency-desc": "Monnaies",
"currency-desc-exp": "Développer les Monnaies",
"current": "Actuel",
- "damage": "Dégats",
+ "damage": "Dgt.",
"damage+push": "Dgt.+Rep.",
"damage-mod": "Mod. Dégâts",
"damages": "Dégâts",
@@ -159,6 +159,7 @@
"misc-title": "Divers",
"mod-damage-title": "Modificateur de dégâts du personnage",
"mother-tongue": "Langue Matern.",
+ "mount": "Monture",
"mount-abilities-desc": "Caractéristiques",
"mount-abilities-desc-exp": "Développer les Caractéristiques",
"mount-armor-title": "Armure de la monture",
@@ -310,9 +311,11 @@
"weapon": "Arme",
"weapon-damage": "Dégâts",
"weapon-damage-mod": "Mod. Dégâts",
+ "weapons": "Armes",
+ "weapons-exp": "Développer les armes",
"whisper-to-gm": "Pour le MJ",
"without-helmet": "Sans Heaume",
"without-helmet-absorption-title": "Absorption sans heaume",
"without-helmet-affect-title": "% Affect sans heaume",
"yes": "Oui"
-}
\ No newline at end of file
+}
diff --git a/Hawkmoon/translations/af.json b/Hawkmoon/translations/af.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/af.json
+++ b/Hawkmoon/translations/af.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/cs.json b/Hawkmoon/translations/cs.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/cs.json
+++ b/Hawkmoon/translations/cs.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/da.json b/Hawkmoon/translations/da.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/da.json
+++ b/Hawkmoon/translations/da.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/de.json b/Hawkmoon/translations/de.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/de.json
+++ b/Hawkmoon/translations/de.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/el.json b/Hawkmoon/translations/el.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/el.json
+++ b/Hawkmoon/translations/el.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/en.json b/Hawkmoon/translations/en.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/en.json
+++ b/Hawkmoon/translations/en.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/es.json b/Hawkmoon/translations/es.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/es.json
+++ b/Hawkmoon/translations/es.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/fr.json b/Hawkmoon/translations/fr.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/fr.json
+++ b/Hawkmoon/translations/fr.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/he.json b/Hawkmoon/translations/he.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/he.json
+++ b/Hawkmoon/translations/he.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/it.json b/Hawkmoon/translations/it.json
index e8b1a5193d..dbc6b91747 100644
--- a/Hawkmoon/translations/it.json
+++ b/Hawkmoon/translations/it.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/ja.json b/Hawkmoon/translations/ja.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/ja.json
+++ b/Hawkmoon/translations/ja.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/ko.json b/Hawkmoon/translations/ko.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/ko.json
+++ b/Hawkmoon/translations/ko.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/nl.json b/Hawkmoon/translations/nl.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/nl.json
+++ b/Hawkmoon/translations/nl.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/pt.json b/Hawkmoon/translations/pt.json
index f7859883b9..aac61bd444 100644
--- a/Hawkmoon/translations/pt.json
+++ b/Hawkmoon/translations/pt.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/ru.json b/Hawkmoon/translations/ru.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/ru.json
+++ b/Hawkmoon/translations/ru.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/sv.json b/Hawkmoon/translations/sv.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/sv.json
+++ b/Hawkmoon/translations/sv.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/tr.json b/Hawkmoon/translations/tr.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/tr.json
+++ b/Hawkmoon/translations/tr.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/zh.json b/Hawkmoon/translations/zh.json
index efd70fc4b9..4ee836da01 100644
--- a/Hawkmoon/translations/zh.json
+++ b/Hawkmoon/translations/zh.json
@@ -159,6 +159,7 @@
"misc-title":"Divers",
"mod-damage-title":"Modificateur de dégâts du personnage",
"mother-tongue":"Langue Matern.",
+ "mount":"Monture",
"mount-abilities-desc":"Caractéristiques",
"mount-abilities-desc-exp":"Développer les Caractéristiques",
"mount-armor-title":"Armure de la monture",
@@ -310,6 +311,8 @@
"weapon":"Arme",
"weapon-damage":"Dégâts",
"weapon-damage-mod":"Mod. Dégâts",
+ "weapons":"Armes",
+ "weapons-exp":"Développer les armes",
"whisper-to-gm":"Pour le MJ",
"without-helmet":"Sans Heaume",
"without-helmet-absorption-title":"Absorption sans heaume",
diff --git a/Hawkmoon/translations/zu.json b/Hawkmoon/translations/zu.json
index c96b0b1e3d..528dbc49d8 100644
--- a/Hawkmoon/translations/zu.json
+++ b/Hawkmoon/translations/zu.json
@@ -58,7 +58,7 @@
"currency-desc":"crwdns58180:0crwdne58180:0",
"currency-desc-exp":"crwdns58181:0crwdne58181:0",
"current":"crwdns27184:0crwdne27184:0",
- "damage":"crwdns58182:0crwdne58182:0",
+ "damage":"crwdns58321:0crwdne58321:0",
"damage+push":"crwdns27185:0crwdne27185:0",
"damage-mod":"crwdns27186:0crwdne27186:0",
"damages":"crwdns27187:0crwdne27187:0",
@@ -159,6 +159,7 @@
"misc-title":"crwdns58199:0crwdne58199:0",
"mod-damage-title":"crwdns27269:0crwdne27269:0",
"mother-tongue":"crwdns27270:0crwdne27270:0",
+ "mount":"crwdns58322:0crwdne58322:0",
"mount-abilities-desc":"crwdns27271:0crwdne27271:0",
"mount-abilities-desc-exp":"crwdns27272:0crwdne27272:0",
"mount-armor-title":"crwdns27273:0crwdne27273:0",
@@ -310,6 +311,8 @@
"weapon":"crwdns27398:0crwdne27398:0",
"weapon-damage":"crwdns27399:0crwdne27399:0",
"weapon-damage-mod":"crwdns58222:0crwdne58222:0",
+ "weapons":"crwdns58323:0crwdne58323:0",
+ "weapons-exp":"crwdns58324:0crwdne58324:0",
"whisper-to-gm":"crwdns58223:0crwdne58223:0",
"without-helmet":"crwdns27400:0crwdne27400:0",
"without-helmet-absorption-title":"crwdns27401:0crwdne27401:0",
diff --git a/Knight/knight.css b/Knight/knight.css
index f791a75cb1..f913d3331f 100644
