\ No newline at end of file
+
\ No newline at end of file
diff --git a/5eShaped/changelog.md b/5eShaped/changelog.md
index 4a10e08e5a..a99fdd1f6a 100644
--- a/5eShaped/changelog.md
+++ b/5eShaped/changelog.md
@@ -1,3 +1,144 @@
+## Versioning
+I use [Semantic Versioning](http://semver.org/) which has 3 numbers separated by a dot: Major.Minor.Patch
+
+I use Major versions a bit liberally - I consider the following to be major changes:
+* Any changes to existing roll template fields
+* Any change to a repeating section which makes existing macro references break
+
+New features are a minor version.
+
+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.
+
+## 11.3.3
+
+### Bug Fixes
+
+* [#431: Cantrip damage scaling wrong for NPCs](https://bitbucket.org/mlenser/5eshaped/issues/431/cantrip-damage-scaling-wrong-for-npcs) wasn't converted to the new damage system.
+* [#432: level attribute not set for npcs imported via script](https://bitbucket.org/mlenser/5eshaped/issues/432/level-attribute-not-set-for-npcs-imported)
+
+## 11.3.2
+
+### Bug Fixes
+
+* [#427: Saving throw proficiencies lost on update](https://bitbucket.org/mlenser/5eshaped/issues/427/saving-throw-proficiencies-lost-on-update)
+* Parsing of a range with only one number ("120 ft.") now works as well as the normal two number range ("20/120 ft."). I've added a test to ensure all other parsing succeeds.
+
+## 11.3.1
+
+### Bug Fixes
+
+* [#423: Crit damage not rolling](https://bitbucket.org/mlenser/5eshaped/issues/423/crit-damage-not-rolling)
+* [#424: Click to Roll is missing damage macro](https://bitbucket.org/mlenser/5eshaped/issues/424/click-to-roll-is-missing-damage-macro)
+
+## 11.3.0
+
+### Features
+
+* Implemented a flag to detect when a monster is complete from being dragged from SRD mostly from a PR from Lucian. This will help his script attach on at the appropriate times.
+
+### Bug Fixes
+
+* Resting has had a few minor bugs fixed: long rests now recharge short rests as well as turn recharges and "Recharge X". Same for short rests.
+* Saving throw capitalization is now consistent with the rest of the sheet. For example the title of a strength saving throw will now be "Strength saving throw" instead of "Strength Saving throw".
+* save_prof has been renamed to saving_throw_prof for all the saving throws (str, dex, con, death..) The upgrade handles the change.
+* [#419: OGL Conversion - Saving Throws](https://bitbucket.org/mlenser/5eshaped/issues/419/ogl-conversion-saving-throws)
+* [#420: OGL Conversion - Reactions](https://bitbucket.org/mlenser/5eshaped/issues/420/ogl-conversion-reactions)
+* [#421: OGL Conversion - Legendary Actions](https://bitbucket.org/mlenser/5eshaped/issues/421/ogl-conversion-legendary-actions)
+
+## 11.2.0
+
+### Features
+
+* Short and Long Rest are now on the sheet for all users. They no longer require a Pro subscription. Lucian's next version of the script will support the chat messages that accompany this feature.
+* If hit points are adjusted to be above 0 then death saving throws will reset in accordance with the rules: "The number of both is reset to zero when you regain any hit points or become stable"
+* Divine Smite's formula changed to allow automatic spell reduction - will require the script to set this all up. You can untoggle and retoggle divine smite to get the new formula.
+
+### Bug Fixes
+
+* Spell saving throw DC and spell attack will no longer use an ability modifier of -5 if there is no spell_ability selected.
+* Sheet based rests recharge short rests on a long rest now
+
+## 11.1.0
+
+### Features
+
+* PCs hit points will be calculated automatically if "Automatic hit points" is turned on on the settings page. Closes [#402: PCs should have the option of displaying default hit points](https://bitbucket.org/mlenser/5eshaped/issues/402/pcs-should-have-the-option-of-displaying)
+* OGL conversion now happens as one server call. The process should be quicker and notification window will now go away at the end.
+* OGL conversion will now remove all repeating sections from the OGL sheet to reduce the number of fields on the sheet. Less fields = less lag.
+
+### Bug Fixes
+
+* [#414: OGL Conversion - Statblock Macro](https://bitbucket.org/mlenser/5eshaped/issues/414/ogl-conversion-statblock-macro)
+* [#411: OGL Conversion - Spells are not sorted by level](https://bitbucket.org/mlenser/5eshaped/issues/411/ogl-conversion-spells-are-not-sorted-by)
+
+## 11.0.4
+
+### Bug Fixes
+
+* OGL conversion changes based on the silent updates. Solves [#408: Yawning Portal Conversion - Senses are missing](https://bitbucket.org/mlenser/5eshaped/issues/408/yawning-portal-conversion-senses-are), [#407: Yawning Portal Conversion - Speed Attribute](https://bitbucket.org/mlenser/5eshaped/issues/407/yawning-portal-conversion-speed-attribute), [#410: Yawning Portal Conversion - Proficiency Bonus](https://bitbucket.org/mlenser/5eshaped/issues/410/yawning-portal-conversion-proficiency), [#409: Yawning Portal Conversion - Ability Check Proficiency and Expertise](https://bitbucket.org/mlenser/5eshaped/issues/409/yawning-portal-conversion-ability-check)
+
+## 11.0.3
+
+### Bug Fixes
+
+* [#392: Spells macro empty after update](https://bitbucket.org/mlenser/5eshaped/issues/392/spells-macro-empty-after-update)
+* Change the name of the concentration filter so that it matches its new behavior. Also solves [#396: Setting a spell's duration to "Concentration" will delete the spell](https://bitbucket.org/mlenser/5eshaped/issues/396/setting-a-spells-duration-to-concentration)
+* [#395: Saving throws and Ability checks Query Macros are broken](https://bitbucket.org/mlenser/5eshaped/issues/395/saving-throws-and-ability-checks-query)
+* [#398: Hide AC does not work](https://bitbucket.org/mlenser/5eshaped/issues/398/hide-ac-does-not-work)
+
+## 11.0.2
+
+### Bug Fixes
+
+* [#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
+
+* Styling for the import message
+* Styling for !shaped-config
+
+## 11.0.1
+
+### Bug Fixes
+
+* 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
+
+* Some unused fields related to abilities and saving throws have been removed
+* [#338: Click to roll damage](https://bitbucket.org/mlenser/5eshaped/issues/338/click-to-roll-damage) has been completed for both attacks and saving throws.
+* Spell filters have been revamped. Levels and casting time are toggled individually now. Concentration's behavior is now more clear. The filters are now consistent between PCs and NPCs. Adding spells on a new pc that doesn't have spellcasting should be much more clear. The macro output matches the levels that are toggled on.
+* Rests are always showing now. In 11.1.0 or 12.0.0 rests will be fully moved to the sheet so non-Pro members can use them to recharge things like hit points, hit dice, exhaustion, class features, etc.
+* Ability checks, Saving throws, and Spells chat macros now use the normal size of text used by attacks, actions, etc. It is no longer possible to configure them to be smaller.
+
+### Features
+
+* [#178: 3D dice should roll the appropriate amount of dice](https://bitbucket.org/mlenser/5eshaped/issues/178/3d-dice-should-roll-the-appropriate-amount)
+* [#359: Option to hide AC using stylish](https://bitbucket.org/mlenser/5eshaped/issues/359/option-to-hide-ac-using-stylish)
+* Distances entered into places like senses or speed will now convert the distance if the entered distance type (meters) doesn't match the text (feet).
+* [#204: Nowhere to store usage of lair and regional actions](https://bitbucket.org/mlenser/5eshaped/issues/204/nowhere-to-store-usage-of-lair-and)
+* Added configurable recharges to warlock slots and spell points (defaulting to short rest and long rest respectively)
+* [#244: Extra Attack Class Feature missing from togglable lists.](https://bitbucket.org/mlenser/5eshaped/issues/244/extra-attack-class-feature-missing-from)
+* Added styling for an upcoming API feature (Spells and Monster import revamp)
+
+### Bug Fixes
+
+* [#369: NPC Hit dice not able to be changed](https://bitbucket.org/mlenser/5eshaped/issues/369/npc-hit-dice-not-able-to-be-changed)
+* [#378: Hit dice formula error](https://bitbucket.org/mlenser/5eshaped/issues/378/hit-dice-formula-error). You may need to clear your chat archive for this one (I did, but I'm unsure if it is required)
+* [#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)
+
## 10.1.5
### Bug Fixes
diff --git a/5eShaped/readme.md b/5eShaped/readme.md
index 319963885d..abc78f05c3 100644
--- a/5eShaped/readme.md
+++ b/5eShaped/readme.md
@@ -31,8 +31,8 @@ This is the redesigned Shaped character sheet for use on Roll20.net with the 5th
### [Changelog](https://github.com/mlenser/roll20-character-sheets/blob/master/5eShaped/changelog.md)
-### [Issue tracker](https://bitbucket.org/mlenser/5eshaped/issues)
-Please report any issues on the above issue tracker.
+### [Issue tracker](https://bitbucket.org/mlenser/5eshaped/issues?status=new&status=open&sort=-priority)
+Please report any issues on the issue tracker.
