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roll20-character-sheets-tester/5eShaped/5eShaped.html
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<div class="wrapper relative"><input type=radio name=attr_lang class="toggle-language float-right" value=ru checked><span class="toggle-language ru float-right"></span> <input type=radio name=attr_lang class="toggle-language float-right" value=it><span class="toggle-language it float-right"></span> <input type=radio name=attr_lang class="toggle-language float-right" value=fr><span class="toggle-language fr float-right"></span> <input type=radio name=attr_lang class="toggle-language float-right" value=de><span class="toggle-language de float-right"></span> <input type=radio name=attr_lang class="toggle-language float-right" value=en checked><span class="toggle-language en float-right"></span> <input class=slide-input-pc type=checkbox name=attr_is_npc value=1><label class=slide-toggle-pc><span class=slide-cover>···</span><span class=slide-toggle-pc-left data-i18n=PC><span class=en>PC</span><span class=de>PC</span><span class=fr>PJ</span><span class=it>PG</span><span class=ru>PC</span></span><span class=slide-toggle-pc-right data-i18n=NPC><span class=en>NPC</span><span class=de>NPC</span><span class=fr>PNJ</span><span class=it>PNG</span><span class=ru>NPC</span></span></label> <span class="small-label bold pad-l-sm">Shaped v<span name=attr_version class="bold small-label"></span></span><div class="core-header pc"><div class=shaped-row><div class=col-40><div class=dnd-image-wrapper><img src=http://i.imgur.com/X44kw8b.png alt="Dungeons & Dragons (5th edition)"></div><div class=character-name><input type=text name=attr_character_name><div class=wrap-box-label data-i18n=CHARACTER_NAME><span class=en>Character name</span><span class=de>Charaktename</span><span class=fr>Nom du personnage</span><span class=it>Nome del personaggio</span><span class=ru>Имя Персонажа</span></div></div></div><div class="col-60 header-info"><div class="wrap-box pad-md"><div class=shaped-row><div class="col-70 pad-r-lg"><input type=text name=attr_class_and_level readonly> <button type=roll name=roll_shaped_class class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Class & Level}} {{text_big=@{class_and_level}}}"><div class=wrap-box-label data-i18n=CLASS_AND_LEVEL><span class=en>Class & Level</span><span class=de>Klasse & Stufe</span><span class=fr>Classes & Niveaux</span><span class=it>Classe e livello</span><span class=ru>Class & Level</span></div></button></div><div class=col-30><input type=text name=attr_background> <button type=roll name=roll_shaped_background class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Background}} {{text_big=@{background}}}"><div class=wrap-box-label data-i18n=BACKGROUND><span class=en>Background</span><span class=de>Hintergrund</span><span class=fr>Background</span><span class=it>Background</span><span class=ru>Background</span></div></button></div></div><div class=shaped-row><div class="col-35 pad-r-lg"><input type=text name=attr_race> <button type=roll name=roll_shaped_race class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Race}} {{text_big=@{race}}}"><div class=wrap-box-label data-i18n=RACE><span class=en>Race</span><span class=de>Rasse</span><span class=fr>Race</span><span class=it>Razza</span><span class=ru>Раса</span></div></button></div><div class="col-35 pad-r-lg"><input type=text name=attr_alignment> <button type=roll name=roll_shaped_alignment class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Alignment}} {{text_big=@{alignment}}}"><div class=wrap-box-label data-i18n=ALIGNMENT><span class=en>Alignment</span><span class=de>Gesinnung</span><span class=fr>Alignement</span><span class=it>Allineamento</span><span class=ru>Мировоззрение</span></div></button></div><div class=col-30><div class="shaped-row flex-end"><div class=col-47><input type=number name=attr_xp class=no-spin min=0 step=1></div><div class="col-06 center">&#47;</div><div class=col-47><span name=attr_xp_next_level class="pseudo-input border-bottom center"></span></div></div><button type=roll name=roll_shaped_xp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Experience Points}} {{text_top=[[@{xp}]]&#47;[[@{xp_next_level}]]}} {{text_big=for level [[@{level} + 1]]}}"><div class=wrap-box-label data-i18n=EXPERIENCE_POINTS><span class=en>Experience Points</span><span class=de>Erfahrungspunkte</span><span class=fr>Points d'Expérience</span><span class=it>Punti esperienza</span><span class=ru>Experience Points</span></div></button></div></div></div></div></div></div><div class=mar-t-md></div><input type=radio name=attr_tab class=toggle-page-core value=core checked><span class="toggle-page-core button" data-i18n=CORE><span class=en>Core</span><span class=de>Kern</span><span class=fr>Base</span><span class=it>Base</span><span class=ru>Core</span></span> <input type=radio name=attr_tab class=toggle-page-spells value=spells><span class="toggle-page-spells button" data-i18n=SPELLS><span class=en>Spells</span><span class=de>Zauber</span><span class=fr>Sorts</span><span class=it>Incantesimi</span><span class=ru>Магия</span></span> <input type=radio name=attr_tab class="toggle-page-equipment pc" value=equipment><span class="toggle-page-equipment button pc" data-i18n=EQUIPMENT><span class=en>Equipment</span><span class=de>Ausrüstung</span><span class=fr>Équipement</span><span class=it>Equipagg.</span><span class=ru>Equipment</span></span> <input type=radio name=attr_tab class="toggle-page-character pc" value=character><span class="toggle-page-character button pc" data-i18n=CHARACTER><span class=en>Character</span><span class=de>Charakter</span><span class=fr>Personnage</span><span class=it>Personaggio</span><span class=ru>Character</span></span> <input type=radio name=attr_tab class=toggle-page-settings value=settings><span class="toggle-page-settings button pictos">y</span> <input type=radio name=attr_tab class=toggle-page-all value=all><span class="toggle-page-all button" data-i18n=ALL><span class=en>All</span><span class=de>Alles</span><span class=fr>Tout</span><span class=it>Tutto</span><span class=ru>All</span></span> <input type=checkbox name=attr_edit_mode class="toggle-edit-mode mar-l-lg negative-mar-t-eight"><span class="toggle-edit-mode pictos negative-mar-t-eight">p</span><div class="float-right mar-t-smd"><input type=radio name=attr_roll_setting class=toggle-roll-normal value=@{roll_1} checked><span class="toggle-roll-normal button" data-i18n=NORMAL><span class=en>Normal</span><span class=de>Normalerweise</span><span