--- a/Knight/knight.css
+++ b/Knight/knight.css
@@ -688,7 +688,9 @@ input.sheet-fichePNJ2:checked + span::before
.sheet-fichePNJHidden,
.sheet-PJ,
-.sheet-PNJ
+.sheet-PNJ,
+.sheet-ArmurePJ,
+.sheet-ArmurePNJ
{
display:none;
}
@@ -704,6 +706,12 @@ input.sheet-fichePJH:checked ~ .sheet-PJ
display:block;
}
+input.sheet-fichePNJH:checked ~ table.sheet-All tr.sheet-ArmurePNJ,
+input.sheet-fichePJH:checked ~ table.sheet-All tr.sheet-ArmurePJ
+{
+ display:table-row;
+}
+
.sheet-pnjPadding
{
padding-right:10px;
diff --git a/Knight/knight.html b/Knight/knight.html
index 96e5173a3b..3692739a30 100644
--- a/Knight/knight.html
+++ b/Knight/knight.html
@@ -1181,8 +1181,8 @@
-
-
+
+
@@ -1220,7 +1220,7 @@
-
+
@@ -1303,7 +1303,7 @@
-
+
@@ -2568,7 +2568,7 @@
-
+
@@ -2878,7 +2878,7 @@
-
+
@@ -4640,7 +4640,7 @@
-
+
@@ -7470,7 +7470,7 @@
-
+
@@ -9002,7 +9002,7 @@
-
+
@@ -9659,7 +9659,7 @@
-
+
@@ -17098,7 +17098,7 @@
-
+
@@ -17813,7 +17813,7 @@
-
+
@@ -23838,7 +23838,6 @@
-
-
+
-
+
\ No newline at end of file
diff --git a/L5R/L5Rsheet.htm b/L5R/L5Rsheet.htm
index 741496ec7b..acb70adf60 100644
--- a/L5R/L5Rsheet.htm
+++ b/L5R/L5Rsheet.htm
@@ -1512,7 +1512,7 @@
Range:
AoE:
Ring
-
Duration
Raises
Cast
+
Duration
Raises
Cast
Description:
Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.
diff --git a/L5R/translation.json b/L5R/translation.json
index faa2a84ef9..15a198ffc9 100644
--- a/L5R/translation.json
+++ b/L5R/translation.json
@@ -172,5 +172,6 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
+ "description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
diff --git a/L5R/translations/af.json b/L5R/translations/af.json
index b590015150..66612641de 100644
--- a/L5R/translations/af.json
+++ b/L5R/translations/af.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/cs.json b/L5R/translations/cs.json
index b590015150..66612641de 100644
--- a/L5R/translations/cs.json
+++ b/L5R/translations/cs.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/da.json b/L5R/translations/da.json
index b590015150..66612641de 100644
--- a/L5R/translations/da.json
+++ b/L5R/translations/da.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/de.json b/L5R/translations/de.json
index b590015150..66612641de 100644
--- a/L5R/translations/de.json
+++ b/L5R/translations/de.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/el.json b/L5R/translations/el.json
index b590015150..66612641de 100644
--- a/L5R/translations/el.json
+++ b/L5R/translations/el.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/en.json b/L5R/translations/en.json
index b590015150..66612641de 100644
--- a/L5R/translations/en.json
+++ b/L5R/translations/en.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/es.json b/L5R/translations/es.json
index b590015150..66612641de 100644
--- a/L5R/translations/es.json
+++ b/L5R/translations/es.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/fr.json b/L5R/translations/fr.json
index 2c60007fb6..3de2aec3c9 100644
--- a/L5R/translations/fr.json
+++ b/L5R/translations/fr.json
@@ -172,5 +172,6 @@
"duration-u":"Durée",
"raises-u":"Augmentations",
"cast-u":"Lancement",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Assurez-vous que chaque anneaux aient la même valeur. Autrement, les affinités seront mal affichées."
}
\ No newline at end of file
diff --git a/L5R/translations/he.json b/L5R/translations/he.json
index b590015150..66612641de 100644
--- a/L5R/translations/he.json
+++ b/L5R/translations/he.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/it.json b/L5R/translations/it.json
index b590015150..66612641de 100644
--- a/L5R/translations/it.json
+++ b/L5R/translations/it.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/ja.json b/L5R/translations/ja.json
index b590015150..66612641de 100644
--- a/L5R/translations/ja.json
+++ b/L5R/translations/ja.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/ko.json b/L5R/translations/ko.json
index b590015150..66612641de 100644
--- a/L5R/translations/ko.json
+++ b/L5R/translations/ko.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/nl.json b/L5R/translations/nl.json
index b590015150..66612641de 100644
--- a/L5R/translations/nl.json
+++ b/L5R/translations/nl.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/pt.json b/L5R/translations/pt.json
index 1af3b37495..895f6113fb 100644
--- a/L5R/translations/pt.json
+++ b/L5R/translations/pt.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/ru.json b/L5R/translations/ru.json
index b590015150..66612641de 100644
--- a/L5R/translations/ru.json
+++ b/L5R/translations/ru.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/sv.json b/L5R/translations/sv.json
index b590015150..66612641de 100644
--- a/L5R/translations/sv.json
+++ b/L5R/translations/sv.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/tr.json b/L5R/translations/tr.json
index b590015150..66612641de 100644
--- a/L5R/translations/tr.json
+++ b/L5R/translations/tr.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/zh.json b/L5R/translations/zh.json
index b590015150..66612641de 100644
--- a/L5R/translations/zh.json
+++ b/L5R/translations/zh.json
@@ -172,5 +172,6 @@
"duration-u":"Duration",
"raises-u":"Raises",
"cast-u":"Cast",
+ "description-u":"Description:",
"sentence-spell-warning-u":"Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
}
\ No newline at end of file
diff --git a/L5R/translations/zu.json b/L5R/translations/zu.json
index a0b0e49d5a..44b7a6978e 100644
--- a/L5R/translations/zu.json
+++ b/L5R/translations/zu.json
@@ -172,5 +172,6 @@
"duration-u":"crwdns38547:0crwdne38547:0",
"raises-u":"crwdns38548:0crwdne38548:0",
"cast-u":"crwdns38549:0crwdne38549:0",
+ "description-u":"crwdns58327:0crwdne58327:0",
"sentence-spell-warning-u":"crwdns38550:0crwdne38550:0"
}
\ No newline at end of file
diff --git a/Log Horizon TRPG/LHpreview.png b/Log Horizon TRPG/LHpreview.png
new file mode 100644
index 0000000000..e751b8244e
Binary files /dev/null and b/Log Horizon TRPG/LHpreview.png differ
diff --git a/Log Horizon TRPG/LHsheet.html b/Log Horizon TRPG/LHsheet.html
new file mode 100644
index 0000000000..ed075adeec
--- /dev/null
+++ b/Log Horizon TRPG/LHsheet.html
@@ -0,0 +1,833 @@
+
+
+
+
+
+
+
Name
+
+
+
+
+
+
Character Rank
+
+
Race
?