If you're experiencing extreme lag please disable LastPass as it is known to cause problems with Roll20. This has nothing to do with the Shaped sheet.
diff --git a/5eShaped/sheet.json b/5eShaped/sheet.json
index 102951db7a..aa6fc3a9dc 100644
--- a/5eShaped/sheet.json
+++ b/5eShaped/sheet.json
@@ -1,7 +1,7 @@
{
"html": "5eShaped.html",
"css": "5eShaped.css",
- "authors": "Mark Lenser (Kryx on Roll20.net, @mlenser on Twitter). Companion script done by Lucian. French translations done by Alzam on Roll20. German translations done by Rouby.",
+ "authors": "Mark Lenser (Kryx on Roll20), Lucian (Lucian on Roll20). Companion script done by Lucian.",
"roll20userid": "277007",
"preview": "5eShaped.jpg",
"compendium": "dnd5e",
@@ -131,11 +131,18 @@
"description": "Show target's name on roll templates"
},
{
- "attribute": "show_rests",
- "displayname": "Show Rests",
+ "attribute": "automatically_roll_damage_for_attacks",
+ "displayname": "Automatically roll damage for attacks",
"type": "checkbox",
"value": "1",
- "description": "Show rests on the core page (API feature)"
+ "description": "Automatically roll damage for attacks"
+ },
+ {
+ "attribute": "automatically_roll_damage_for_saving_throws",
+ "displayname": "Automatically roll damage for saving throws",
+ "type": "checkbox",
+ "value": "1",
+ "description": "Automatically roll damage for saving throws"
},
{
"attribute": "show_passive_skills",
@@ -172,13 +179,6 @@
"value": "1",
"description": "Show freeform"
},
- {
- "attribute": "show_crit_range",
- "displayname": "Crit range",
- "type": "checkbox",
- "value": "1",
- "description": "Show crit range"
- },
{
"attribute": "show_dice_modifiers",
"displayname": "Dice modifiers",
@@ -200,6 +200,13 @@
"value": "1",
"description": "Show extra damage on a critical hit"
},
+ {
+ "attribute": "automatic_higher_level_queries",
+ "displayname": "Automatic higher level queries",
+ "type": "checkbox",
+ "value": "1",
+ "description": "Automatic higher level queries"
+ },
{
"attribute": "ammo_auto_use",
"displayname": "Automatically use ammo",
@@ -484,6 +491,13 @@
"value": "{{hide_recharge=1}}",
"description": "Hide recharge (requires stylish, see the documentation)"
},
+ {
+ "attribute": "hide_target_ac",
+ "displayname": "Hide target AC",
+ "type": "checkbox",
+ "value": "{{hide_target_ac=1}}",
+ "description": "Hide target AC (requires stylish, see the documentation)"
+ },
{
"attribute": "hide_saving_throw_dc",
"displayname": "Hide saving throw DC",
diff --git a/5eShaped/translation.json b/5eShaped/translation.json
index 165b7571a0..ea272cb0a4 100644
--- a/5eShaped/translation.json
+++ b/5eShaped/translation.json
@@ -18,7 +18,7 @@
"1_ACTION":"1 action",
"1_BONUS_ACTION":"1 bonus action",
"1_HOUR":"1 hour",
- "1_MINUTE":"1 minutes",
+ "1_MINUTE":"1 minute",
"1_REACTION":"1 reaction",
"1_ROUND":"1 round",
"20TH_LEVEL":"20th-level",
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "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",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/af.json b/5eShaped/translations/af.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/af.json
+++ b/5eShaped/translations/af.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/cs.json b/5eShaped/translations/cs.json
index 7fd7e7dd76..8c833b2a6c 100644
--- a/5eShaped/translations/cs.json
+++ b/5eShaped/translations/cs.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "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",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/da.json b/5eShaped/translations/da.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/da.json
+++ b/5eShaped/translations/da.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/de.json b/5eShaped/translations/de.json
index 3cf9dc94fa..27c06ccca1 100644
--- a/5eShaped/translations/de.json
+++ b/5eShaped/translations/de.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Charaktename",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Charaktername bei allen Würfen",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check-Bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Konditions-Immunitäten",
"CONJURATION":"Beschwörung",
"CONSTITUTION":"Konstitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Inhalt",
"CONTRACT":"Contract",
"COPPER_PIECES":"Kupfermünzen",
@@ -452,6 +462,7 @@
"DECEPTION":"Täuschung",
"DEX":"Ges",
"DEXTERITY":"Geschick",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Würfel",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Würfel",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Zähigkeit",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freiform",
"FREETEXT":"Freitext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Goldmünzen",
"GRAPPLED":"Grappled",
"HAIR":"Haar",
+ "HALF":"Half",
"HALFLING_LUCK":"Halblingsglück",
"HALF_DAMAGE":"Schaden halbiert",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Verberge Rettungswurf-SG",
"HIDE_INFO_SAVING_THROW_FAILURE":"Verberge Rettungswurf-Erfolg",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Verberge Rettungswurf-Fehlschlag",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Höhere Stufe",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"Geschichte",
"HIT":"Hit",
"HIT_DICE":"TW",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long 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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Hausregeln",
"HOVER":"Schweben",
"HUGE":"Enorm",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Sofort oder 1 Stunde",
"INT":"Int",
"INTELLIGENCE":"Intelligenz",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Einschüchtern",
"INVESTIGATION":"Untersuchung",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotischer",
"NO":"Nein",
"NORMAL":"Normalerweise",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NSC",
"ONE_CREATURE":"eine Kreatur",
@@ -731,6 +751,7 @@
"REACTION":"Reaktion",
"REACTIONS":"Reaktionen",
"RECHARGE":"Aufladung",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regionale Effekte",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Herausragender Athlet",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"Dieses Feature erfordert die API",
"RESISTANCES_AND_IMMUNITIES":"Resistenzen & Immunitäten",
"RESOURCES":"Ressourcen",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Rettungswurf",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"RW Fehlschlag",
@@ -828,6 +854,7 @@
"STEALTH":"Heimlichkeit",
"STR":"Str",
"STRENGTH":"Stärke",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Erschütterungssinn",
"TRUESIGHT":"Wahrsicht",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"Wenn neu hinzugefügte Zauber nicht sichtbar sind, deaktiviere \"Filter\"",
"TYPE":"Typ",
"UNARMORED":"Ungepanzert",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Geflüstert an den GM",
"WILL":"Willen",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wei",
"WISDOM":"Weisheit",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Zauberer",
"YES":"Ja"
}
\ No newline at end of file
diff --git a/5eShaped/translations/el.json b/5eShaped/translations/el.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/el.json
+++ b/5eShaped/translations/el.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/en.json b/5eShaped/translations/en.json
index 165b7571a0..70d550d0bb 100644
--- a/5eShaped/translations/en.json
+++ b/5eShaped/translations/en.json
@@ -18,7 +18,7 @@
"1_ACTION":"1 action",
"1_BONUS_ACTION":"1 bonus action",
"1_HOUR":"1 hour",
- "1_MINUTE":"1 minutes",
+ "1_MINUTE":"1 minute",
"1_REACTION":"1 reaction",
"1_ROUND":"1 round",
"20TH_LEVEL":"20th-level",
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "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",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/es.json b/5eShaped/translations/es.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/es.json
+++ b/5eShaped/translations/es.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/fr.json b/5eShaped/translations/fr.json
index 11aed2641d..98f8d4621b 100644
--- a/5eShaped/translations/fr.json
+++ b/5eShaped/translations/fr.json
@@ -93,7 +93,10 @@
"AT_WILL":"à volonté",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Dépenser automatiquement les ressources de sort",
+ "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":"Requêtes auto. sort de niv. sup.",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Enlever le (dés)avantage après chaque jet",
"AVERAGE_OF_ABILITIES":"Moyenne des deux carac les plus élevées.",
"AVG":"moy",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Nom du personnage",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nom du perso sur tous les jets",
"CHARISMA":"Charisme",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmé",
"CHECK":"Jet",
"CHECK_BONUS":"Bonus Jet de Carac",
@@ -156,67 +160,66 @@
"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":"Danger Sense",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
- "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
- "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
- "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
- "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
- "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
- "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
+ "CLASS_FEATURE_BARBARIAN_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_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":"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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_CLERIC_CHANNEL_DIVINITY":"Canalisation divine",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
- "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
- "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
- "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
- "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
- "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Attaque supplémentaire",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"quatre fois",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer NUMBER_OF_TIMES, au lieu d'une, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"trois fois",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"deux fois",
+ "CLASS_FEATURE_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_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_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_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_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_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_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Immunité aux conditions",