class=fr>Normal</span><span class=it>Normale</span><span class=ru>Normal</span></span> <input type=radio name=attr_roll_setting class=toggle-roll-advantage value=@{roll_advantage}><span class="toggle-roll-advantage button" data-i18n=ADVANTAGE><span class=en>Advantage</span><span class=de>Vorteil</span><span class=fr>Avantage</span><span class=it>Vantaggio</span><span class=ru>Advantage</span></span> <input type=radio name=attr_roll_setting class=toggle-roll-disadvantage value=@{roll_disadvantage}><span class="toggle-roll-disadvantage button" data-i18n=DISADVANTAGE><span class=en>Disadvantage</span><span class=de>Nachteil</span><span class=fr>Désavantage</span><span class=it>Svantaggio</span><span class=ru>Disadvantage</span></span></div><input type=hidden name=attr_has_barbarian_levels class="has-barbarian-levels hidden"> <input type=hidden name=attr_has_bard_levels class="has-bard-levels hidden"> <input type=hidden name=attr_has_cleric_levels class="has-cleric-levels hidden"> <input type=hidden name=attr_has_druid_levels class="has-druid-levels hidden"> <input type=hidden name=attr_has_fighter_levels class="has-fighter-levels hidden"> <input type=hidden name=attr_has_monk_levels class="has-monk-levels hidden"> <input type=hidden name=attr_has_paladin_levels class="has-paladin-levels hidden"> <input type=hidden name=attr_has_ranger_levels class="has-ranger-levels hidden"> <input type=hidden name=attr_has_rogue_levels class="has-rogue-levels hidden"> <input type=hidden name=attr_has_sorcerer_levels class="has-sorcerer-levels hidden"> <input type=hidden name=attr_has_warlock_levels class="has-warlock-levels hidden"> <input type=hidden name=attr_has_wizard_levels class="has-wizard-levels hidden"> <input type=checkbox name=attr_spell_slots_l1_toggle class="toggle-spell-level-1 hidden"> <input type=checkbox name=attr_spell_slots_l2_toggle class="toggle-spell-level-2 hidden"> <input type=checkbox name=attr_spell_slots_l3_toggle class="toggle-spell-level-3 hidden"> <input type=checkbox name=attr_spell_slots_l4_toggle class="toggle-spell-level-4 hidden"> <input type=checkbox name=attr_spell_slots_l5_toggle class="toggle-spell-level-5 hidden"> <input type=checkbox name=attr_spell_slots_l6_toggle class="toggle-spell-level-6 hidden"> <input type=checkbox name=attr_spell_slots_l7_toggle class="toggle-spell-level-7 hidden"> <input type=checkbox name=attr_spell_slots_l8_toggle class="toggle-spell-level-8 hidden"> <input type=checkbox name=attr_spell_slots_l9_toggle class="toggle-spell-level-9 hidden"><div class=spacer-smd></div><div class="section-core pc"><div class=shaped-row><div class="col-31 pad-r-sm"><div class="shaped-row mar-b-smd"><div class="col-31 pad-r-sm"><input type=hidden name=attr_finesse_mod><div class="ability-wrapper wrap-box center"><input type=hidden name=attr_strength_check_mod_formula> <button type=roll name=roll_shaped_strength_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Strength}} {{subheader=Ability Check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{strength_check_mod_formula}]]}} @{roll_setting}@{d20_mod} + @{strength_check_mod_formula}]]}} @{attacher_strength_check}" tabindex=-1><div><span class=ability-name data-i18n=STRENGTH><span class=en>Strength</span><span class=de>Stärke</span><span class=fr>Force</span><span class=it>Forza</span><span class=ru>Сила</span></span> <input type=hidden name=attr_strength_mod> <span name=attr_strength_mod_with_sign class="ability-modifier block center"></span></div></button><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_strength_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_strength_check_mod></span></div><div class="ability-score-wrapper shaped-row no-wrap center vert-center"><span name=attr_strength_calculated class="presentation small-label"></span><div class=edit><input type=number name=attr_strength class="no-spin no-border" min=1 step=1></div><div class=edit>+</div><div class=edit><input type=number name=attr_strength_bonus class="no-spin no-border" value=0 step=1></div></div></div><div class="ability-wrapper wrap-box center"><input type=hidden name=attr_dexterity_check_mod_formula> <button type=roll name=roll_shaped_dexterity_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Dexterity}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{dexterity_check_mod_formula}]]}} @{roll_setting}@{d20_mod} + @{dexterity_check_mod_formula}]]}} @{attacher_dexterity_check}" tabindex=-1><div><span class=ability-name data-i18n=DEXTERITY><span class=en>Dexterity</span><span class=de>Geschick</span><span class=fr>Dextérité</span><span class=it>Destrezza</span><span class=ru>Ловкость</span></span> <input type=hidden name=attr_dexterity_mod> <span name=attr_dexterity_mod_with_sign class="ability-modifier block center"></span></div></button><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_dexterity_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_dexterity_check_mod></span></div><div class="ability-score-wrapper shaped-row no-wrap center vert-center"><span name=attr_dexterity_calculated class="presentation small-label"></span><div class=edit><input type=number name=attr_dexterity class="no-spin no-border" min=1 step=1></div><div class=edit>+</div><div class=edit><input type=number name=attr_dexterity_bonus class="no-spin no-border" value=0 step=1></div></div></div><div class="ability-wrapper wrap-box center"><input type=hidden name=attr_constitution_check_mod_formula> <button type=roll name=roll_shaped_constitution_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Constitution}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{constitution_check_mod_formula}]]}} @{roll_setting}@{d20_mod} + @{constitution_check_mod_formula}]]}} @{attacher_constitution_check}" tabindex=-1><div><span class=ability-name data-i18n=CONSTITUTION><span class=en>Constitution</span><span class=de>Konstitution</span><span class=fr>Constitution</span><span class=it>Costituzione</span><span class=ru>Телосложение</span></span> <input type=hidden name=attr_constitution_mod> <span name=attr_constitution_mod_with_sign class="ability-modifier block center"></span></div></button><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_constitution_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_constitution_check_mod></span></div><div class="ability-score-wrapper shaped-row no-wrap center vert-center"><span name=attr_constitution_calculated class="presentation small-label"></span><div class=edit><input type=number name=attr_constitution class="no-spin no-border" min=1 step=1></div><div class=edit>+</div><div class=edit><input