+ Each character gets 5 bonus points that they can add to their base stats (Strength, Dexterity, Power or Intelligence). However, at Rank 1 no stat can be higher than 7. If you choose Human you also get an additional +1 bonus to two stats of your choice. You cannot add them to the same stat.
+
+
+
+
+
+
+
+
+
+
+
Class
+
+
+
+
+
+
+
+
Subclass
+
+
+
+
+
+
+
+
+
+
+
+
+
---
+
Bonus
+
Total
+
Modifier
+
+
+
+
Strength
+
+
+
+
+
+
+
+ Mark your highest stat. If it's a draw, pick whichever.
+
+
+
+
+
Dexterity
+
+
+
+
+
+
+
+ Mark your highest stat. If it's a draw, pick whichever.
+
+
+
+
+
Power
+
+
+
+
+
+
+
+ Mark your highest stat. If it's a draw, pick whichever.
+
+
+
+
+
Intelligence
+
+
+
+
+
+
+ Mark your highest stat. If it's a draw, pick whichever.
+
+
+
+
+
+
+
+
+
+
+
---
+
Bonus
+
+
+
+
Initiative
+
+
+
+
+
Evasion
+
+
+
+
+
Resistance
+
+
+
+
+
+
Accuracy
+
+
?
+ If you want to add an Accuracy roll to a custom Skill Check simply include @{accuracy} in the Custom Check input. If you want to add a bonus to the accuracy that only applies to one Skill, you need to add it as a Custom Check with brackets, like this: [[ @{accuracy} +1 ]]
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Bonus Current Max
+
+
+
+
+
HP
+
+
+
+
+
+
+
+
+
Fate Points
+
+
+
+
+
+
+
+
+
+
+
+
+
Bonus Total
+
+
+
+
+
+
Physical Defense
+
+
+
+
+
+
+
Magical Defense
+
+
+
+
+
+
+
+
+
+
+
+
Total
+
+
+
+
Speed
+
+
+
+
+
+
+
Attack Power
+
+
?
+ If you want to add your Attack Power to a damage roll, simply add @{attack} in the Damage/Healing input. For example: 2d6+@{attack}
+
+
+
+
+
+
Magic Power
+
+
?
+ If you want to add your Magic Power to a damage or healing roll, simply add @{magic} in the Damage/Healing input. For example: 2d6+@{magic}
+
+
+
+
+
+
Recovery
+
+
?
+ If you want to add your Recovery to a healing roll, simply add @{recovery} in the Damage/Healing input. For example: 2d6+@{recovery}
+
+
+
+
+
+
Hate
+
+
+
+
+
+
+
Fatigue
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat Skills
?
+ Each Class starts with 3 "automatic" Skills listed in their respective categories in the Skill list. You also start with 3 Combat Skills and 1 General Skill from amongst the Archetype, Main Class, Race, and Common Skill lists. From CR 2-10 you can acquire or Rank up (increase SR) 2 Combat Skills and 1 General Skill after you gain a Character Rank. From CR 11, and above, you gain 1 Combat Skill and 1 General Skill.
+
+
+
+
+
+
+
+
+
+
+ General Skills
+
+
+
+
+
+
+
+
+
+
+
+ Equipment
+
+
+ Hand
+
+
+
+
+ Hand
+
+
+
+
+ Armor
+
+
+
+
+ Accessories
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Bag
+
+
+
+
+ Gold
+
+
+
+ CurrentMax
+ Inventory
+
+
+
+
+
+
+
+
+ Basic ChecksBonus
+
+
+
+
Athletics
+
+
+
+
+
+
+
Endurance
+
+
+
+
+
Disable
+
+
+
+
+
Operate
+
+
+
+
+
Perception
+
+
+
+
+
Negotiation
+
+
+
+
+
Knowledge
+
+
+
+
+
Analyze
+
+
+
+
+
+
+
+
+
+
+
+ Uncheck for -1D Penalty
+ This affects all rolls that automatically start with 2d6, except for Initiative. Don't forget to re-check it! You can also add this functionality to custom checks by replacing one d6 with @{penaltyDie}
+
+
+
+
+ Notes
+
+
+
+
+
+
+
+Log Horizon TRPG Sheet v0.1
+
+
+
+
+
diff --git a/Log Horizon TRPG/LHstyle.css b/Log Horizon TRPG/LHstyle.css
new file mode 100644
index 0000000000..bbfe88173f
--- /dev/null
+++ b/Log Horizon TRPG/LHstyle.css
@@ -0,0 +1,127 @@
+.charsheet thead td {
+ font-weight: bold;
+}
+
+.charsheet td {
+ padding-right: 1em;
+}
+
+.charsheet input[type=text], .charsheet input[type=number] {
+ padding-left: 2px;
+ border: 1px solid #333333;
+ height: 1.5em;
+}
+
+.charsheet table {
+ margin-bottom: 0.5em;
+}
+.charsheet{
+ background-color: #E6E6E8;
+}
+
+.sheet-formblock {
+ width: 22em;
+ margin-bottom: 1em;
+ margin-right: 1em;
+}
+
+.charsheet textarea {
+ width: 95%;
+ max-width: 95%;
+ min-width: 95%;
+ resize: vertical;
+ overflow-y: auto;
+ min-height: 0.5em;
+ border: 1px solid black;
+}
+
+input.sheet-cCondenseCB:checked ~ div.sheet-cProperties{
+ display: none;
+}
+
+input.sheet-gCondenseCB:checked ~ div.sheet-gProperties{
+ display: none;
+}
+
+input.sheet-eCondenseCB:checked ~ textarea.sheet-hiddenDesc{
+ display: none;
+}
+
+.sheet-abilities input, .sheet-savingthrows input, .sheet-turnundead input {
+ width: 5em;
+}
+
+.sheet-shortnum {
+ width: 2.5em;
+ text-align: center;
+}
+
+.sheet-spelltable td {
+ padding: 0px;
+ text-align: center;
+}
+
+.sheet-tooltip {
+ position: relative;
+ display: inline-block;
+}
+
+.sheet-tooltip .sheet-tooltiptext {
+ visibility: hidden;
+ width: 120px;
+ background-color: black;
+ color: #fff;
+ text-align: center;
+ border-radius: 6px;
+ padding: 5px 0;
+ opacity: 0.8;
+
+ position: absolute;
+ z-index: 1;
+ top: -5px;
+ left: 105%;
+}
+
+.sheet-tooltip:hover .sheet-tooltiptext {
+ visibility: visible;
+}
+
+.sheet-tooltip2 {
+ position: relative;
+ display: inline-block;
+}
+
+.sheet-tooltip2 .sheet-tooltiptext2 {
+ visibility: hidden;
+ width: 400px;
+ background-color: black;
+ color: #fff;
+ text-align: center;
+ border-radius: 6px;
+ padding: 5px 0;
+ opacity: 1.0;
+
+ position: absolute;
+ z-index: 1;
+ top: -5px;
+ right: 105%;
+}
+
+.sheet-tooltip2:hover .sheet-tooltiptext2 {
+ visibility: visible;
+}
+
+.sheet-cPropertyDivs{
+ float: left;
+ margin-left: 0.2em;
+}
+.sheet-gPropertyDivs{
+ float: left;
+ margin-left: 0.2em;
+}
+.sheet-hiddenDesc{
+ height: 1.5em;
+}
+.sheet-notes{
+ background-color: #F7F3F4;
+}
\ No newline at end of file
diff --git a/Log Horizon TRPG/README.txt b/Log Horizon TRPG/README.txt
new file mode 100644
index 0000000000..3d893cc192
--- /dev/null
+++ b/Log Horizon TRPG/README.txt
@@ -0,0 +1,2 @@
+This is a sheet for the Log Horizon TRPG. It's not pretty, but has pretty good functionality.