"CONJURATION":"Invocation",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Contenu",
"CONTRACT":"Réduire",
"COPPER_PIECES":"Pièces de cuivre",
@@ -452,6 +462,7 @@
"DECEPTION":"Tromperie",
"DEX":"Dex",
"DEXTERITY":"Dextérité",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dés",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Dé",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Entrée supplémentaire",
"FREETEXT":"Texte supplémentaire",
"FRIGHTENED":"Effrayé",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Pièces d'or",
"GRAPPLED":"Agrippé",
"HAIR":"Cheveux",
+ "HALF":"Half",
"HALFLING_LUCK":"Chance (Half)",
"HALF_DAMAGE":"moitié dégâts",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Masquer DD de sauvegarde",
"HIDE_INFO_SAVING_THROW_FAILURE":"Masquer échec au jet de sauvegarde",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Masquer succes au jet de sauvegarde",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Niveau Sup",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"Histoire",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honneur",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Règles maison",
"HOVER":"Plane",
"HUGE":"Très Grande",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantané ou 1 heure",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"nécrotique",
"NO":"Non",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"Aucun dégât supplémentaire sur un coup critique",
"NPC":"PNJ",
"ONE_CREATURE":"une créature",
@@ -731,6 +751,7 @@
"REACTION":"Réaction",
"REACTIONS":"Réactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharge après un Repos Long",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharge après un Repos Court ou Long",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Max réduit",
"REDUCED_MAX_HIT_POINTS":"Max réduit",
+ "REDUCED_TO":"reduced to",
"REF":"Réf",
"REFLEX":"Réflexe",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Effets régionaux",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Athlète remarquable",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"Cette fonctionnalité nécessite l'usage de l'API",
"RESISTANCES_AND_IMMUNITIES":"Résistances & Immunités",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Affichage des jets",
"SAN":"San",
"SANITY":"Santé mentale",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Sauvegarde",
"SAVE_DC":"DD Jet de Sauv.",
"SAVE_FAILURE":"Échec",
@@ -828,6 +854,7 @@
"STEALTH":"Discrétion",
"STR":"For",
"STRENGTH":"Force",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"For 13",
"STR_15":"For 15",
"STUNNED":"Étourdi",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Perception des vibrations",
"TRUESIGHT":"Vision véritable",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"Décochez \"filtres\" si vous ne voyez pas les sorts récement créés",
"TYPE":"Type",
"UNARMORED":"Sans armure",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Poid par pièce",
"WHISPERED_TO_GM":"Chuchoter au MJ",
"WILL":"Volonté",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Sag",
"WISDOM":"Sagesse",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Magicien",
"YES":"Oui"
}
\ No newline at end of file
diff --git a/5eShaped/translations/he.json b/5eShaped/translations/he.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/he.json
+++ b/5eShaped/translations/he.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/it.json b/5eShaped/translations/it.json
index 9dc5aa605e..fb6edb91cc 100644
--- a/5eShaped/translations/it.json
+++ b/5eShaped/translations/it.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Ripristina (s)vantaggio automaticamente",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Nome del personaggio",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nome del personaggio nei template di tiro",
"CHARISMA":"Carisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Prova",
"CHECK_BONUS":"Bonus alla prova",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Attacco extra",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"quattro volte",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Puoi attaccare NUMBER_OF_TIMES invece di una quando usi la tua azione di attacco nel tuo turno.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"tre volte",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"due volte",
"CLASS_FEATURE_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Immunità alle condizioni",
"CONJURATION":"Invocazione",
"CONSTITUTION":"Costituzione",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Contenuto",
"CONTRACT":"Contract",
"COPPER_PIECES":"Monete di rame",
@@ -452,6 +462,7 @@
"DECEPTION":"Raggirare",
"DEX":"Des",
"DEXTERITY":"Destrezza",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dadi",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Dado",
@@ -531,6 +542,7 @@
"FORCE":"forza",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Testo",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Monete d'oro",
"GRAPPLED":"Grappled",
"HAIR":"Capelli",
+ "HALF":"Half",
"HALFLING_LUCK":"Fortuna halfling",
"HALF_DAMAGE":"metà danni",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Nasc. CD tiro salvezza",
"HIDE_INFO_SAVING_THROW_FAILURE":"Nasc. fallimento tiro salvezza",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Nasc. successo tiro",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Livelli più alti",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"Storia",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Regole personalizzate",
"HOVER":"Stazionare",
"HUGE":"Enorme",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Istantanea o 1 ora",
"INT":"Int",
"INTELLIGENCE":"Intelligenza",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidazione",
"INVESTIGATION":"Investigare",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotico",
"NO":"No",
"NORMAL":"Normale",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"PNG",
"ONE_CREATURE":"una creatura",
@@ -731,6 +751,7 @@
"REACTION":"Reazione",
"REACTIONS":"Reazioni",
"RECHARGE":"Ricarica",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Effetti regionali",
"RELIGION":"Religione",
"REMARKABLE_ATHLETE":"Atleta impressionante",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"Questa opzione richiede l'API",
"RESISTANCES_AND_IMMUNITIES":"Resistenze e immunità",
"RESOURCES":"Risorse",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Template tiro",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Tiro salvezza fallito",
@@ -828,6 +854,7 @@
"STEALTH":"Furtività",
"STR":"For",
"STRENGTH":"Forza",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"For 13",
"STR_15":"For 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Senso tellurico",
"TRUESIGHT":"Visione del vero",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva \"filters\"",
"TYPE":"Tipo",
"UNARMORED":"senza armatura",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Sussurrato al GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Sag",
"WISDOM":"Saggezza",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Mago",
"YES":"Sì"
}
\ No newline at end of file
diff --git a/5eShaped/translations/ja.json b/5eShaped/translations/ja.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/ja.json
+++ b/5eShaped/translations/ja.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/ko.json b/5eShaped/translations/ko.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/ko.json
+++ b/5eShaped/translations/ko.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/nl.json b/5eShaped/translations/nl.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/nl.json
+++ b/5eShaped/translations/nl.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/pt.json b/5eShaped/translations/pt.json
index 51c2d1fd25..93c6d8e65d 100644
--- a/5eShaped/translations/pt.json
+++ b/5eShaped/translations/pt.json
@@ -2,15 +2,15 @@
"0":"0",
"10TH_LEVEL":"10º-nível",
"10_DAYS":"10 dias",
- "10_MINUTES":"10 minutes",
+ "10_MINUTES":"10 minutos",
"11TH_LEVEL":"11º-nível",
"12TH_LEVEL":"12th-level",
- "12_HOURS":"12 hours",
+ "12_HOURS":"12 horas",
"13TH_LEVEL":"13º-nível",
"14TH_LEVEL":"14th-level",
"15TH_LEVEL":"15º-nível",
"16TH_LEVEL":"16º-nível",
- "17TH_LEVEL":"17th-level",
+ "17TH_LEVEL":"17º-nível",
"18TH_LEVEL":"18º-nível",
"19TH_LEVEL":"19º-nível",
"1ST":"1st",
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Nome do personagem",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Sussurrou ao Mestre",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/ru.json b/5eShaped/translations/ru.json
index 8ba5716adc..1f354ba4ae 100644
--- a/5eShaped/translations/ru.json
+++ b/5eShaped/translations/ru.json
@@ -93,7 +93,10 @@
"AT_WILL":"По желанию",
"AUTO":"Авто",
"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":"Автоматически откатывать преимущество\/помеху",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Имя персонажа",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Имя Персонажа на всех щаблонах бросков",
"CHARISMA":"Харизма",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Очаровно",
"CHECK":"Проверка",
"CHECK_BONUS":"Бонус к проверке",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Дополнительная атака",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"4 раза",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Вы можете атаковать NUMBER_OF_TIMES, вместо одного, каждый раз когда вы выбираете действие Атака в свой ход",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"3 раза",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"2 раза",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Иммунитет к состояниям",
"CONJURATION":"Вызов",
"CONSTITUTION":"Телосложение",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Описание",
"CONTRACT":"Contract",
"COPPER_PIECES":"Медных монет",
@@ -452,6 +462,7 @@
"DECEPTION":"Обман",
"DEX":"Лов",
"DEXTERITY":"Ловкость",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Кости",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Кость",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Сила духа",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Свободный текст",
"FRIGHTENED":"Напугано",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Золотых монет",
"GRAPPLED":"Cхвачено",
"HAIR":"Волосы",
+ "HALF":"Half",
"HALFLING_LUCK":"Удача полурос.",
"HALF_DAMAGE":"половина урона",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"Выс. уровни",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"История",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Парение",