type=number name=attr_constitution_bonus class="no-spin no-border" value=0 step=1></div></div></div><div class="ability-wrapper wrap-box center"><input type=hidden name=attr_intelligence_check_mod_formula> <button type=roll name=roll_shaped_intelligence_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Intelligence}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{intelligence_check_mod_formula}]]}} @{roll_setting}@{d20_mod} + @{intelligence_check_mod_formula}]]}} @{attacher_intelligence_check}" tabindex=-1><div><span class=ability-name data-i18n=INTELLIGENCE><span class=en>Intelligence</span><span class=de>Intelligenz</span><span class=fr>Intelligence</span><span class=it>Intelligenza</span><span class=ru>Интеллект</span></span> <input type=hidden name=attr_intelligence_mod> <span name=attr_intelligence_mod_with_sign class="ability-modifier block center"></span></div></button><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_intelligence_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_intelligence_check_mod></span></div><div class="ability-score-wrapper shaped-row no-wrap center vert-center"><span name=attr_intelligence_calculated class="presentation small-label"></span><div class=edit><input type=number name=attr_intelligence class="no-spin no-border" min=1 step=1></div><div class=edit>+</div><div class=edit><input type=number name=attr_intelligence_bonus class="no-spin no-border" value=0 step=1></div></div></div><div class="ability-wrapper wrap-box center"><input type=hidden name=attr_wisdom_check_mod_formula> <button type=roll name=roll_shaped_wisdom_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Wisdom}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{wisdom_check_mod_formula}]]}} @{roll_setting}@{d20_mod} + @{wisdom_check_mod_formula}]]}} @{attacher_wisdom_check}" tabindex=-1><div><span class=ability-name data-i18n=WISDOM><span class=en>Wisdom</span><span class=de>Weisheit</span><span class=fr>Sagesse</span><span class=it>Saggezza</span><span class=ru>Мудрость</span></span> <input type=hidden name=attr_wisdom_mod> <span name=attr_wisdom_mod_with_sign class="ability-modifier block center"></span></div></button><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_wisdom_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_wisdom_check_mod></span></div><div class="ability-score-wrapper shaped-row no-wrap center vert-center"><span name=attr_wisdom_calculated class="presentation small-label"></span><div class=edit><input type=number name=attr_wisdom class="no-spin no-border" min=1 step=1></div><div class=edit>+</div><div class=edit><input type=number name=attr_wisdom_bonus class="no-spin no-border" value=0 step=1></div></div></div><div class="ability-wrapper wrap-box center"><input type=hidden name=attr_charisma_check_mod_formula> <button type=roll name=roll_shaped_charisma_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Charisma}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{charisma_check_mod_formula}]]}} @{roll_setting}@{d20_mod} + @{charisma_check_mod_formula}]]}} @{attacher_charisma_check}" tabindex=-1><div><span class=ability-name data-i18n=CHARISMA><span class=en>Charisma</span><span class=de>Charisma</span><span class=fr>Charisme</span><span class=it>Carisma</span><span class=ru>Харизма</span></span> <input type=hidden name=attr_charisma_mod> <span name=attr_charisma_mod_with_sign class="ability-modifier block center"></span></div></button><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_charisma_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_charisma_check_mod></span></div><div class="ability-score-wrapper shaped-row no-wrap center vert-center"><span name=attr_charisma_calculated class="presentation small-label"></span><div class=edit><input type=number name=attr_charisma class="no-spin no-border" min=1 step=1></div><div class=edit>+</div><div class=edit><input type=number name=attr_charisma_bonus class="no-spin no-border" value=0 step=1></div></div></div></div><div class="col-69 pad-l-sm"><div class="inspiration wrap-box relative pc mar-b-md"><div class="shaped-row vert-center"><label class=checkbox-label><input type=checkbox name=attr_inspiration value=1><span></span></label> <button type=roll name=roll_shaped_inspiration class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Inspiration}} {{text_big=[[@{inspiration}]]}}" tabindex=-1><div class=wrap-box-title data-i18n=INSPIRATION><span class=en>Inspiration</span><span class=de>Inspiration</span><span class=fr>Inspiration</span><span class=it>Ispirazione</span><span class=ru>Inspiration</span></div></button></div></div><div class="proficiency-bonus wrap-box relative mar-t-sm mar-b-md"><button type=roll name=roll_shaped_pb class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Proficiency Bonus}} {{text_top=[[@{pb}]]}}" tabindex=-1><div class="shaped-row vert-center"><div class="proficiency-bonus-wrapper center"><input type=number name=attr_PB class="bold big-font no-border" readonly tabindex=-1> <input type=hidden name=attr_exp> <input type=hidden name=attr_h_PB value=[[floor(@{PB}/2)]]></div><div class="wrap-box-title pad-l-sm" data-i18n=PROFICIENCY_BONUS><span class=en>Proficiency Bonus</span><span class=de>Befähigungsbonus</span><span class=fr>Bonus de maîtrise</span><span class=it>Bonus competenza</span><span class=ru>Proficiency Bonus</span></div></div></button></div><div class="saving-throw wrap-box mar-b-smd"><div class="shaped-row flex-end pad-b-sm"><div class="center pad-l-sm pad-r-sm"><input type=checkbox name=attr_strength_save_prof value=@{PB}></div><div class="col-12 edit"><input type=number name=attr_strength_save_bonus class="no-spin small-label" value=0 step=1></div><input type=hidden name=attr_strength_saving_throw_mod> <button type=roll name=roll_shaped_strength_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Strength}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{strength_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{strength_saving_throw_mod}]]}} @{attacher_strength_saving_throw}" tabindex=-1><span name=attr_strength_saving_throw_mod_with_sign class="col-2-em input-like center bold border-bottom"></span> <span class=ability-saving-throw-name data-i18n=STRENGTH><span class=en>Strength</span><span class=de>Stärke</span><span class=fr>Force</span><span class=it>Forza</span><span class=ru>Сила</span></span></button></div><div class="shaped-row flex-end pad-b-sm"><div class="center pad-l-sm pad-r-sm"><input type=checkbox name=attr_dexterity_save_prof value=@{PB}></div><div class="col-12 edit"><input type=number