+I used the Basic Fantasy RPG sheet by Chris Gonnerman as a starting point.
\ No newline at end of file
diff --git a/Log Horizon TRPG/sheet.json b/Log Horizon TRPG/sheet.json
new file mode 100644
index 0000000000..5b2066d368
--- /dev/null
+++ b/Log Horizon TRPG/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "LHsheet.html",
+ "css": "LHstyle.css",
+ "authors": "JMS",
+ "preview": "LHpreview.png",
+ "roll20userid": "1244654",
+ "instructions": "Sheet for the Log Horizon TRPG."
+}
\ No newline at end of file
diff --git a/MCC_Tabbed_Sheet/MCC_Tabbed_Sheet.css b/MCC_Tabbed_Sheet/MCC_Tabbed_Sheet.css
index 34c57a4493..a75c6d1dcf 100644
--- a/MCC_Tabbed_Sheet/MCC_Tabbed_Sheet.css
+++ b/MCC_Tabbed_Sheet/MCC_Tabbed_Sheet.css
@@ -3820,4 +3820,4 @@ div[data-groupname^="repeating_plantientmutations"] .repitem,
max-width: 100%;
}
-/* End custom Pure grid css (24 cols) */
\ No newline at end of file
+/* End custom Pure grid css (24 cols) */
diff --git a/Mythras/translations/af.json b/Mythras/translations/af.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/af.json
+++ b/Mythras/translations/af.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/cs.json b/Mythras/translations/cs.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/cs.json
+++ b/Mythras/translations/cs.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/da.json b/Mythras/translations/da.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/da.json
+++ b/Mythras/translations/da.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/de.json b/Mythras/translations/de.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/de.json
+++ b/Mythras/translations/de.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/el.json b/Mythras/translations/el.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/el.json
+++ b/Mythras/translations/el.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/en.json b/Mythras/translations/en.json
index cb32766ff1..09faa6b112 100644
--- a/Mythras/translations/en.json
+++ b/Mythras/translations/en.json
@@ -342,4 +342,4 @@
"fortune-u": "Fortune",
"precision-u": "Precision",
"swiftness-u": "Swiftness"
-}
\ No newline at end of file
+}
diff --git a/Mythras/translations/es.json b/Mythras/translations/es.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/es.json
+++ b/Mythras/translations/es.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/fr.json b/Mythras/translations/fr.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/fr.json
+++ b/Mythras/translations/fr.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/he.json b/Mythras/translations/he.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/he.json
+++ b/Mythras/translations/he.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/it.json b/Mythras/translations/it.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/it.json
+++ b/Mythras/translations/it.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/ja.json b/Mythras/translations/ja.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/ja.json
+++ b/Mythras/translations/ja.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/ko.json b/Mythras/translations/ko.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/ko.json
+++ b/Mythras/translations/ko.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/nl.json b/Mythras/translations/nl.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/nl.json
+++ b/Mythras/translations/nl.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/pt.json b/Mythras/translations/pt.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/pt.json
+++ b/Mythras/translations/pt.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/ru.json b/Mythras/translations/ru.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/ru.json
+++ b/Mythras/translations/ru.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/sv.json b/Mythras/translations/sv.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/sv.json
+++ b/Mythras/translations/sv.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/tr.json b/Mythras/translations/tr.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/tr.json
+++ b/Mythras/translations/tr.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/zh.json b/Mythras/translations/zh.json
index 533fe743c7..e2025b9026 100644
--- a/Mythras/translations/zh.json
+++ b/Mythras/translations/zh.json
@@ -51,7 +51,7 @@
"luck-points-u":"Luck Points",
"magic-points-u":"Magic Points",
"move-rate-u":"Move Rate",
- "strike-rank-u":"Strike Rank",
+ "initiative-bonus-u":"Init. Bonus",
"tenacity-u":"Tenacity",
"temp-damage-modifier-clarification-u":"Temp Damage Mod represents the steps up or down the damage modifier table",
"prana-points-u":"Prana Points",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"Max # of Spirits",
"max-pow-of-spirits-u":"Max POW of Spirits",
"spirit-ap-u":"Spirit AP",
- "spirit-strike-rank-short-u":"Spirit SR",
+ "spirit-initiative-bonus-short-u":"Spirit IB",
"spirit-damage-u":"Spirit Damage",
"trance-u":"Trance",
"binding-u":"Binding",
diff --git a/Mythras/translations/zu.json b/Mythras/translations/zu.json
index 4168c77c7a..b62325e6e9 100644
--- a/Mythras/translations/zu.json
+++ b/Mythras/translations/zu.json
@@ -51,7 +51,7 @@
"luck-points-u":"crwdns56724:0crwdne56724:0",
"magic-points-u":"crwdns56725:0crwdne56725:0",
"move-rate-u":"crwdns56726:0crwdne56726:0",
- "strike-rank-u":"crwdns56727:0crwdne56727:0",
+ "initiative-bonus-u":"crwdns58325:0crwdne58325:0",
"tenacity-u":"crwdns56728:0crwdne56728:0",
"temp-damage-modifier-clarification-u":"crwdns56729:0crwdne56729:0",
"prana-points-u":"crwdns56730:0crwdne56730:0",
@@ -256,7 +256,7 @@
"max-number-of-spirits-u":"crwdns56929:0crwdne56929:0",
"max-pow-of-spirits-u":"crwdns56930:0crwdne56930:0",
"spirit-ap-u":"crwdns56931:0crwdne56931:0",
- "spirit-strike-rank-short-u":"crwdns56932:0crwdne56932:0",
+ "spirit-initiative-bonus-short-u":"crwdns58326:0crwdne58326:0",
"spirit-damage-u":"crwdns56933:0crwdne56933:0",
"trance-u":"crwdns56934:0crwdne56934:0",
"binding-u":"crwdns56935:0crwdne56935:0",