"HUGE":"Огромное",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Мгновенно или 1 час",
"INT":"Инт",
"INTELLIGENCE":"Интеллект",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Запугивание",
"INVESTIGATION":"Анализ",
"INVISIBLE":"Невидимо",
@@ -660,6 +679,7 @@
"NECROTIC":"некротический",
"NO":"Нет",
"NORMAL":"Обычное",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"одно существо",
@@ -731,6 +751,7 @@
"REACTION":"Реакция",
"REACTIONS":"Реакции",
"RECHARGE":"Перезарядка",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Сниженные макс. ХП",
"REDUCED_MAX_HIT_POINTS":"Сниженные макс. ХП",
+ "REDUCED_TO":"reduced to",
"REF":"Реф",
"REFLEX":"Рефлекс",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Эффекты на область",
"RELIGION":"Религия",
"REMARKABLE_ATHLETE":"Выдающийся атлет",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"Эта фича требует API",
"RESISTANCES_AND_IMMUNITIES":"Сопротивления и Иммунитеты",
"RESOURCES":"Ресурсы",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Шаблоны бросков",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"СБ(Спас)",
"SAVE_DC":"СЛ Спасброска",
"SAVE_FAILURE":"Спасбросок Провален",
@@ -828,6 +854,7 @@
"STEALTH":"Скрытность",
"STR":"Сила",
"STRENGTH":"Сила",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Сила 13",
"STR_15":"Сила 15",
"STUNNED":"Оглушено",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Колебаний земли",
"TRUESIGHT":"Истинное зрение",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"Если вы не видите заклинаний выключите \"фильтры\"",
"TYPE":"Тип",
"UNARMORED":"Без брони",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Масса монеты",
"WHISPERED_TO_GM":"Шепот к ГМ",
"WILL":"Воля",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Муд",
"WISDOM":"Мудрость",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Волшебник",
"YES":"Да"
}
\ No newline at end of file
diff --git a/5eShaped/translations/sv.json b/5eShaped/translations/sv.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/sv.json
+++ b/5eShaped/translations/sv.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/tr.json b/5eShaped/translations/tr.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/tr.json
+++ b/5eShaped/translations/tr.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/zh.json b/5eShaped/translations/zh.json
index 08e92d5853..f3b35ea655 100644
--- a/5eShaped/translations/zh.json
+++ b/5eShaped/translations/zh.json
@@ -93,7 +93,10 @@
"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",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"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",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_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",
@@ -231,6 +234,8 @@
"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",
@@ -275,6 +280,8 @@
"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",
@@ -301,6 +308,8 @@
"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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"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":"History",
"HIT":"Hit",
"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_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",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/zu.json b/5eShaped/translations/zu.json
index 39e5dd4c8a..61402409ae 100644
--- a/5eShaped/translations/zu.json
+++ b/5eShaped/translations/zu.json
@@ -18,7 +18,7 @@
"1_ACTION":"crwdns24770:0crwdne24770:0",
"1_BONUS_ACTION":"crwdns24771:0crwdne24771:0",
"1_HOUR":"crwdns24772:0crwdne24772:0",
- "1_MINUTE":"crwdns24773:0crwdne24773:0",
+ "1_MINUTE":"crwdns41057:0crwdne41057:0",
"1_REACTION":"crwdns24774:0crwdne24774:0",
"1_ROUND":"crwdns24775:0crwdne24775:0",
"20TH_LEVEL":"crwdns24776:0crwdne24776:0",
@@ -93,7 +93,10 @@
"AT_WILL":"crwdns24851:0crwdne24851:0",
"AUTO":"crwdns24852:0crwdne24852:0",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"crwdns38699:0crwdne38699:0",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"crwdns41058:0crwdne41058:0",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"crwdns41059:0crwdne41059:0",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"crwdns37561:0crwdne37561:0",
+ "AUTOMATIC_HIT_POINTS":"crwdns41060:0crwdne41060:0",
"AUTO_REVERT_ADV":"crwdns24853:0crwdne24853:0",
"AVERAGE_OF_ABILITIES":"crwdns24854:0crwdne24854:0",
"AVG":"crwdns37562:0crwdne37562:0",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"crwdns24886:0crwdne24886:0",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"crwdns24887:0crwdne24887:0",
"CHARISMA":"crwdns24888:0crwdne24888:0",
+ "CHARISMA_SAVING_THROW":"crwdns41061:0crwdne41061:0",
"CHARMED":"crwdns24889:0crwdne24889:0",
"CHECK":"crwdns24890:0crwdne24890:0",
"CHECK_BONUS":"crwdns24891:0crwdne24891:0",
@@ -158,6 +162,8 @@
"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_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_FERAL_INSTINCT":"crwdns38721:0crwdne38721:0",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"crwdns38767:0crwdne38767:0",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"crwdns38768:0crwdne38768:0",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"crwdns38769:0crwdne38769:0",
- "CLASS_FEATURE_EXTRA_ATTACK":"crwdns24956:0crwdne24956:0",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"crwdns24957:0crwdne24957:0",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"crwdns24958:0crwdne24958:0",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"crwdns24959:0crwdne24959:0",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"crwdns24960:0crwdne24960:0",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"crwdns38770:0crwdne38770:0",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"crwdns38771:0crwdne38771:0",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"crwdns38772:0crwdne38772:0",
+ "CLASS_FEATURE_FIGHTER_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_INDOMITABLE":"crwdns38775:0crwdne38775:0",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"crwdns38784:0crwdne38784:0",
"CLASS_FEATURE_MONK_EVASION":"crwdns38785:0crwdne38785:0",
"CLASS_FEATURE_MONK_EVASION_TEXT":"crwdns38786:0crwdne38786:0",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"crwdns41066:0crwdne41066:0",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"crwdns41067:0crwdne41067:0",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"crwdns38787:0crwdne38787:0",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"crwdns38788:0crwdne38788:0",
"CLASS_FEATURE_MONK_KI":"crwdns38789:0crwdne38789:0",
@@ -275,6 +280,8 @@
"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_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_IMPROVED_DIVINE_SMITE":"crwdns38833:0crwdne38833:0",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"crwdns38854:0crwdne38854:0",
"CLASS_FEATURE_RANGERUA_VANISH":"crwdns38855:0crwdne38855:0",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"crwdns38856:0crwdne38856:0",
+ "CLASS_FEATURE_RANGER_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",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"crwdns25135:0crwdne25135:0",
"CONJURATION":"crwdns25136:0crwdne25136:0",
"CONSTITUTION":"crwdns25137:0crwdne25137:0",
+ "CONSTITUTION_SAVING_THROW":"crwdns41072:0crwdne41072:0",
"CONTENT":"crwdns25138:0crwdne25138:0",
"CONTRACT":"crwdns29632:0crwdne29632:0",
"COPPER_PIECES":"crwdns25139:0crwdne25139:0",
@@ -452,6 +462,7 @@
"DECEPTION":"crwdns25161:0crwdne25161:0",
"DEX":"crwdns25162:0crwdne25162:0",
"DEXTERITY":"crwdns25163:0crwdne25163:0",
+ "DEXTERITY_SAVING_THROW":"crwdns41073:0crwdne41073:0",
"DICE":"crwdns25164:0crwdne25164:0",
"DICE_MODIFIERS":"crwdns38935:0crwdne38935:0",
"DIE":"crwdns25165:0crwdne25165:0",
@@ -531,6 +542,7 @@
"FORCE":"crwdns25235:0crwdne25235:0",
"FORT":"crwdns25236:0crwdne25236:0",
"FORTITUDE":"crwdns25237:0crwdne25237:0",
+ "FORTITUDE_SAVING_THROW":"crwdns41074:0crwdne41074:0",
"FREEFORM":"crwdns25238:0crwdne25238:0",
"FREETEXT":"crwdns25239:0crwdne25239:0",
"FRIGHTENED":"crwdns25240:0crwdne25240:0",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"crwdns25244:0crwdne25244:0",
"GRAPPLED":"crwdns25245:0crwdne25245:0",
"HAIR":"crwdns25246:0crwdne25246:0",
+ "HALF":"crwdns41075:0crwdne41075:0",
"HALFLING_LUCK":"crwdns25247:0crwdne25247:0",
"HALF_DAMAGE":"crwdns25248:0crwdne25248:0",
"HALF_ORC_SAVAGE_ATTACKS":"crwdns37614:0crwdne37614:0",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"crwdns25263:0crwdne25263:0",
"HIDE_INFO_SAVING_THROW_FAILURE":"crwdns25264:0crwdne25264:0",
"HIDE_INFO_SAVING_THROW_SUCCESS":"crwdns25265:0crwdne25265:0",
+ "HIDE_INFO_TARGET_AC":"crwdns41076:0crwdne41076:0",
"HIGHER_LEVEL":"crwdns25267:0crwdne25267:0",
"HIGHER_LEVEL_FLAT_AMOUNT":"crwdns37618:0crwdne37618:0",
"HISTORY":"crwdns25268:0crwdne25268:0",
"HIT":"crwdns37619:0crwdne37619:0",
"HIT_DICE":"crwdns25269:0crwdne25269:0",
+ "HIT_DICE_RECOVERED":"crwdns41077:0crwdne41077:0",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"crwdns41078:0crwdne41078:0",
"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",
"HON":"crwdns37620:0crwdne37620:0",
"HONOR":"crwdns37621:0crwdne37621:0",
+ "HONOR_SAVING_THROW":"crwdns41080:0crwdne41080:0",
"HOUSERULES":"crwdns25274:0crwdne25274:0",
"HOVER":"crwdns25275:0crwdne25275:0",
"HUGE":"crwdns25276:0crwdne25276:0",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"crwdns25293:0crwdne25293:0",
"INT":"crwdns25294:0crwdne25294:0",
"INTELLIGENCE":"crwdns25295:0crwdne25295:0",
+ "INTELLIGENCE_SAVING_THROW":"crwdns41081:0crwdne41081:0",
"INTIMIDATION":"crwdns25296:0crwdne25296:0",
"INVESTIGATION":"crwdns25297:0crwdne25297:0",
"INVISIBLE":"crwdns25298:0crwdne25298:0",
@@ -660,6 +679,7 @@
"NECROTIC":"crwdns25340:0crwdne25340:0",
"NO":"crwdns25341:0crwdne25341:0",
"NORMAL":"crwdns25342:0crwdne25342:0",
+ "NO_CONCENTRATION":"crwdns41082:0crwdne41082:0",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"crwdns38937:0crwdne38937:0",
"NPC":"crwdns25343:0crwdne25343:0",
"ONE_CREATURE":"crwdns25344:0crwdne25344:0",
@@ -731,6 +751,7 @@
"REACTION":"crwdns25403:0crwdne25403:0",
"REACTIONS":"crwdns25404:0crwdne25404:0",
"RECHARGE":"crwdns25405:0crwdne25405:0",
+ "RECHARGED":"crwdns41083:0crwdne41083:0",
"RECHARGE_2_6":"crwdns37640:0crwdne37640:0",
"RECHARGE_3_6":"crwdns37641:0crwdne37641:0",
"RECHARGE_4_6":"crwdns37642:0crwdne37642:0",
@@ -738,16 +759,20 @@
"RECHARGE_6":"crwdns37644:0crwdne37644:0",
"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",
+ "REFLEX_SAVING_THROW":"crwdns41086:0crwdne41086:0",
"REGAIN":"crwdns38940:0crwdne38940:0",
"REGIONAL_EFFECTS":"crwdns25410:0crwdne25410:0",
"RELIGION":"crwdns25411:0crwdne25411:0",