name=attr_dexterity_save_bonus class="no-spin small-label" value=0 step=1></div><input type=hidden name=attr_dexterity_saving_throw_mod> <button type=roll name=roll_shaped_dexterity_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Dexterity}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{dexterity_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{dexterity_saving_throw_mod}]]}} @{attacher_dexterity_saving_throw}" tabindex=-1><span name=attr_dexterity_saving_throw_mod_with_sign class="col-2-em input-like center bold border-bottom"></span> <span class=ability-saving-throw-name data-i18n=DEXTERITY><span class=en>Dexterity</span><span class=de>Geschick</span><span class=fr>Dextérité</span><span class=it>Destrezza</span><span class=ru>Ловкость</span></span></button></div><div class="shaped-row flex-end pad-b-sm"><div class="center pad-l-sm pad-r-sm"><input type=checkbox name=attr_constitution_save_prof value=@{PB}></div><div class="col-12 edit"><input type=number name=attr_constitution_save_bonus class="no-spin small-label" value=0 step=1></div><input type=hidden name=attr_constitution_saving_throw_mod> <button type=roll name=roll_shaped_constitution_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Constitution}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{constitution_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{constitution_saving_throw_mod}]]}} @{attacher_constitution_saving_throw}" tabindex=-1><span name=attr_constitution_saving_throw_mod_with_sign class="col-2-em input-like center bold border-bottom"></span> <span class=ability-saving-throw-name data-i18n=CONSTITUTION><span class=en>Constitution</span><span class=de>Konstitution</span><span class=fr>Constitution</span><span class=it>Costituzione</span><span class=ru>Телосложение</span></span></button></div><div class="shaped-row flex-end pad-b-sm"><div class="center pad-l-sm pad-r-sm"><input type=checkbox name=attr_intelligence_save_prof value=@{PB}></div><div class="col-12 edit"><input type=number name=attr_intelligence_save_bonus class="no-spin small-label" value=0 step=1></div><input type=hidden name=attr_intelligence_saving_throw_mod> <button type=roll name=roll_shaped_intelligence_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Intelligence}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{intelligence_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{intelligence_saving_throw_mod}]]}} @{attacher_intelligence_saving_throw}" tabindex=-1><span name=attr_intelligence_saving_throw_mod_with_sign class="col-2-em input-like center bold border-bottom"></span> <span class=ability-saving-throw-name data-i18n=INTELLIGENCE><span class=en>Intelligence</span><span class=de>Intelligenz</span><span class=fr>Intelligence</span><span class=it>Intelligenza</span><span class=ru>Интеллект</span></span></button></div><div class="shaped-row flex-end pad-b-sm"><div class="center pad-l-sm pad-r-sm"><input type=checkbox name=attr_wisdom_save_prof value=@{PB}></div><div class="col-12 edit"><input type=number name=attr_wisdom_save_bonus class="no-spin small-label" value=0 step=1></div><input type=hidden name=attr_wisdom_saving_throw_mod> <button type=roll name=roll_shaped_wisdom_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Wisdom}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{wisdom_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{wisdom_saving_throw_mod}]]}} @{attacher_wisdom_saving_throw}" tabindex=-1><span name=attr_wisdom_saving_throw_mod_with_sign class="col-2-em input-like center bold border-bottom"></span> <span class=ability-saving-throw-name data-i18n=WISDOM><span class=en>Wisdom</span><span class=de>Weisheit</span><span class=fr>Sagesse</span><span class=it>Saggezza</span><span class=ru>Мудрость</span></span></button></div><div class="shaped-row flex-end"><div class="center pad-l-sm pad-r-sm"><input type=checkbox name=attr_charisma_save_prof value=@{PB}></div><div class="col-12 edit"><input type=number name=attr_charisma_save_bonus class="no-spin small-label" value=0 step=1></div><input type=hidden name=attr_charisma_saving_throw_mod> <button type=roll name=roll_shaped_charisma_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Charisma}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{charisma_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{charisma_saving_throw_mod}]]}} @{attacher_charisma_saving_throw}" tabindex=-1><span name=attr_charisma_saving_throw_mod_with_sign class="col-2-em input-like center bold border-bottom"></span> <span class=ability-saving-throw-name data-i18n=CHARISMA><span class=en>Charisma</span><span class=de>Charisma</span><span class=fr>Charisme</span><span class=it>Carisma</span><span class=ru>Харизма</span></span></button></div><button type=roll name=roll_shaped_saving_throw class=wrapper-button value="/w @{character_name} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Saving Throws}} {{text_big=@{saving_throw_macro_var}}}"><div class="wrap-box-title center" data-i18n=SAVING_THROWS><span class=en>Saving throws</span><span class=de>Rettungswürfe</span><span class=fr>Jets de sauvegarde</span><span class=it>Tiri salvezza</span><span class=ru>Saving throws</span></div></button></div><div class="skills wrap-box"><input type=checkbox name=attr_show_passive_skills class="item-shown hidden"><fieldset class=repeating_skill><div class="shaped-row no-wrap flex-end"><div class="col-10 skill-select-wrapper no-shrink"><select name=attr_proficiency class=no-border><option value=unproficient>&#8212; &#160;&#160;<span data-i18n=UNPROFICIENT>Unproficient</span></option><option value=proficient>&check; &#160;&#160; <span data-i18n=PROFICIENT>Proficient</span></option><option value=expertise>&cross; &#160;&#160; <span data-i18n=EXPERTISE>Expertise</span></option></select></div><div class="col-09 edit no-shrink"><input type=number name=attr_bonus class="no-spin small-label" value=0 step=1></div><button type=roll name=roll_skill value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name} (@{ability_short_name})}} {{subheader=Ability Check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{formula}]]}} @{roll_setting}@{d20_mod} + @{formula}]]}} @{attacher_skill}" tabindex=-1><div class="shaped-row no-wrap flex-end"><span name=attr_total_with_sign class="col-2-em input-like center bold border-bottom"></span> <span name=attr_name class="skill-name presentation pad-l-sm"></span></div></button><div class="col-50 edit"><input type=text name=attr_name class=skill-name></div><input type=hidden name=attr_formula> <input type=hidden name=attr_ability_short_name><div