diff --git a/Open Legend Basic by Great Moustache/Open Legend Homebrew.html b/Open Legend Basic by Great Moustache/Open Legend Homebrew.html
index 13bf5d84e6..c128857b1f 100644
--- a/Open Legend Basic by Great Moustache/Open Legend Homebrew.html
+++ b/Open Legend Basic by Great Moustache/Open Legend Homebrew.html
@@ -31,11 +31,11 @@
calcAllActionRolls();
});
- // Function to combine the double columns in Feats, Perks, and Flaws
+ // Function to combine the double columns in Feats, Perks, Flaws, & Power Level for Actions
// **** To be removed after a few months, only needed for pre-existing characters
- // **** Put in 7th of May, 2017
-// function tempFixColumns() {
-// s
+ // **** Put in July 2017
+// function tempFixColumns() {
+// stuff here
// };
// Function to determine dice number :: takes in the attribute score :: outputs the dice number
@@ -1769,7 +1769,7 @@
getSectionIDs("repeating_actions", function(actionsArray) {
if(actionsArray.length > 0) {
_.each(actionsArray, function(currentID, i) {
- getAttrs(["repeating_actions_" + currentID + "_action_attribute", "repeating_actions_" + currentID + "_dice_roll_d20", "repeating_actions_" + currentID + "_dice_modifier", "repeating_actions_" + currentID + "_use_power_level", "repeating_actions_" + currentID + "_power_level", "repeating_actions_" + currentID + "_power_level_max", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) {
+ getAttrs(["repeating_actions_" + currentID + "_action_attribute", "repeating_actions_" + currentID + "_dice_roll_d20", "repeating_actions_" + currentID + "_dice_modifier", "repeating_actions_" + currentID + "_use_power_level", "repeating_actions_" + currentID + "_power_level", "repeating_actions_" + currentID + "_power_level_max", "repeating_actions_" + currentID + "_power_levelmax", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) {
var update = {};
var score = 0;
if(v["repeating_actions_" + currentID + "_action_attribute"] === "Agility") {
@@ -1817,6 +1817,19 @@
var number = calcAttributeDiceNumber(score);
var type = calcAttributeDiceType(score);
var roll = "";
+ var powerLevelMax = 0;
+ if(!isNaN(v["repeating_actions_" + currentID + "_power_level_max"]) && v["repeating_actions_" + currentID + "_power_level_max"]*1 != 0) {
+ powerLevelMax = v["repeating_actions_" + currentID + "_power_level_max"]*1;
+ update["repeating_actions_" + currentID + "_power_levelmax"] = powerLevelMax*1;
+ update["repeating_actions_" + currentID + "_power_level_max"] = 0;
+ } else {
+ update["repeating_actions_" + currentID + "_power_level_max"] = 0;
+ if(!isNaN(v["repeating_actions_" + currentID + "_power_levelmax"])) {
+ powerLevelMax = v["repeating_actions_" + currentID + "_power_levelmax"]*1;
+ } else {
+ update["repeating_actions_" + currentID + "_power_levelmax"] = 0;
+ }
+ }
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
@@ -1829,7 +1842,7 @@
}
if(v["repeating_actions_" + currentID + "_use_power_level"] === "Yes") {
update["repeating_actions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_actions_" + currentID + "_power_level"]*2 + "]]";
- update["repeating_actions_" + currentID + "_power_target_max"] = "[[10 + " + v["repeating_actions_" + currentID + "_power_level_max"]*2 + "]]";
+ update["repeating_actions_" + currentID + "_power_targetmax"] = "[[10 + " + powerLevelMax*2 + "]]";
} else {
update["repeating_actions_" + currentID + "_power_target"] = "";
}
@@ -1845,7 +1858,7 @@
getSectionIDs("repeating_otheractions", function(actionsArray) {
if(actionsArray.length > 0) {
_.each(actionsArray, function(currentID, i) {
- getAttrs(["repeating_otheractions_" + currentID + "_action_attribute", "repeating_otheractions_" + currentID + "_dice_roll_d20", "repeating_otheractions_" + currentID + "_dice_modifier", "repeating_otheractions_" + currentID + "_use_power_level", "repeating_otheractions_" + currentID + "_power_level", "repeating_otheractions_" + currentID + "_power_level_max", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) {
+ getAttrs(["repeating_otheractions_" + currentID + "_action_attribute", "repeating_otheractions_" + currentID + "_dice_roll_d20", "repeating_otheractions_" + currentID + "_dice_modifier", "repeating_otheractions_" + currentID + "_use_power_level", "repeating_otheractions_" + currentID + "_power_level", "repeating_otheractions_" + currentID + "_power_levelmax", "repeating_otheractions_" + currentID + "_power_level_max", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) {
var updateother = {};
var score = 0;
if(v["repeating_otheractions_" + currentID + "_action_attribute"] === "Agility") {
@@ -1893,6 +1906,19 @@
var number = calcAttributeDiceNumber(score);
var type = calcAttributeDiceType(score);
var roll = "";
+ var powerLevelMax = 0;
+ if(!isNaN(v["repeating_otheractions_" + currentID + "_power_level_max"]) && v["repeating_otheractions_" + currentID + "_power_level_max"]*1 != 0) {
+ powerLevelMax = v["repeating_otheractions_" + currentID + "_power_level_max"]*1;
+ updateother["repeating_otheractions_" + currentID + "_power_levelmax"] = powerLevelMax*1;
+ updateother["repeating_otheractions_" + currentID + "_power_level_max"] = 0;
+ } else {
+ updateother["repeating_otheractions_" + currentID + "_power_level_max"] = 0;
+ if(!isNaN(v["repeating_otheractions_" + currentID + "_power_levelmax"])) {
+ powerLevelMax = v["repeating_otheractions_" + currentID + "_power_levelmax"]*1;
+ } else {
+ updateother["repeating_otheractions_" + currentID + "_power_levelmax"] = 0;
+ }
+ }
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
@@ -1905,7 +1931,7 @@
}
if(v["repeating_otheractions_" + currentID + "_use_power_level"] === "Yes") {
updateother["repeating_otheractions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_otheractions_" + currentID + "_power_level"]*2 + "]]";
- updateother["repeating_otheractions_" + currentID + "_power_target_max"] = "[[10 + " + v["repeating_otheractions_" + currentID + "_power_level_max"]*2 + "]]";