"REMARKABLE_ATHLETE":"crwdns25412:0crwdne25412:0",
"REPEAT":"crwdns38941:0crwdne38941:0",
"REPORT_AN_ISSUE":"crwdns37647:0crwdne37647:0",
+ "RESET":"crwdns41087:0crwdne41087:0",
"REQUIRES_API":"crwdns25413:0crwdne25413:0",
"RESISTANCES_AND_IMMUNITIES":"crwdns25414:0crwdne25414:0",
"RESOURCES":"crwdns25415:0crwdne25415:0",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"crwdns25421:0crwdne25421:0",
"SAN":"crwdns37648:0crwdne37648:0",
"SANITY":"crwdns37649:0crwdne37649:0",
+ "SANITY_SAVING_THROW":"crwdns41088:0crwdne41088:0",
"SAVE":"crwdns25422:0crwdne25422:0",
"SAVE_DC":"crwdns25423:0crwdne25423:0",
"SAVE_FAILURE":"crwdns38942:0crwdne38942:0",
@@ -828,6 +854,7 @@
"STEALTH":"crwdns25487:0crwdne25487:0",
"STR":"crwdns25488:0crwdne25488:0",
"STRENGTH":"crwdns25489:0crwdne25489:0",
+ "STRENGTH_SAVING_THROW":"crwdns41089:0crwdne41089:0",
"STR_13":"crwdns25490:0crwdne25490:0",
"STR_15":"crwdns25491:0crwdne25491:0",
"STUNNED":"crwdns25492:0crwdne25492:0",
@@ -851,6 +878,7 @@
"TREMORSENSE":"crwdns25512:0crwdne25512:0",
"TRUESIGHT":"crwdns25513:0crwdne25513:0",
"TURN":"crwdns37657:0crwdne37657:0",
+ "TURN_RECHARGE":"crwdns41090:0crwdne41090:0",
"TURN_OFF_FILTERING":"crwdns37658:0crwdne37658:0",
"TYPE":"crwdns25515:0crwdne25515:0",
"UNARMORED":"crwdns25516:0crwdne25516:0",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"crwdns25530:0crwdne25530:0",
"WHISPERED_TO_GM":"crwdns25531:0crwdne25531:0",
"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",
"YES":"crwdns25536:0crwdne25536:0"
}
\ No newline at end of file
diff --git a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css
index ff76406e36..3a25bb7c53 100644
--- a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css
+++ b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css
@@ -2531,10 +2531,6 @@ button[type=roll] * {
display: inline-block;
}
-.charsheet .sheet-skills-list-cs {
- display: none !important;
-}
-
/* TRANSITION SCRIPT */
.sheet-class_options,
.sheet-skill_options,
@@ -2701,7 +2697,7 @@ button[type=roll] * {
}
.charsheet.lang-cs .sheet-class {
- width: 80px;
+ width: 79px;
}
.charsheet.lang-cs .sheet-hlabel-container .sheet-multiclass-display {
@@ -2714,12 +2710,4 @@ button[type=roll] * {
.charsheet.lang-cs .sheet-hlabel-container input.sheet-class-level {
width: 28px;
-}
-
-.charsheet.lang-cs .sheet-skills-list-cs {
- display: block !important;
-}
-
-.charsheet.lang-cs .sheet-skills-list {
- display: none !important;
}
\ No newline at end of file
diff --git a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html
index 850149e0a0..b361571e08 100644
--- a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html
+++ b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html
@@ -72,166 +72,86 @@
@@ -8023,4 +7777,4 @@
});
};
-
+
\ No newline at end of file
diff --git a/5th Edition OGL by Roll20/translation.json b/5th Edition OGL by Roll20/translation.json
index 25d8c9b9cf..6e3927e9ec 100644
--- a/5th Edition OGL by Roll20/translation.json
+++ b/5th Edition OGL by Roll20/translation.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/af.json b/5th Edition OGL by Roll20/translations/af.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/af.json
+++ b/5th Edition OGL by Roll20/translations/af.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/cs.json b/5th Edition OGL by Roll20/translations/cs.json
index 6b606ca85e..62f34af1fe 100644
--- a/5th Edition OGL by Roll20/translations/cs.json
+++ b/5th Edition OGL by Roll20/translations/cs.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,athletics,sleight-of-hand,history,deception,medicine,arcana,religion,stealth,animal-handling,investigation,persuasion,survival,nature,performance,insight,perception,intimidation",
"npc-options-u":"NASTAVENÍ NPC",
"name-u":"JMÉNO",
"npc-type-u":"TYP NPC",
diff --git a/5th Edition OGL by Roll20/translations/da.json b/5th Edition OGL by Roll20/translations/da.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/da.json
+++ b/5th Edition OGL by Roll20/translations/da.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/de.json b/5th Edition OGL by Roll20/translations/de.json
index 113855ef7c..92738e6094 100644
--- a/5th Edition OGL by Roll20/translations/de.json
+++ b/5th Edition OGL by Roll20/translations/de.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"Akrobatik, Mit Tieren umgehen, Arkana, Athletik, Täuschen, Geschichte, Einsicht, Einschüchtern, Nachforschen, Medizin, Natur, Wahrnehmung, Darstellen, Überreden, Religion, Fingerfertigkeit, Heimlichkeit, Überlebenskunst",
"npc-options-u":"NSC Optionen",
"name-u":"Name",
"npc-type-u":"NSC Typ",
diff --git a/5th Edition OGL by Roll20/translations/el.json b/5th Edition OGL by Roll20/translations/el.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/el.json
+++ b/5th Edition OGL by Roll20/translations/el.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/en.json b/5th Edition OGL by Roll20/translations/en.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/en.json
+++ b/5th Edition OGL by Roll20/translations/en.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/es.json b/5th Edition OGL by Roll20/translations/es.json
index 53ef1e0527..8e4de90d35 100644
--- a/5th Edition OGL by Roll20/translations/es.json
+++ b/5th Edition OGL by Roll20/translations/es.json
@@ -1,4 +1,5 @@
{
+ "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":"OPCIONES DE PNJ",
"name-u":"NOMBRE",
"npc-type-u":"TIPO DE PNJ",
diff --git a/5th Edition OGL by Roll20/translations/fr.json b/5th Edition OGL by Roll20/translations/fr.json
index c02d40bc58..9e966c2549 100644
--- a/5th Edition OGL by Roll20/translations/fr.json
+++ b/5th Edition OGL by Roll20/translations/fr.json
@@ -1,4 +1,5 @@
{
+ "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":"OPTIONS PNJ",
"name-u":"NOM",
"npc-type-u":"TYPE PNJ",
diff --git a/5th Edition OGL by Roll20/translations/he.json b/5th Edition OGL by Roll20/translations/he.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/he.json
+++ b/5th Edition OGL by Roll20/translations/he.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/it.json b/5th Edition OGL by Roll20/translations/it.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/it.json
+++ b/5th Edition OGL by Roll20/translations/it.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/ja.json b/5th Edition OGL by Roll20/translations/ja.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/ja.json
+++ b/5th Edition OGL by Roll20/translations/ja.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/ko.json b/5th Edition OGL by Roll20/translations/ko.json
index 9bd6833359..b2b6d2560a 100644
--- a/5th Edition OGL by Roll20/translations/ko.json
+++ b/5th Edition OGL by Roll20/translations/ko.json
@@ -1,4 +1,5 @@
{
+ "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",
@@ -8,7 +9,7 @@
"npc-armor-place":"scale mail",
"hit-points-u":"HIT POINTS",
"formula-u":"FORMULA",
- "speed-u":"SPEED",
+ "speed-u":"속도",
"npc-speed-place":"30 ft., fly 60ft.",
"attributes-u":"ATTRIBUTES",
"str-u":"STR",
@@ -54,17 +55,17 @@
"spellcast-npc-u":"SPELLCASTING NPC",
"spell-ability-u":"SPELLCASTING ABILITY",
"none-u":"NONE",
- "strength-u":"STRENGTH",
+ "strength-u":"힘",
"strength-save-u":"STRENGTH SAVE",
- "dexterity-u":"DEXTERITY",
+ "dexterity-u":"민첩성",
"dexterity-save-u":"DEXTERITY SAVE",
- "constitution-u":"CONSTITUTION",
+ "constitution-u":"건강",
"constitution-save-u":"CONSTITUTION SAVE",
- "intelligence-u":"INTELLIGENCE",
+ "intelligence-u":"지능",
"intelligence-save-u":"INTELLIGENCE SAVE",
- "wisdom-u":"WISDOM",
+ "wisdom-u":"지혜",
"wisdom-save-u":"WISDOM SAVE",
- "charisma-u":"CHARISMA",
+ "charisma-u":"매력",
"charisma-save-u":"CHARISMA SAVE",
"spell-dc-u":"SPELL DC",
"spell-atk-bonus-u":"SPELL ATTACK BONUS",
@@ -215,37 +216,37 @@
"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",
+ "char-name-u":"캐릭터 이름",
+ "barbarian":"바바리안",
+ "bard":"음유시인",
+ "cleric":"클레릭",
+ "druid":"드루이드",
+ "fighter":"전사",
+ "monk":"몽크",
+ "paladin":"성기사",
+ "ranger":"레인저",
+ "rogue":"로그",
+ "sorcerer":"소서러",
+ "warlock":"워록",
+ "wizard":"위저드",
+ "class-level-u":"클래스 & 레벨",
+ "background-u":"배경",
+ "race-u":"종족",
+ "alignment-u":"가치관",
+ "exp-pts-u":"경험 포인트",
+ "inspiration-u":"영감",
+ "prof-bonus-u":"능숙도 보너스",
+ "strength":"힘",
"strength-save":"Strength Save",
- "dexterity":"Dexterity",
+ "dexterity":"민첩성",
"dexterity-save":"Dexterity Save",
- "constitution":"Constitution",
+ "constitution":"건강",
"constitution-save":"Constitution Save",
- "intelligence":"Intelligence",
+ "intelligence":"지능",
"intelligence-save":"Intelligence Save",
- "wisdom":"Wisdom",
+ "wisdom":"지혜",
"wisdom-save":"Wisdom Save",
- "charisma":"Charisma",
+ "charisma":"매력",
"charisma-save":"Charisma Save",
"saving-throws-u":"SAVING THROWS",
"acrobatics-core":"Acrobatics (Dex)",
@@ -278,16 +279,16 @@
"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",
+ "init-u":"우선권",
+ "hp-max-u":"최대 HP",
+ "hp-current-u":"현재 HP",
+ "hp-temp-u":"임시 HP",
+ "total":"합계",
"hit-dice-u":"HIT DICE",
- "successes-u":"SUCCESSES",
- "failures-u":"FAILURES",
+ "successes-u":"성공",
+ "failures-u":"실패",
"death-save-u":"DEATH SAVE",
- "death-saves-u":"DEATH SAVES",
+ "death-saves-u":"사망 판정",
"atk-u":"ATK",
"dmg-type-u":"DAMAGE/TYPE",
"attack:-u":"ATTACK:",
diff --git a/5th Edition OGL by Roll20/translations/nl.json b/5th Edition OGL by Roll20/translations/nl.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/nl.json
+++ b/5th Edition OGL by Roll20/translations/nl.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/pt.json b/5th Edition OGL by Roll20/translations/pt.json
index b57e991624..6ac59aa5db 100644
--- a/5th Edition OGL by Roll20/translations/pt.json
+++ b/5th Edition OGL by Roll20/translations/pt.json
@@ -1,4 +1,5 @@
{
+ "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":"OPÇÕES DE PDM",
"name-u":"NOME",
"npc-type-u":"TIPO DE PDM",
@@ -212,7 +213,7 @@
"adv-u":"VANTAGEM",
"norm-u":"NORMAL",
"disadv-u":"DESVANTAGEM",
- "core-u":"NÚCLEO",
+ "core-u":"BASE",
"bio-u":"BIO",
"spells-u":"MAGIAS",
"char-name-u":"NOME DO PERSONAGEM",
@@ -347,7 +348,7 @@
"allies-orgs-u":"ALIADOS & ORGANIZAÇÕES",
"add-feats-traits-u":"CARACTERÍSTICAS & TRAÇOS ADICIONAIS",
"treasure-u":"TESOURO",
- "spell-save-dc-u":"CD DE RESIST. DA MAGIA",
+ "spell-save-dc-u":"CD DE RESISTÊNCIA DA MAGIA",
"cantrips-u":"TRUQUES",
"ritual-u":"RITUAL",
"casting-time:-u":"TEMPO P/ CONJURAR:",
@@ -356,9 +357,9 @@
"half-dmg-place":"metade do dano",
"hit-die:-u":"DADO DE VIDA:",
"initiative-mod:-u":"MODIFICADOR DE INICIATIVA:",
- "glob-saving-mod:-u":"MODIFICADOR GERAL DOS TESTES DE RESISTÊNCIA:",
+ "glob-saving-mod:-u":"MOD. GERAL DOS TESTES DE RESISTÊNCIA:",