class="skills-ability-selector-wrapper no-shrink pad-l-sm"><div class="shaped-row no-wrap vert-center"><span>(</span><select name=attr_ability class=skills-ability-selector><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select><span>)</span></div></div><div class="col-09 edit no-shrink"><input type=number name=attr_passive_bonus class="no-spin small-label" value=0 step=1></div><input type=hidden name=attr_passive> <button type=roll name=roll_passive class=item-to-show value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name} (@{ability_short_name})}} {{subheader=Passive Ability Check}} @{roll_info} {{roll1=[[@{passive}]]}} @{attacher_skill}" tabindex=-1><div class="shaped-row no-wrap flex-end"><span name=attr_passive class="col-1-3-em input-like center border-bottom"></span></div></button></div></fieldset><div class=mar-t-sm></div><input type=checkbox name=attr_generate_skills class="toggle-pseudo-button edit"><span class="toggle-pseudo-button button edit" data-i18n=GENERATE_SKILLS><span class=en>Generate skills</span><span class=de>Fertigkeiten erzeugen</span><span class=fr>Générer</span><span class=it>Genera abilità</span><span class=ru>Generate skills</span></span><div class=mar-t-sm><input type=checkbox name=attr_show_passive_skills class="edit item-shown"><span class=edit data-i18n=SHOW_PASSIVE><span class=en>Show passive</span><span class=de>Show passive</span><span class=fr>Voir passif</span><span class=it>Mostra passiva</span><span class=ru>Show passive</span></span></div><button type=roll name=roll_shaped_ability_checks class=wrapper-button value="/w @{character_name} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Ability Checks}} {{text_big=@{ability_checks_macro_var}}}"><div class="wrap-box-title center" data-i18n=SKILLS_TITLE><span class=en>Skills</span><span class=de>Fertigkeiten</span><span class=fr>Compétences</span><span class=it>Abilità</span><span class=ru>Навыки</span></div></button></div></div></div><div><div class="wrap-box languages-proficiencies"><div class=proficienciess><button type=roll name=roll_shaped_proficiencies class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Proficiencies}} {{text=@{proficiencies}}}"><span class=heading data-i18n=PROFICIENCIES><span class=en>Proficiencies</span><span class=de>Befähigungen</span><span class=fr>Maîtrises</span><span class=it>Competenze</span><span class=ru>Мастерство</span>.</span> <span name=attr_proficiencies class="presentation pre-line"></span></button> <textarea name=attr_proficiencies class="five-line-textarea no-border edit"></textarea></div><div class=languages><button type=roll name=roll_shaped_languages class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Languages}} {{text_top=@{languages}}}"><span class=heading data-i18n=LANGUAGES><span class=en>Languages</span><span class=de>Sprachen</span><span class=fr>Langues</span><span class=it>lingue</span><span class=ru>Языки</span>.</span> <span name=attr_languages class="presentation pre-line"></span></button> <textarea name=attr_languages class="two-line-textarea no-border edit"></textarea></div><div class="wrap-box-title center" data-i18n=OTHER_PROFICIENCIES_AND_LANGUAGES><span class=en>Other Proficiencies & Languages</span><span class=de>Andere Befähigungen</span><span class=fr>Maîtrises & Langues</span><span class=it>Altre competenze e lingue</span><span class=ru>Other Proficiencies & Languages</span></div></div></div></div><div class="col-40 pad-l-sm pad-r-sm"><div class=shaped-row><div class="col-60 pad-r-sm"><div class="shaped-row center"><div class="col-33 center"><button type=roll name=roll_shaped_ac value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=AC}} {{text_big=[[@{ac}]]}}"><div class=shield><span name=attr_AC class="big-text bold block center"></span><div class="wrap-box-title center" data-i18n=ARMOR_CLASS><span class=en>Armor class</span><span class=de>Rüstungsklasse</span><span class=fr>Armure</span><span class=it>Classe armatura</span><span class=ru>Класс Брони</span></div></div></button></div><div class="col-30 center"><div class="wrap-box initiative"><input type=hidden name=attr_initiative_formula><div class="edit shaped-row no-wrap vert-center"><div>+</div><input type=text name=attr_initiative_bonus class="center no-border" value=0><div>=</div><span name=attr_initiative class="big-text bold block center"></span></div><button type=roll name=roll_shaped_initiative value="@{initiative_output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Initiative}} {{subheader=Ability Check}} @{initiative_roll}@{d20_mod} + @{initiative_to_tracker} + @{initiative_tie_breaker}]]}} @{attacher_initiative}"><span name=attr_initiative class="presentation big-text bold block center initiative-total"></span><div class="wrap-box-title center" data-i18n=INITIATIVE><span class=en>Initiative</span><span class=de>Initiative</span><span class=fr>Initiative</span><span class=it>Iniziativa</span><span class=ru>Initiative</span></div></button></div></div><div class="col-29 center pad-l-md"><div class="wrap-box center speed"><div class=edit><input type=number name=attr_speed class="big-text bold center no-spin no-border" step=1></div><button type=roll name=roll_shaped_speed value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Speed}} {{text_big=[[@{speed}]]}}"><span name=attr_speed class="presentation big-text bold block center"></span><div class=wrap-box-title data-i18n=SPEED><span class=en>Speed</span><span class=de>Geschw.</span><span class=fr>Vitesse</span><span class=it>Velocità</span><span class=ru>Speed</span></div></button></div></div></div><div class=shaped-row><div class="col-60 center"><div class="heart mar-b-smd"><div class="shaped-row center flex-end no-wrap pad-t-seven"><div class=col-40><input type=number name=attr_HP class="big-text bold no-spin no-border" step=1></div><div class="heart-divider pad-l-sm pad-r-sm">&#47;</div><div class=col-40><input type=number name=attr_HP_max class="big-text bold no-spin no-border" min=1 step=1></div></div><button type=roll name=roll_shaped_hp value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Hit Points}} {{text_big=[[@{HP}]]&#47;[[@{HP|max}]]}}"><div class="shaped-row center"><div class="wrap-box-title col-70" data-i18n=HIT_POINTS><span class=en>Hit points</span><span class=de>Trefferpunkte</span><span class=fr>Points de vie</span><span class=it>Punti ferita</span><span class=ru>Хит Поинты</span></div></div></button></div></div><div class="col-40 center"><div class="temp-heart mar-b-smd"><div class="shaped-row center pad-t-lg"><div class=col-40><input type=number name=attr_temp_HP class="no-spin no-border" min=0 step=1></div></div><button type=roll name=roll_shaped_temp_hp value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Temporary Hit Points}} {{text_big=[[@{temp_HP}]]}}"><div class="shaped-row center"><div class="wrap-box-title col-70" data-i18n=HIT_POINTS_TEMP><span class=en>Temp HP</span><span class=de>Temp TP</span><span class=fr>PV Temp</span><span class=it>PF temp.