+ updateother["repeating_otheractions_" + currentID + "_power_target_max"] = "[[10 + " + powerLevelMax*2 + "]]";
} else {
updateother["repeating_otheractions_" + currentID + "_power_target"] = "";
}
@@ -1986,12 +2012,12 @@
});
// On Change for Use Power Level in Legendary Items
- on("change:repeating_legendary:use_power_level change:repeating_legendary:power_level change:repeating_legendary:power_level_max", function() {
- getAttrs(["repeating_legendary_use_power_level", "repeating_legendary_power_level", "repeating_legendary_power_level_max"], function(values) {
+ on("change:repeating_legendary:use_power_level change:repeating_legendary:power_level change:repeating_legendary:power_levelmax", function() {
+ getAttrs(["repeating_legendary_use_power_level", "repeating_legendary_power_level", "repeating_legendary_power_levelmax"], function(values) {
if(values.repeating_legendary_use_power_level === "Yes") {
setAttrs({
"repeating_legendary_power_target": "[[10 + " + values.repeating_legendary_power_level*2 + "]]",
- "repeating_legendary_power_target_max": "[[10 + " + values.repeating_legendary_power_level_max*2 + "]]"
+ "repeating_legendary_power_targetmax": "[[10 + " + values.repeating_legendary_power_levelmax*2 + "]]"
});
} else {
setAttrs({
@@ -2001,12 +2027,12 @@
});
});
// On Change for Use Power Level in actions
- on("change:repeating_otheractions:use_power_level change:repeating_otheractions:power_level change:repeating_otheractions:power_level_max", function() {
- getAttrs(["repeating_otheractions_use_power_level", "repeating_otheractions_power_level", "repeating_otheractions_power_level_max"], function(values) {
+ on("change:repeating_otheractions:use_power_level change:repeating_otheractions:power_level change:repeating_otheractions:power_levelmax", function() {
+ getAttrs(["repeating_otheractions_use_power_level", "repeating_otheractions_power_level", "repeating_otheractions_power_levelmax"], function(values) {
if(values.repeating_otheractions_use_power_level === "Yes") {
setAttrs({
"repeating_otheractions_power_target": "[[10 + " + values.repeating_otheractions_power_level*2 + "]]",
- "repeating_otheractions_power_target_max": "[[10 + " + values.repeating_otheractions_power_level_max*2 + "]]"
+ "repeating_otheractions_power_targetmax": "[[10 + " + values.repeating_otheractions_power_levelmax*2 + "]]"
});
} else {
setAttrs({
@@ -2016,12 +2042,12 @@
});
});
// On Change for Use Power Level in actions
- on("change:repeating_actions:use_power_level change:repeating_actions:power_level change:repeating_actions:power_level_max", function() {
- getAttrs(["repeating_actions_use_power_level", "repeating_actions_power_level", "repeating_actions_power_level_max"], function(values) {
+ on("change:repeating_actions:use_power_level change:repeating_actions:power_level change:repeating_actions:power_levelmax", function() {
+ getAttrs(["repeating_actions_use_power_level", "repeating_actions_power_level", "repeating_actions_power_levelmax"], function(values) {
if(values.repeating_actions_use_power_level === "Yes") {
setAttrs({
"repeating_actions_power_target": "[[10 + " + values.repeating_actions_power_level*2 + "]]",
- "repeating_actions_power_target_max": "[[10 + " + values.repeating_actions_power_level_max*2 + "]]"
+ "repeating_actions_power_targetmax": "[[10 + " + values.repeating_actions_power_levelmax*2 + "]]"
});
} else {
setAttrs({
@@ -4085,10 +4111,11 @@ var TAS = TAS || (function(){
-
+
Guard
+
Click to roll Resist Bane
@@ -4112,10 +4139,11 @@ var TAS = TAS || (function(){
-
+
Toughness
+
Click to roll Resist Bane
@@ -4136,10 +4164,11 @@ var TAS = TAS || (function(){
-
+
Resolve
+
Click to roll Resist Bane
@@ -4205,7 +4234,7 @@ var TAS = TAS || (function(){
-
Speed
+
Speed
Click to roll Initiative
Base
@@ -4246,7 +4275,7 @@ var TAS = TAS || (function(){
{{/notes}}{{/^isAttack}}
\ No newline at end of file
diff --git a/Planet_Mercenary/Planet_Mercenary.html b/Planet_Mercenary/Planet_Mercenary.html
index bbd114d615..f39a4a59c1 100644
--- a/Planet_Mercenary/Planet_Mercenary.html
+++ b/Planet_Mercenary/Planet_Mercenary.html
@@ -476,10 +476,10 @@
Combat
-
-
-
-
+
+
+
+
Team Qualities
@@ -560,7 +560,7 @@
-
Sheet created by Zargon based on the Planet Mercenary official sheet. Last updated 4/14/2017. v1.0
+
Sheet created by Zargon based on the Planet Mercenary official sheet. Last updated 7/7/2017. v1.1
+
+
+
+
+
+
+
diff --git a/Star Trek Adventures 2d20/sheet.json b/Star Trek Adventures 2d20/sheet.json
new file mode 100644
index 0000000000..36a591ed8b
--- /dev/null
+++ b/Star Trek Adventures 2d20/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "Star Trek Adventures 2d20.html",
+ "css": "Star Trek Adventures 2d20.css",
+ "authors": "David Collier",
+ "roll20userid": "1486161",
+ "preview": "Star Trek Adventures 2d20.PNG",
+ "instructions": "This sheet is based off the release version of Star Trek Adventures (6/30/2017) and the GM will need to make a rollable table you need to create a rollable table called \"Challenge-Dice\" with name values of \"1\",\"2\",\"1 plus Effect\",\"1 plus Effect\",\"0\",\"0\""
+}
\ No newline at end of file
diff --git a/Star Trek Adventures 2d20/sheet_roll_temp_lcars_full.png b/Star Trek Adventures 2d20/sheet_roll_temp_lcars_full.png
new file mode 100644
index 0000000000..aff20a663c
Binary files /dev/null and b/Star Trek Adventures 2d20/sheet_roll_temp_lcars_full.png differ
diff --git a/Sword & Scoundrel/LICENSE b/Sword & Scoundrel/LICENSE
new file mode 100644
index 0000000000..c290e5d44c
--- /dev/null
+++ b/Sword & Scoundrel/LICENSE
@@ -0,0 +1,674 @@
+GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
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+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
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+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
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+
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+you modify it: responsibilities to respect the freedom of others.