"glob-ac-mod:-u":"MODIFICADOR GERAL DA CA:",
- "glob-atk-mod:-u":"MODIFICADOR GERAL DE ATAQUES MAGICOS:",
+ "glob-atk-mod:-u":"MODIFICADOR GERAL DE ATAQUES MÁGICOS:",
"pass-perc-mod:-u":"MODIFICADOR DE PERCEPÇÃO PASSIVA:",
"death-save-mod:-u":"MODIFICADOR DE RESISTÊNCIA À MORTE:",
"magic-caster-lvl:-u":"NÍVEL DE CONJURADOR:",
@@ -392,7 +393,7 @@
"always-whisper-roll":"Sempre sussurar rolagens",
"never-roll-dmg":"Não rolar dano automaticamente",
"always-roll-dmg":"Rolar dano & critico automaticamente",
- "add-char-to-templates:-u":"ADICIONAR NOME DO PERSONAGEM AOS MODELOS:",
+ "add-char-to-templates:-u":"ADD. NOME DO PERSONAGEM AOS MODELOS:",
"on":"Sim",
"off":"Não",
"inventory:-u":"INVENTÁRIO:",
diff --git a/5th Edition OGL by Roll20/translations/ru.json b/5th Edition OGL by Roll20/translations/ru.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/ru.json
+++ b/5th Edition OGL by Roll20/translations/ru.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/sv.json b/5th Edition OGL by Roll20/translations/sv.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/sv.json
+++ b/5th Edition OGL by Roll20/translations/sv.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/tr.json b/5th Edition OGL by Roll20/translations/tr.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/tr.json
+++ b/5th Edition OGL by Roll20/translations/tr.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/zh.json b/5th Edition OGL by Roll20/translations/zh.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/zh.json
+++ b/5th Edition OGL by Roll20/translations/zh.json
@@ -1,4 +1,5 @@
{
+ "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",
diff --git a/5th Edition OGL by Roll20/translations/zu.json b/5th Edition OGL by Roll20/translations/zu.json
index e6f6555fa0..e2911626b2 100644
--- a/5th Edition OGL by Roll20/translations/zu.json
+++ b/5th Edition OGL by Roll20/translations/zu.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"crwdns41056:0crwdne41056:0",
"npc-options-u":"crwdns25537:0crwdne25537:0",
"name-u":"crwdns25538:0crwdne25538:0",
"npc-type-u":"crwdns25539:0crwdne25539:0",
diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html
index 17ae067a6c..92e1597edf 100644
--- a/AD&D 2E Revised/2ESheet.html
+++ b/AD&D 2E Revised/2ESheet.html
@@ -1,6 +1,6 @@
\ No newline at end of file
diff --git a/AD&D 2E Revised/2EStyle.css b/AD&D 2E Revised/2EStyle.css
index 3b0ac6f155..6cbf45b531 100644
Binary files a/AD&D 2E Revised/2EStyle.css and b/AD&D 2E Revised/2EStyle.css differ
diff --git a/AD&D 2E Revised/sheet.json b/AD&D 2E Revised/sheet.json
index f0b517df66..4681d08f71 100644
--- a/AD&D 2E Revised/sheet.json
+++ b/AD&D 2E Revised/sheet.json
@@ -3,6 +3,6 @@
"css": "2EStyle.css",
"authors": "SFX",
"preview": "2EPreview.png",
- "roll20userid": "877778",
- "instructions": "This is a revised sheet for Advanced Dungeons and Dragons 2nd Edition for both Player Characters and Monsters. The sheet no longer requires +'s in front of numbers except where they already exist. -'s are still needed where applicable. Numerous Skills and Powers sections have been added. As well as Psionics, both versions. Weapons sections have been split to accomodate the introduction of specific modifiers. This sheet has full integration for macro support within many fields of the sheet. Equipment Carried and Gem Value Totals are now autocalculating fields. Please update these trackers by changing a quantity value and then changing it back. If in need of assistance or to report a bug, please send a message to https://app.roll20.net/users/877778/SFX and I will be happy to assist you."
+ "roll20userids": "877778",
+ "instructions": "This sheet supports Advanced Dungeons and Dragons 2nd Edition Revised for both Player Characters and Monsters. This sheet has full integration for macro support within many fields of the sheet. Many fields are now autocalculating fields. Please update these trackers by changing a quantity value and then changing it back. If in need of assistance or to report a bug, please send a message to https://app.roll20.net/users/877778/SFX and I will be happy to assist you.",
}
diff --git a/AD&D_2E/2ESheet.html b/AD&D_2E/2ESheet.html
index 3af089bad4..7c4668f342 100644
--- a/AD&D_2E/2ESheet.html
+++ b/AD&D_2E/2ESheet.html
@@ -2,14 +2,15 @@
Announcements
Recent Changes
-
Sheet version: 1.0.3a
+
Sheet version: 1.0.3b
Added 2Echeck template and relevant css
Updated Information header.
Added an attribute to the checkbox for hiding rogue skills so that it will stay hidden when checked.
Added support for custom critical hit damage to the 2Eattack template.
Fixed 2Eattack template to check if crit damage values are used.
- Improved handling of styles used for table headers to reduce the code footprint of the sheet.
+ Improved handling of styles used for table headers to reduce the code footprint of the sheet.
+ Added optional property for displaying reference for source materials to the 2Espell template.
Proposed Changes
Adding an option to display an "Alternate Character Sheet" with the following features:
{{/effects}}
diff --git a/AD&D_2E/sheet.json b/AD&D_2E/sheet.json
index 4b9f23b79c..eb3f90d441 100644
--- a/AD&D_2E/sheet.json
+++ b/AD&D_2E/sheet.json
@@ -1,8 +1,8 @@
{
"html": "2ESheet.html",
"css": "2EStyle.css",
- "authors": "Dylan G. based on work by Stephen S. Rolltemplates and continuing development by Elena S.",
+ "authors": "Aqua Alex, Dylan G. based on work by Stephen S. Rolltemplates and continuing development by Elena S.",
"preview": "2EPreview.png",
- "roll20userid": "35199, 1638432",
- "instructions": "# Character Sheet\r This sheet includes everything you need to run a character or monster in an Advanced Dungeons and Dragons, Second Edition campaign, including many resources from Skills & Powers. Please try to make sure there is a plain number value (and any appropriate + or - signs) in fields used for the weapon macros.\r\r## Sheet Documentation\r To view the sheet documentation wiki page with detailed instructions on using the various functions and roll templates available with this character sheet please see the [AD&D 2nd Edition wiki](https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet)\r This wiki page also includes links to many community maintained resources designed to make your AD&D 2nd Edition games more enjoyable.\r If you would like to participate in the continuing development of this character sheet we welcome all community input. Check the [Sheet Development Thread](https://app.roll20.net/forum/post/4641304/ad-and-d-2nd-edition-simple-sheet-sheet-development-and-improvements-beta) and feel free to post any comments, questions, or use the link provided there to join the test game.\r\r## Roll Templates\r Several roll templates are available to use with your custom macros. Here is a quick description of each (for more detailed information please see the sheet documentation).\r\r*- 2Edefault - behaves very much like the standard roll20 default template with a few optional features. Such as adding a subtitle, and adding descriptive text fields.\r* 2Eattack - A template designed for comprehensive weapon attack resolution. It even includes optional support for critical hits and fumbles.\r* 2Echeck - This template handles Ability, Rogue Skill, and Proficiency checks. It provides a clear and concise display of whether the check is fails or succeeds, and displays the relevant roll and target number for verification.\r* 2Esave - This template handles saving throw rolls in a clear and concise manner, and circumvents a quirk of the dice engine which fails when attempting to make a comparison against a negative number.\r* 2Espell - A nice clean template for displaying spell information. Includes fields for all of the standard 2nd edition spell attributes and an area to describe the spell effects. Also has optional attributes for easy damage and healing resolution.\r\r## Special Thanks\r\r* Dylan G. and Stephen S. (sheet creators)\r* Everyone in the character sheet test game."
+ "roll20userid": "35199, 1638432, 1048758",
+ "instructions": "# Character Sheet\r This sheet includes everything you need to run a character or monster in an Advanced Dungeons and Dragons, Second Edition campaign, including many resources from Skills & Powers. Please try to make sure there is a plain number value (and any appropriate + or - signs) in fields used for the weapon macros.\r\r## Sheet Documentation\r To view the sheet documentation wiki page with detailed instructions on using the various functions and roll templates available with this character sheet please see the [AD&D 2nd Edition wiki](https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet)\r This wiki page also includes links to many community maintained resources designed to make your AD&D 2nd Edition games more enjoyable.\r If you would like to participate in the continuing development of this character sheet we welcome all community input. Check the [Sheet Development Thread](https://app.roll20.net/forum/post/4641304/ad-and-d-2nd-edition-simple-sheet-sheet-development-and-improvements-beta) and feel free to post any comments, questions, or use the link provided there to join the test game.\r\r## Roll Templates\r Several roll templates are available to use with your custom macros. Here is a quick description of each (for more detailed information please see the sheet documentation).\r\r*- 2Edefault - behaves very much like the standard roll20 default template with a few optional features. Such as adding a subtitle, and adding descriptive text fields.\r* 2Eattack - A template designed for comprehensive weapon attack resolution. It even includes optional support for critical hits and fumbles.\r* 2Echeck - This template handles Ability, Rogue Skill, and Proficiency checks. It provides a clear and concise display of whether the check is fails or succeeds, and displays the relevant roll and target number for verification.\r* 2Esave - This template handles saving throw rolls in a clear and concise manner, and circumvents a quirk of the dice engine which fails when attempting to make a comparison against a negative number.\r* 2Espell - A nice clean template for displaying spell information. Includes fields for all of the standard 2nd edition spell attributes and an area to describe the spell effects. Also has optional attributes for easy damage and healing resolution, added section for reference to source materials.\r\r## Special Thanks\r\r* Dylan G. and Stephen S. (sheet creators)\r* Everyone in the character sheet test game."