</span><span class=ru>Temp HP</span></div></div></button></div></div></div><div class=shaped-row><div class="col-37 pad-r-sm"><div class="hit-dice wrap-box center mar-b-smd"><input type=checkbox name=attr_hd_d2_toggle value=1 class="toggle-hd-d2 hidden"> <input type=checkbox name=attr_hd_d4_toggle value=1 class="toggle-hd-d4 hidden"> <input type=checkbox name=attr_hd_d6_toggle value=1 class="toggle-hd-d6 hidden"> <input type=checkbox name=attr_hd_d8_toggle value=1 class="toggle-hd-d8 hidden"> <input type=checkbox name=attr_hd_d10_toggle value=1 class="toggle-hd-d10 hidden"> <input type=checkbox name=attr_hd_d12_toggle value=1 class="toggle-hd-d12 hidden"> <input type=checkbox name=attr_hd_d20_toggle value=1 class="toggle-hd-d20 hidden"><div class="shaped-row center flex-end toggle-hd-d2"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d2 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d2_max class=center></span></div><input type=hidden name=attr_hd_d2_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d2 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d2_query}d2 Hit Dice}} {{uses=@{hd_d2}}} {{uses_max=@{hd_d2|max}}} @{roll_info} {{roll1=[[{((@{hd_d2_query})d2[d2 * hd] + ((@{hd_d2_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d2</button></div></div><div class="shaped-row center flex-end toggle-hd-d4"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d4 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d4_max class=center></span></div><input type=hidden name=attr_hd_d4_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d4 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d4_query}d4 Hit Dice}} {{uses=@{hd_d4}}} {{uses_max=@{hd_d4|max}}} @{roll_info} {{roll1=[[{((@{hd_d4_query})d4[d4 * hd] + ((@{hd_d4_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d4</button></div></div><div class="shaped-row center flex-end toggle-hd-d6"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d6 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d6_max class=center></span></div><input type=hidden name=attr_hd_d6_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d6 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d6_query}d6 Hit Dice}} {{uses=@{hd_d6}}} {{uses_max=@{hd_d6|max}}} @{roll_info} {{roll1=[[{((@{hd_d6_query})d6[d6 * hd] + ((@{hd_d6_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d6</button></div></div><div class="shaped-row center flex-end toggle-hd-d8"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d8 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d8_max class=center></span></div><input type=hidden name=attr_hd_d8_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d8 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d8_query}d8 Hit Dice}} {{uses=@{hd_d8}}} {{uses_max=@{hd_d8|max}}} @{roll_info} {{roll1=[[{((@{hd_d8_query})d8[d8 * hd] + ((@{hd_d8_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d8</button></div></div><div class="shaped-row center flex-end toggle-hd-d10"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d10 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d10_max class=center></span></div><input type=hidden name=attr_hd_d10_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d10 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d10_query}d10 Hit Dice}} {{uses=@{hd_d10}}} {{uses_max=@{hd_d10|max}}} @{roll_info} {{roll1=[[{((@{hd_d10_query})d10[d10 * hd] + ((@{hd_d10_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d10</button></div></div><div class="shaped-row center flex-end toggle-hd-d12"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d12 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d12_max class=center></span></div><input type=hidden name=attr_hd_d12_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d12 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d12_query}d12 Hit Dice}} {{uses=@{hd_d12}}} {{uses_max=@{hd_d12|max}}} @{roll_info} {{roll1=[[{((@{hd_d12_query})d12[d12 * hd] + ((@{hd_d12_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d12</button></div></div><div class="shaped-row center flex-end toggle-hd-d20"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d20 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d20_max class=center></span></div><input type=hidden name=attr_hd_d20_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d20 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d20_query}d20 Hit Dice}} {{uses=@{hd_d20}}} {{uses_max=@{hd_d20|max}}} @{roll_info} {{roll1=[[{((@{hd_d20_query})d20[d20 * hd] + ((@{hd_d20_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d20</button></div></div><div class=wrap-box-title data-i18n=HIT_DICE><span class=en>Hit dice</span><span class=de>Trefferwürfel</span><span class=fr>Dés de vie</span><span class=it>Dadi Vita</span><span class=ru>Кость Хитов</span></div></div></div><div class="col-63 pad-l-sm"><div class="death-saving-throw wrap-box center mar-b-smd"><div class=edit><label class=checkbox-wrap><input type=checkbox name=attr_death_saving_throw_prof value=@{PB}> <span data-i18n=PROFICIENT><span class=en>Proficient</span><span class=de>Tüchtig</span><span class=fr>Maîtrise</span><span class=it>Competente</span><span class=ru>Владение</span></span></label></div><div class="shaped-row vert-center death-success"><div class="col-50 small-label right" data-i18n=SUCCESSES><span class=en>Successes</span><span class=de>Erfolge</span><span class=fr>Réussites</span><span class=it>Successi</span><span class=ru>Successes</span></div><div class="col-50 center inline-block-wrapper relative"><input type=radio name=attr_death_saving_throw_successes value=0 checked><span>&#10006;</span> <input type=radio name=attr_death_saving_throw_successes value=1><span></span> <input type=radio name=attr_death_saving_throw_successes value=2><span></span> <input type=radio name=attr_death_saving_throw_successes value=3><span></span><hr class="absolute death-saving-throw-hr"></div></div><div class="shaped-row vert-center death-saving-throw death-fail"><div class="col-50 small-label right" data-i18n=FAILURES><span class=en>Failures</span><span class=de>Fehlschläge</span><span class=fr>Échecs</span><span