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+giving you legal permission to copy, distribute and/or modify it.
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+ When you convey a copy of a covered work, you may at your option
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+ 9. Acceptance Not Required for Having Copies.
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+ You are not required to accept this License in order to receive or
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+ 10. Automatic Licensing of Downstream Recipients.
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+ 11. Patents.
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+or that patent license was granted, prior to 28 March 2007.
+
+ Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+ 12. No Surrender of Others' Freedom.
+
+ If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
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+not convey it at all. For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+ 13. Use with the GNU Affero General Public License.
+
+ Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
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+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+ 14. Revised Versions of this License.
+
+ The Free Software Foundation may publish revised and/or new versions of
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+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+ Each version is given a distinguishing version number. If the
+Program specifies that a certain numbered version of the GNU General
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+
+ If the Program specifies that a proxy can decide which future
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+
+ Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
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+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ {one line to give the program's name and a brief idea of what it does.}
+ Copyright (C) 2017 {name of author}
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Sword & Scoundrel Copyright (C) 2017 GrandHeresy
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
\ No newline at end of file
diff --git a/Sword & Scoundrel/README.md b/Sword & Scoundrel/README.md
new file mode 100644
index 0000000000..74363aff51
--- /dev/null
+++ b/Sword & Scoundrel/README.md
@@ -0,0 +1,8 @@
+# Sword & Scoundrel
+
+
+This is the feature complete Sword & Scoundrel character sheet.
+
+I will be updating as often as I can with feedback from the community.
+
+Thanks, Barbarossa
\ No newline at end of file
diff --git a/Sword & Scoundrel/Sword & Scoundrel.css b/Sword & Scoundrel/Sword & Scoundrel.css
new file mode 100644
index 0000000000..00a275f9eb
--- /dev/null
+++ b/Sword & Scoundrel/Sword & Scoundrel.css
@@ -0,0 +1,157 @@
+/* ----------------------- classes for area display toggles -----------------------*/
+.sheet-switch-pc-show:not(:checked)~.sheet-switch-pc {display:none;}
+.sheet-switch-npc-show:not(:checked)~.sheet-switch-npc {display:none;}
+.sheet-switch-npc2-show:not(:checked)~.sheet-switch-npc2 {display:none;}
+.sheet-switch-npc3-show:not(:checked)~.sheet-switch-npc3 {display:none;}
+.sheet-switch-npc4-show:not(:checked)~.sheet-switch-npc4 {display:none;}
+
+.charsheet {
+ background-image: url(http://www.myfreetextures.com/wp-content/uploads/2013/07/old-brown-vintage-parchment-paper-texture.jpg);
+ color:#193148;
+ background-repeat: no-repeat;
+ background-attachment: fixed;
+ background-size: 2000px 1708px
+}
+
+h1 {
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+}
+h2 {
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+}
+h3 {
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+}
+h4 {
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+}
+p {
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+tr {
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+}
+pre {
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+}
+value {
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+}
+}
+tr:nth-child(even) {background-color: rgba(242, 241, 237, 0.6)}
+tr:nth-child(odd) {background-color: rgba(242, 241, 237, 0.6)}
+textarea {
+
+ width: 650px;
+ height: 400;
+ line-height: 20px;
+ top: 10px;
+ bottom: 10px;
+ border: none;
+ resize: none;
+ margin-left: 2px;
+ position: relative;
+ padding: 0 2px;
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+
+}
+tr {
+ box-shadow: inset 25px 0px 25px -25px rgba(0,0,0,0.6), inset -25px 0px 25px -25px rgba(0,0,0,0.6);
+}
+input[type="text"], textarea {
+
+ background-color : rgba(242, 241, 237, 0.7);
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+
+}
+input[type="number"], textarea {
+
+ background-color : rgba(242, 241, 237, 0.7);
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+
+}