}
diff --git a/Anima-Beyond-Fantasy/translations/pt.json b/Anima-Beyond-Fantasy/translations/pt.json
index 02527a2b1b..6618d98271 100644
--- a/Anima-Beyond-Fantasy/translations/pt.json
+++ b/Anima-Beyond-Fantasy/translations/pt.json
@@ -1,15 +1,15 @@
{
"0":"",
"tab-general":"Geral",
- "tab-magic":"Magic",
+ "tab-magic":"Magia",
"tab-psychic":"Psychic",
"tab-ki":"Ki",
- "tab-armory":"Armory",
+ "tab-armory":"Arsenal",
"char-info":"Informação do Personagem",
"name":"Nome",
"char-gender":"Sexo",
"char-height":"Altura",
- "char-weight":"Weight",
+ "char-weight":"Peso",
"char-size":"Tamanho",
"char-appearance":"Aparên.",
"race":"Race",
diff --git a/Barbarians Of Lemuria - Mythic/translations/pt.json b/Barbarians Of Lemuria - Mythic/translations/pt.json
index 6215e8d0e8..21b5b25e1f 100644
--- a/Barbarians Of Lemuria - Mythic/translations/pt.json
+++ b/Barbarians Of Lemuria - Mythic/translations/pt.json
@@ -1,7 +1,7 @@
{
"1st":"1º",
"2nd":"2º",
- "3rd":"3rd",
+ "3rd":"3º",
"4th":"4º",
"5th":"5º",
"advance":"Advance",
@@ -10,7 +10,7 @@
"ag-pen":"Ag.Pen.",
"agility":"Agilidade",
"agility-penalty":"Agility Penalty",
- "agility-roll":"Agility roll",
+ "agility-roll":"Rolagem de agilidade",
"agility-roll-bonus-die":"Agility roll with a Bonus die",
"agility-roll-penalty-die":"Agility roll with a Penalty die",
"appeal":"Appeal",
diff --git a/Blades in the Dark/Assets/clocks/clock12-0.png b/Blades in the Dark/Assets/clocks/clock12-0.png
new file mode 100644
index 0000000000..64c2e02fac
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diff --git a/Blades in the Dark/Assets/clocks/clock12-1.png b/Blades in the Dark/Assets/clocks/clock12-1.png
new file mode 100644
index 0000000000..5cfbb61e23
Binary files /dev/null and b/Blades in the Dark/Assets/clocks/clock12-1.png differ
diff --git a/Blades in the Dark/Assets/clocks/clock12-10.png b/Blades in the Dark/Assets/clocks/clock12-10.png
new file mode 100644
index 0000000000..6c8c53887f
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diff --git a/Blades in the Dark/Assets/clocks/clock12-11.png b/Blades in the Dark/Assets/clocks/clock12-11.png
new file mode 100644
index 0000000000..7f4b3265b7
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diff --git a/Blades in the Dark/Assets/clocks/clock12-12.png b/Blades in the Dark/Assets/clocks/clock12-12.png
new file mode 100644
index 0000000000..b7174f4f20
Binary files /dev/null and b/Blades in the Dark/Assets/clocks/clock12-12.png differ
diff --git a/Blades in the Dark/Assets/clocks/clock12-2.png b/Blades in the Dark/Assets/clocks/clock12-2.png
new file mode 100644
index 0000000000..d855e2c866
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diff --git a/Blades in the Dark/Assets/clocks/clock12-3.png b/Blades in the Dark/Assets/clocks/clock12-3.png
new file mode 100644
index 0000000000..96b3a3f0fe
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diff --git a/Blades in the Dark/Assets/clocks/clock12-4.png b/Blades in the Dark/Assets/clocks/clock12-4.png
new file mode 100644
index 0000000000..13a182c784
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diff --git a/Blades in the Dark/Assets/clocks/clock12-5.png b/Blades in the Dark/Assets/clocks/clock12-5.png
new file mode 100644
index 0000000000..3237201f61
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diff --git a/Blades in the Dark/Assets/clocks/clock12-6.png b/Blades in the Dark/Assets/clocks/clock12-6.png
new file mode 100644
index 0000000000..f46d540762
Binary files /dev/null and b/Blades in the Dark/Assets/clocks/clock12-6.png differ
diff --git a/Blades in the Dark/Assets/clocks/clock12-7.png b/Blades in the Dark/Assets/clocks/clock12-7.png
new file mode 100644
index 0000000000..00d02be474
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diff --git a/Blades in the Dark/Assets/clocks/clock12-8.png b/Blades in the Dark/Assets/clocks/clock12-8.png
new file mode 100644
index 0000000000..1cfec8a6fe
Binary files /dev/null and b/Blades in the Dark/Assets/clocks/clock12-8.png differ
diff --git a/Blades in the Dark/Assets/clocks/clock12-9.png b/Blades in the Dark/Assets/clocks/clock12-9.png
new file mode 100644
index 0000000000..98ed9eab99
Binary files /dev/null and b/Blades in the Dark/Assets/clocks/clock12-9.png differ
diff --git a/Blades in the Dark/Assets/clocks/clock4-0.png b/Blades in the Dark/Assets/clocks/clock4-0.png
new file mode 100644
index 0000000000..3efd744605
Binary files /dev/null and b/Blades in the Dark/Assets/clocks/clock4-0.png differ
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diff --git a/Blades in the Dark/README.md b/Blades in the Dark/README.md
index a92ae926b9..4632a3bf72 100644
--- a/Blades in the Dark/README.md
+++ b/Blades in the Dark/README.md
@@ -4,6 +4,12 @@ This is a character sheet for Blades in the Dark for use on Roll20.
## Changelog
+### 1.1
+* Some small visual changes, mostly around boxes for stress/rep/heat/coin/stash
+* Maximum number of stress boxes increased to 14
+* Image hosting moved to Github
+* Updated 6-segment clock to use correct image
+
### 1.0.2
* Small styling tweaks
diff --git a/Blades in the Dark/Source/character.html b/Blades in the Dark/Source/character.html
index 247aa73f1b..84b7fd4aee 100644
--- a/Blades in the Dark/Source/character.html
+++ b/Blades in the Dark/Source/character.html
@@ -48,7 +48,7 @@
-
+
@@ -66,8 +66,8 @@
- Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
-
+ Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
+
Choose a plan, provide the detail.
- Choose your load for the operation.
+ Choose your load limit for the operation.
Assault: Point of attack
@@ -877,7 +884,7 @@
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diff --git a/Blades in the Dark/Source/crew.html b/Blades in the Dark/Source/crew.html
index ef53b0ee1e..cad957a79f 100644
--- a/Blades in the Dark/Source/crew.html
+++ b/Blades in the Dark/Source/crew.html
@@ -129,7 +129,7 @@
Flexible character sheet width (adapts to container)
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
Recovery Get treatment in downtime to activate your healing project clock ►
Progress01234
Armor
+Heavy
Special
Coin
Stash
Special Abilities
Mark XP:
Playbook Advancement
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
Teamwork
Assist a teammate
Lead a group action
Protect a teammate
Set up a teammate
Gather Information
What's really going on here?
Strictures
When you gain a new vampire trait (except veteran), add a stricture.
Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
Forbidden: You cannot enter a private residence without permission from the owner.
Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
Bound: Your spirit must remain in this body, or be destroyed.
Load
Light
Normal
Heavy
Items(italics don't count for load)
Alchemicals
Bandolier
Bandolier
When you use a bandolier slot, choose an alchemical:
Alcahest
Binding Oil
Drift Oil
Drown Powder
Eyeblind Poison
Fire Oil
Grenade
Quicksilver
Skullfire Poison
Smoke Bomb
Spark (drug)
Standstill Poison
Trance Powder
Planning & Load
Choose a plan, provide the detail. Choose your load for the operation.
Assault: Point of attack
Occult: Arcane power
Deception: Method
Social: Connection
Stealth: Entry point
Transport: Route
Bonus Die
+
Push yourself (take 2 ) - or - accept a Devil's Bargain
Clocks
Crew sheet
Rep
Turf
Hold
Weak
Strong
Lair
Heat
Coin
Vaults
Upon crew advance, each PC gets +1 Stash (+2 per Tier)
Special Abilities
Mark XP:
Crew Advancement
At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Lair
Quality
Training
Cohorts
Upgrade Costs
New Cohort: 2
Add Type: 2
Gang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Clocks
Generate Factions
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
War
When you're at war with any number of factions (status -3), the following penalties apply:
Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
PCs get only one free downtime action instead of two.
Take +1 heat from each score.
Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
+
Version
y
Add abilitiesAdd friends/contacts
Number of stress boxes
Show an extra trauma box
Show an extra xp condition
Extra xp boxes for vampires
Show vampire strictures
Show frame section (for hulls)
Show deity fields for crew
Show playbook item 0
Show playbook item 1
Show playbook item 2
Show playbook item 3
Show playbook item 4
Show playbook item 5
Show playbook item 6
Show playbook item 7
Show playbook item 8
Show playbook item 9
Label to use for stress
Label to use for trauma
Traumata
Vice
Load: light normal heavy
Flexible character sheet width (adapts to container)
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
Recovery Get treatment in downtime to activate your healing project clock ►
Progress01234
Armor
+Heavy
Special
Coin
Stash
Special Abilities
Mark XP:
Playbook Advancement
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
Teamwork
Assist a teammate
Lead a group action
Protect a teammate
Set up a teammate
Gather Information
What's really going on here?
Strictures
When you gain a new vampire trait (except veteran), add a stricture.
Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
Forbidden: You cannot enter a private residence without permission from the owner.
Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
Bound: Your spirit must remain in this body, or be destroyed.
Load
Light
Normal
Heavy
Items(italics don't count for load)
Alchemicals
Bandolier
Bandolier
When you use a bandolier slot, choose an alchemical:
Alcahest
Binding Oil
Drift Oil
Drown Powder
Eyeblind Poison
Fire Oil
Grenade
Quicksilver
Skullfire Poison
Smoke Bomb
Spark (drug)
Standstill Poison
Trance Powder
Planning & Load
Choose a plan, provide the detail. Choose your load limit for the operation.
Assault: Point of attack
Occult: Arcane power
Deception: Method
Social: Connection
Stealth: Entry point
Transport: Route
Bonus Die
+
Push yourself (take 2 ) - or - accept a Devil's Bargain
Clocks
Crew sheet
Rep
Turf
Hold
Weak
Strong
Lair
Heat
Coin
Vaults
Upon crew advance, each PC gets +1 Stash (+2 per Tier)
Special Abilities
Mark XP:
Crew Advancement
At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Lair
Quality
Training
Cohorts
Upgrade Costs
New Cohort: 2
Add Type: 2
Gang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Clocks
Generate Factions
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
War
When you're at war with any number of factions (status -3), the following penalties apply:
Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
PCs get only one free downtime action instead of two.
Take +1 heat from each score.
Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}{{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}{{#notes}}
{{notes}}
{{/notes}}
diff --git a/CWOD-Demon/Demon the Fallen.css b/CWOD-Demon/Demon the Fallen.css
index d817399e2b..e2a396e4f9 100644
--- a/CWOD-Demon/Demon the Fallen.css
+++ b/CWOD-Demon/Demon the Fallen.css
@@ -179,31 +179,4 @@ input.sheet-DP4Spec:checked ~ div.sheet-DP4wSpec,
input.sheet-DP5Spec:checked ~ div.sheet-DP5wSpec
{
display: inline;
-}
-
-h4.sheet-Virt3,
-h4.sheet-Virt1,
-h4.sheet-Virt2
-{
- display: block;
-}
-
-input.sheet-Virt3,
-input.sheet-Virt1,
-input.sheet-Virt2
-{
- width: 120px;
-}
-
-input.sheet-Virt3:checked ~ h4.sheet-Virt3,
-input.sheet-SCorI2:checked ~ h4.sheet-SCorI2
-{
- display: none;
-}
-
-input.sheet-Virt1:checked ~ h4.sheet-Virt1,
-input.sheet-Virt2:checked ~ h4.sheet-Virt2
-{
- display: none;
-}
-
+}
\ No newline at end of file
diff --git a/CWOD-Demon/Demon the Fallen.html b/CWOD-Demon/Demon the Fallen.html
index eb09e104e6..ece0d10285 100644
--- a/CWOD-Demon/Demon the Fallen.html
+++ b/CWOD-Demon/Demon the Fallen.html
@@ -1,4 +1,4 @@
-
+
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Strength
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Charisma
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Streetwise
Subterfuge
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Animal Ken
Craft
Demolitions
@@ -137,44 +321,152 @@
Technology
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Academics
Computer
Finance
@@ -190,223 +482,928 @@
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Conviction
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Other Traits
-
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Click to manifest:
+
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Flaws
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Temporary
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Temporary
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-
-
+
+
The Wages of Sin
+
+
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+
Acts of Kindness
+
+
+
+
vs. Torment
+
+
+
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-
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-
Dice Pools
-
Attribute Ability
+
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Attribute Ability
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+
Bruised
Hurt
Injured
@@ -415,41 +1412,85 @@
Crippled
Incapacitated
-
+
+
+
-1
+
-1
+
-2
+
-2
+
-5
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Notes
-
+
+
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-
-
+
+
\ No newline at end of file
diff --git a/CWOD-Demon/Demon the Fallen.png b/CWOD-Demon/Demon the Fallen.png
index 0c191f8649..400d0fe34b 100644
Binary files a/CWOD-Demon/Demon the Fallen.png and b/CWOD-Demon/Demon the Fallen.png differ
diff --git a/CWOD-Demon/img/dice_pools.png b/CWOD-Demon/img/dice_pools.png
new file mode 100644
index 0000000000..e4b9e27867
Binary files /dev/null and b/CWOD-Demon/img/dice_pools.png differ
diff --git a/CWOD-Demon/img/flaws.png b/CWOD-Demon/img/flaws.png
new file mode 100644
index 0000000000..a286e3f524
Binary files /dev/null and b/CWOD-Demon/img/flaws.png differ
diff --git a/CWOD-Demon/img/merits.png b/CWOD-Demon/img/merits.png
new file mode 100644
index 0000000000..76313007f2
Binary files /dev/null and b/CWOD-Demon/img/merits.png differ
diff --git a/CWOD-Demon/img/notes.png b/CWOD-Demon/img/notes.png
new file mode 100644
index 0000000000..f340c71243
Binary files /dev/null and b/CWOD-Demon/img/notes.png differ
diff --git a/CWOD-Demon/img/other_traits.png b/CWOD-Demon/img/other_traits.png
new file mode 100644
index 0000000000..80154b903a
Binary files /dev/null and b/CWOD-Demon/img/other_traits.png differ
diff --git a/CWOD-Demon/sheet.json b/CWOD-Demon/sheet.json
index ba6236e17f..11c0fab63b 100644
--- a/CWOD-Demon/sheet.json
+++ b/CWOD-Demon/sheet.json
@@ -1,8 +1,8 @@
{
"html": "Demon the Fallen.html",
"css": "Demon the Fallen.css",
- "roll20userid":"bryanax665@gmail.com",
- "authors": "Bryan Axlesen, Matt Zaldivar (V20 template), Brian Shields and Benjamin Bandelow (Exalted code).",
+ "roll20userid":"990995",
+ "authors": "Bryan Axelsen, Matt Zaldivar (V20 template), Brian Shields and Benjamin Bandelow (Exalted code).",
"preview": "Demon the Fallen.png",
- "instructions": "# Demon: The Fallen Character Sheet\r For use in the classic World of Darkness. Designed after the Core paper sheet with the same headings as well. Willpower and Faith can be directy rolled from the sheet. The Dice Pool section was kept and updated to fit Demon Attributes and Abilities from the V20 sheet. The Other Traits were kept to increase gameplay flexability. All rolls from the sheet are of the from {Xd10}>Df1, where X is the number of dice and D is the difficulty. NOTE: These roll do not recognize botches or specialties. Rolls will prompt the user to modify the number of dice rolled and set the difficulty. The defaults for these are 0 and 6 respectively."
+ "instructions": "# Demon: The Fallen Character Sheet\r For use in the classic World of Darkness. Designed after the Core paper sheet with the same headings as well. Willpower and Faith can be directly rolled from the sheet. The Dice Pool section was kept and updated to fit Demon Attributes and Abilities from the V20 sheet. The Other Traits were kept to increase gameplay flexibility. All rolls from the sheet are of the from {Xd10}>Df1, where X is the number of dice and D is the difficulty. NOTE: These roll do not recognize botches or specialties. Rolls will prompt the user to modify the number of dice rolled and set the difficulty. The defaults for these are 0 and 6 respectively."
}
diff --git a/Call_of_Cthulhu/Gaslight.jpg b/Call_of_Cthulhu/Gaslight.jpg
new file mode 100644
index 0000000000..c0b7b6e88f
Binary files /dev/null and b/Call_of_Cthulhu/Gaslight.jpg differ
diff --git a/Call_of_Cthulhu_6th_Ed/translations/pt.json b/Call_of_Cthulhu_6th_Ed/translations/pt.json
index 921c87e97e..0624fa762d 100644
--- a/Call_of_Cthulhu_6th_Ed/translations/pt.json
+++ b/Call_of_Cthulhu_6th_Ed/translations/pt.json
@@ -10,7 +10,7 @@
"action":"Action",
"aftereffect":"EfeitoColateral",
"aftereffects":"EfeitosColaterais",
- "age":"Age",
+ "age":"Idade",
"agility":"Agilidade",
"aplomb":"Aplomb",
"art":"Arts",
diff --git a/Call_of_Cthulhu_7th_Ed/translations/pt.json b/Call_of_Cthulhu_7th_Ed/translations/pt.json
index 7cf98118ac..3357b95c1d 100644
--- a/Call_of_Cthulhu_7th_Ed/translations/pt.json
+++ b/Call_of_Cthulhu_7th_Ed/translations/pt.json
@@ -1,10 +1,10 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Nome",
- "player-u":"Player",
+ "player-u":"Jogador",
"occupation-u":"Ocupação",
"age-u":"Idade",
- "sex-u":"Sex",
+ "sex-u":"Sexo",
"residence-u":"Residência",
"birthplace-u":"Local de nascimento",
"characteristics-u":"Characteristics",
diff --git a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css
index e015475a91..eaf073daed 100644
--- a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css
+++ b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css
@@ -3,13 +3,25 @@
}
-
+ .sheet-details_text{
+ width:279px;
+ margin-left:5px;
+}
+
+
+.sheet-details_sex_text{
+ width:189px;
+ margin-left:5px;
+}
.sheet-blank_skill{
width:128px;
}
-
+.sheet-disorders{
+ height:80px;
+ width:97%;
+}
.charsheet div.sheet-skills1 {
display: none;
diff --git a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html
index 7a88017e51..868b33e897 100644
--- a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html
+++ b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html
@@ -6,39 +6,40 @@
@@ -2037,6 +2555,16 @@
});
});
+
+ on("change:pow", function() {
+ getAttrs(["POW"], function(values) {
+ console.log("Set stable SAN");
+ var pow = parseInt(values.POW);
+ var stable_san = pow*5;
+ setAttrs({stableSanity:stable_san});
+ });
+ });
+
diff --git a/Call_of_Cthulhu_DA/Gaslight2.jpg b/Call_of_Cthulhu_DA/Gaslight2.jpg
new file mode 100644
index 0000000000..d5fc6ad71c
Binary files /dev/null and b/Call_of_Cthulhu_DA/Gaslight2.jpg differ
diff --git a/Call_of_Cthulhu_DA/ReadMe.md b/Call_of_Cthulhu_DA/ReadMe.md
index adabed13d9..b98de3ffdc 100644
--- a/Call_of_Cthulhu_DA/ReadMe.md
+++ b/Call_of_Cthulhu_DA/ReadMe.md
@@ -1,9 +1,8 @@
# Call of Cthulhu Dark Ages Character Sheet
-Based on Levs %th Editon Character sheet with Dark Ages Skills added.
+Based on Levs 5th Editon Character sheet with Dark Ages Skills added.
New roll buttons include modified rolls, all characterisitcs and weapons now have skills and damage buttons.
Damage Bonus and hit points as well as shock is automatically calculated.
-As bonus there is a config switch at the top that will switch the skills to Modern to so you can use the new buttons for modern characters too.
+As bonus there is a config switch at the top that will switch the skills to Modern,Invictus or Gaslight.
-
-
\ No newline at end of file
+
diff --git a/Conan-2nd-Ed/conan.css b/Conan-2nd-Ed/conan.css
index f31719163a..7c818e2404 100644
--- a/Conan-2nd-Ed/conan.css
+++ b/Conan-2nd-Ed/conan.css
@@ -52,7 +52,7 @@ fieldset {
}
.charsheet {
- background-image: url("http://s898.photobucket.com/user/suntzu777/media/roll20/Sand.jpg");
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Conan-2nd-Ed/Sand.jpg");
}
.charsheet table th {
diff --git a/Conan-2nd-Ed/conan.html b/Conan-2nd-Ed/conan.html
index 7597558878..cc3c4867a0 100644
--- a/Conan-2nd-Ed/conan.html
+++ b/Conan-2nd-Ed/conan.html
@@ -18,7 +18,7 @@
-