class=it>Fallimenti</span><span class=ru>Failures</span></div><div class="col-50 center inline-block-wrapper relative"><input type=radio name=attr_death_saving_throw_failures value=0 checked><span>&#10006;</span> <input type=radio name=attr_death_saving_throw_failures value=1><span></span> <input type=radio name=attr_death_saving_throw_failures value=2><span></span> <input type=radio name=attr_death_saving_throw_failures value=3><span></span><hr class="absolute death-saving-throw-hr"></div></div><button type=roll name=roll_shaped_death_saving_throw value="@{death_save_output_option} &{template:5e-shaped} {{death_saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} @{show_character_name} {{title=Death Saving Throw}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{death_saving_throw_prof}[proficient] + (@{global_saving_throw_bonus})[global saving throw bonus]]]}} @{roll_setting}@{d20_mod} + (@{global_saving_throw_bonus})[global saving throw bonus]]]}} {{death_saving_throw_successes=@{death_saving_throw_successes}}} {{death_saving_throw_failures=@{death_saving_throw_failures}}} @{attacher_death_saving_throw}"><div class="wrap-box-title center" data-i18n=DEATH_SAVES><span class=en>Death saves</span><span class=de>Todesrettung</span><span class=fr>Sauv contre la mort</span><span class=it>TS vs Morte</span><span class=ru>Death saves</span></div></button></div></div></div></div><div class="col-40 pad-l-sm"><div class="spell-slots-points wrap-box center mar-b-smd"><input type=checkbox name=attr_spell_slots_toggle class="toggle-spell-slots edit" checked><span class="toggle-spell-slots edit button" data-i18n=SPELL_SLOTS><span class=en>Spell slots</span><span class=de>Zauberslots</span><span class=fr>Emplacem.</span><span class=it>Slot inc.</span><span class=ru>Spell slots</span></span> <input type=checkbox name=attr_spell_points_toggle class="toggle-spell-points edit"><span class="toggle-spell-points edit button" data-i18n=SPELL_POINTS><span class=en>Spell points</span><span class=de>Zauberpunkte</span><span class=fr>Points</span><span class=it>Punti inc.</span><span class=ru>Spell points</span></span> <input type=checkbox name=attr_spell_slots_all class="toggle-spell-slots-all edit"><span class="toggle-spell-slots-all edit button" data-i18n=ALL><span class=en>All</span><span class=de>Alles</span><span class=fr>Tout</span><span class=it>Tutto</span><span class=ru>All</span></span><div class=spell-slots><div class="shaped-row spell-level-1 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=1st><span class=en>1st</span><span class=de>1.</span><span class=fr>1:</span><span class=it>1°</span><span class=ru>1st</span></div><div class=col-23><input type=number name=attr_spell_slots_l1 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l1_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l1_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l1_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-2 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=2nd><span class=en>2nd</span><span class=de>2.</span><span class=fr>2:</span><span class=it>2°</span><span class=ru>2nd</span></div><div class=col-23><input type=number name=attr_spell_slots_l2 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l2_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l2_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l2_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-3 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=3rd><span class=en>3rd</span><span class=de>3.</span><span class=fr>3:</span><span class=it>3°</span><span class=ru>3rd</span></div><div class=col-23><input type=number name=attr_spell_slots_l3 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l3_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l3_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l3_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-4 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=4th><span class=en>4th</span><span class=de>4.</span><span class=fr>4:</span><span class=it>4°</span><span class=ru>4th</span></div><div class=col-23><input type=number name=attr_spell_slots_l4 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l4_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l4_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l4_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-5 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=5th><span class=en>5th</span><span class=de>5.</span><span class=fr>5:</span><span class=it>5°</span><span class=ru>5th</span></div><div class=col-23><input type=number name=attr_spell_slots_l5 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l5_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l5_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l5_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-6 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=6th><span class=en>6th</span><span class=de>6.</span><span class=fr>6:</span><span class=it>6°</span><span class=ru>6th</span></div><div class=col-23><input type=number name=attr_spell_slots_l6 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l6_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l6_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l6_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-7 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=7th><span class=en>7th</span><span class=de>7.</span><span class=fr>7:</span><span class=it>7°</span><span class=ru>7th</span></div><div class=col-23><input type=number name=attr_spell_slots_l7 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l7_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l7_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l7_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-8 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=8th><span class=en>8th</span><span class=de>8.</span><span class=fr>8:</span><span class=it>8°</span><span class=ru>8th</span></div><div class=col-23><input type=number name=attr_spell_slots_l8 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l8_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l8_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l8_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-9 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=9th><span class=en>9th</span><span class=de>9.