+input[type="select"], select {
+
+ background-color : rgba(242, 241, 237, 0.7);
+ font-family: 'Linux Libertine'; /* bold */
+ src: url('/static/fonts/linux-libertine/LinLibertine_RB.woff') format('woff');
+ font-weight: bold;
+ font-style: normal;
+ color: #3a2602;
+
+}
+
+td {
+ padding: 2px;
+}
+tr {
+ text-shadow: 5px 5px 14px rgba(150, 150, 150, 1);
+}
+h2 {
+ text-shadow: 5px 5px 14px rgba(150, 150, 150, 1);
+}
+p {
+ text-shadow: 5px 5px 14px rgba(150, 150, 150, 1);
+}
+tr {
+ opacity: 0.95;
+}
+h2 {
+ opacity: 0.95;
+}
+p {
+ opacity: 0.95;
+}
+input[type="number"]:active,input[type="number"]:focus,input[type="number"]:hover{
+ color: #3a2602;
+ }
+
+ input[type=checkbox] {
+ transform: scale(1.5);
+}
+table{
+ border-color: #3a2602 #3a2602;
+}
\ No newline at end of file
diff --git a/Sword & Scoundrel/Sword & Scoundrel.html b/Sword & Scoundrel/Sword & Scoundrel.html
new file mode 100644
index 0000000000..0731dcf31d
--- /dev/null
+++ b/Sword & Scoundrel/Sword & Scoundrel.html
@@ -0,0 +1,2929 @@
+
PERSONAL INFORMATION / DRIVES / TRAITS / NPCs /ATTRIBUTES / SKILLS
+
PROFICIENCIES / ARMS / ARMOR / WOUNDS
+
POSSESSIONS / PROPERTY / NOTES
+
FACTION
+
CHARACTER CREATION
+
+
+
THE OFFICIAL SWORD & SCOUNDREL CHARACTER SHEET
+
AS PORTRAYED BY:
+
+
+
+
+
NAME:
+
+
+
+
+
+
+
+
+
AGE:
+
+
+
GENDER:
+
+
+
SOCIAL CLASS:
+
+
+
+
+
+
+
+
+
OCCUPATION:
+
+
+
FAITH:
+
+
+
+
+
+
+
+
+
CONCEPT:
+
+
+
+
+
+
DESCRIPTION:
+
+
+
+
+
+
- DRIVES -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
KARMA
+
+
+
+
ORPHANED
+
+
+
+
+
+
- TRAITS -
+
+
+
+
+
+
+
+
+
+
- NPCs -
+
+
+
+
+
+
+
+
+
+
- ATTRIBUTES -
+
+
+
+
+
+
+
+
RANK
+
+
+
TAP
+
+
+
+
+
+
+
AGILITY (A)
+
+
+
+
+
+
+
+
BRAWN (B)
+
+
+
+
+
+
+
+
CUNNING (C)
+
+
+
+
+
+
+
+
PERCEPTION (P)
+
+
+
+
+
+
+
+
WILL (W)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
RANK
+
+
+
TAP
+
+
+
+
+
+
+
GRIT (G)
+
(BRAWN+WILL)/2
+
+
+
+
+
+
+
+
+
+
+
KEEN (K)
+
(CUNNING+PERCEPTION)/2
+
+
+
+
+
+
+
+
+
+
REFLEX (R)
+
(AGILITY+CUNNING)/2
+
+
+
+
+
+
+
+
SPEED (S)
+
(AGILITY+BRAWN)/2
+
+
+
+
+
+
+
+
+
+
+
+
+
TN3 BY DEFAULT, BARRING ILLNESS, INJURY, OR FATIGUE. CANNOT EXCEED TN6.
+
YOUR CURRENT TN IS
+
+
+
+
+
- SKILLS -
+
+
+
+
+
+
+
+
+
RANK
+
+
+
TAP
+
+
+
+
+
RANK
+
+
+
TAP
+
+
+
+
COMMAND
+
+
+
+
+
+
+
+
+
+
COERCION
+
+
+
+
+
+
+
+
+
+
DISGUISE
+
+
+
+
+
+
+
+
+
+
EDUCATION
+
+
+
+
+
+
+
+
+
+
GAMBLING
+
+
+
+
+
+
+
+
+
+
HORSEMANSHIP
+
+
+
+
+
+
+
+
+
+
LARCENY
+
+
+
+
+
+
+
+
+
+
LEGERDEMAIN
+
+
+
+
+
+
+
+
+
+
MANIPULATION
+
+
+
+
+
+
+
+
+
+
MEDICINE
+
+
+
+
+
+
+
+
+
+
MERCANTILE
+
+
+
+
+
+
+
+
+
+
NEGOTIATION
+
+
+
+
+
+
+
+
+
+
ORATION
+
+
+
+
+
+
+
+
+
+
POLITICS
+
+
+
+
+
+
+
+
+
+
SEAMANSHIP
+
+
+
+
+
+
+
+
+
+
STEWARDSHIP
+
+
+
+
+
+
+
+
+
+
STEALTH
+
+
+
+
+
+
+
+
+
+
STREETWISE
+
+
+
+
+
+
+
+
+
+
TEAMSTER
+
+
+
+
+
+
+
+
+
+
WARFARE
+
+
+
+
+
+
+
+
+
+
+
+
CHARACTER SHEET CREATED BY BARBAROSSA, GRAND HERESY PRESS 2017
\ No newline at end of file
diff --git a/Torg Eternity/Torg Eternity.jpg b/Torg Eternity/Torg Eternity.jpg
new file mode 100644
index 0000000000..891136f12c
Binary files /dev/null and b/Torg Eternity/Torg Eternity.jpg differ
diff --git a/Torg Eternity/sheet.json b/Torg Eternity/sheet.json
new file mode 100644
index 0000000000..8e45047350
--- /dev/null
+++ b/Torg Eternity/sheet.json
@@ -0,0 +1,6 @@
+{"html":"Torg Eternity.html",
+ "css":"Torg Eternity.css",
+ "authors":"GM Matt",
+ "roll20userid":"395349",
+ "preview":"Torg Eternity.jpg",
+ "instructions":"No automation support at the present time."}
\ No newline at end of file
diff --git a/WFRP2E-Havoc/wfrp2e-api.js b/WFRP2E-Havoc/wfrp2e-api.js
index d24a7dfa8b..642044c70f 100644
--- a/WFRP2E-Havoc/wfrp2e-api.js
+++ b/WFRP2E-Havoc/wfrp2e-api.js
@@ -19,7 +19,7 @@ var critFailCombat = 96; //set to 101 to turn off crit failure
var attackSymbol = "http://i.imgur.com/ncLRrhy.png";
var shootSymbol = "http://i.imgur.com/fhnbmUs.png";
-var ulfricSymbol = "http://i.imgur.com/Sbr3wLn.png";
+var ulricSymbol = "http://i.imgur.com/Sbr3wLn.png";
var critSucParry = 1; //set to 0 to turn off crit success
var critFailParry = 96; //set to 101 to turn off crit failure
@@ -95,19 +95,19 @@ var warhammerCombatHitTemplate = '
'
+'
Damage :<> (<>)
'
+'
'
+'<>'
- +'<>';
+ +'<>';
var warhammerCombatImpactTemplate = '
'
+'
Damage Impact :<> (<>)
'
+'
';
-var warhammerCombatUlfricFuryTemplate = '
'
+var warhammerCombatUlricFuryTemplate = '
'
+'
'
+''
+'
'
+'
'
+ '
'
- +'
'
- +"
ULFRIC'S FURY!
"
+ +'
'
+ +"
ULRIC'S FURY!
"
+'
'
+ '
'
+'
Crit Confirm :<>
'
@@ -129,10 +129,10 @@ var warhammerCombatQualitiesTemplate = '
-create a rollable table called "Combat-Dice" with name values of "1","2","-","-","1 + Special Event","1 + Special Event"
+GM needs to create a rollable table called "Combat-Dice" with name values of "1","2","-","-","1 + Special Event","1 + Special Event"