</span><span class=fr>9:</span><span class=it>9°</span><span class=ru>9th</span></div><div class=col-23><input type=number name=attr_spell_slots_l9 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l9_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l9_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l9_max class="pseudo-input center border-bottom"></span></div></div><button type=roll name=roll_shaped_spells class=wrapper-button value=@{spells_macro_var}><div class="wrap-box-title center" data-i18n=SPELL_SLOTS_TITLE><span class=en>Spell slots</span><span class=de>Zauberslots</span><span class=fr>Emplacement de sort</span><span class=it>Slot inc.</span><span class=ru>Spell slots</span></div></button></div><div class=spell-points><div class="shaped-row spell-level-1 center vert-center"><div class="col-20 center" data-i18n=1st><span class=en>1st</span><span class=de>1.</span><span class=fr>1:</span><span class=it>1°</span><span class=ru>1st</span></div><div class="col-20 center pad-l-sm"><span>2</span></div></div><div class="shaped-row spell-level-2 center vert-center"><div class="col-20 center" data-i18n=2nd><span class=en>2nd</span><span class=de>2.</span><span class=fr>2:</span><span class=it>2°</span><span class=ru>2nd</span></div><div class="col-20 center pad-l-sm"><span>3</span></div></div><div class="shaped-row spell-level-3 center vert-center"><div class="col-20 center" data-i18n=3rd><span class=en>3rd</span><span class=de>3.</span><span class=fr>3:</span><span class=it>3°</span><span class=ru>3rd</span></div><div class="col-20 center pad-l-sm"><span>5</span></div></div><div class="shaped-row spell-level-4 center vert-center"><div class="col-20 center" data-i18n=4th><span class=en>4th</span><span class=de>4.</span><span class=fr>4:</span><span class=it>4°</span><span class=ru>4th</span></div><div class="col-20 center pad-l-sm"><span>6</span></div></div><div class="shaped-row spell-level-5 center vert-center"><div class="col-20 center" data-i18n=5th><span class=en>5th</span><span class=de>5.</span><span class=fr>5:</span><span class=it>5°</span><span class=ru>5th</span></div><div class="col-20 center pad-l-sm"><span>7</span></div></div><div class="shaped-row spell-level-6 center vert-center"><div class="col-20 center" data-i18n=6th><span class=en>6th</span><span class=de>6.</span><span class=fr>6:</span><span class=it>6°</span><span class=ru>6th</span></div><div class="col-20 center pad-l-sm"><span>9</span></div></div><div class="shaped-row spell-level-7 center vert-center"><div class="col-20 center" data-i18n=7th><span class=en>7th</span><span class=de>7.</span><span class=fr>7:</span><span class=it>7°</span><span class=ru>7th</span></div><div class="col-20 center pad-l-sm"><span>10</span></div></div><div class="shaped-row spell-level-8 center vert-center"><div class="col-20 center" data-i18n=8th><span class=en>8th</span><span class=de>8.</span><span class=fr>8:</span><span class=it>8°</span><span class=ru>8th</span></div><div class="col-20 center pad-l-sm"><span>11</span></div></div><div class="shaped-row spell-level-9 center vert-center"><div class="col-20 center" data-i18n=9th><span class=en>9th</span><span class=de>9.</span><span class=fr>9:</span><span class=it>9°</span><span class=ru>9th</span></div><div class="col-20 center pad-l-sm"><span>13</span></div></div><div class="shaped-row center no-background"><div class="col-35 center pad-r-sm"><input type=number name=attr_spell_points value=0></div><div class="col-05 center">&#47;</div><div class="col-35 center pad-l-sm"><input type=number name=attr_spell_points_max value=0 min=0></div></div><div class="wrap-box-title center"><span class=spell-points data-i18n=SPELL_POINTS_TITLE><span class=en>Spell points</span><span class=de>Zauberpunkte</span><span class=fr>Points de sort</span><span class=it>Punti inc.</span><span class=ru>Spell points</span></span></div></div></div><div class="resistances-immunities wrap-box mar-b-smd"><div class=damage-vulnerabilities><input type=hidden name=attr_damage_vulnerabilities_exist class=item-toggle> <button type=roll name=roll_shaped_damage_vulnerabilities class="wrapper-button item-to-toggle" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Damage vulnerabilities}} {{text=@{damage_vulnerabilities}}}"><span class=heading data-i18n=DAMAGE_VULNERABILITIES><span class=en>Damage Vulnerabilities</span><span class=de>Schadens-Verwundbarkeiten</span><span class=fr>Vulnérabilité<br>aux dégâts</span><span class=it>Vulnerabilità ai danni</span><span class=ru>Damage Vulnerabilities</span>.</span> <span name=attr_damage_vulnerabilities class="presentation pre-line"></span></button> <textarea name=attr_damage_vulnerabilities class="edit two-line-textarea no-border"></textarea></div><div class=damage-resistances><input type=hidden name=attr_damage_resistances_exist class=item-toggle> <button type=roll name=roll_shaped_damage_resistances class="wrapper-button item-to-toggle" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Damage resistances}} {{text=@{damage_resistances}}}"><span class=heading data-i18n=DAMAGE_RESISTANCES><span class=en>Damage Resistances</span><span class=de>Schadens-Resistenzen</span><span class=fr>Résistance<br>aux dégâts</span><span class=it>Resistenze ai danni</span><span class=ru>Damage Resistances</span>.</span> <span name=attr_damage_resistances class="presentation pre-line"></span></button> <textarea name=attr_damage_resistances class="edit two-line-textarea no-border"></textarea></div><div class=damage-immunities><input type=hidden name=attr_damage_immunities_exist class=item-toggle> <button type=roll name=roll_shaped_damage_immunities class="wrapper-button item-to-toggle" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Damage immunities}} {{text=@{damage_immunities}}}"><span class=heading data-i18n=DAMAGE_IMMUNITIES><span class=en>Damage Immunities</span><span class=de>Schadens-Immunitäten</span><span class=fr>Immunité<br>aux dégâts</span><span class=it>Immunità ai danni</span><span class=ru>Damage Immunities</span>.</span> <span name=attr_damage_immunities class="presentation pre-line"></span></button> <textarea name=attr_damage_immunities class="edit two-line-textarea no-border"></textarea></div><div class=condition-immunities><input type=hidden name=attr_condition_immunities_exist class=item-toggle> <button type=roll name=roll_shaped_condition_immunities class="wrapper-button item-to-toggle" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Condition immunities}} {{text=@{condition_immunities}}}"><span class=heading data-i18n=CONDITION_IMMUNITIES><span class=en>Condition Immunities</span><span class=de>Konditionen Immunitäten</span><span class=fr>Immunité<br>aux conditions</span><span class=it>Immunità alle condizioni</span><span class=ru>Condition Immunities</span>.</span> <span name=attr_condition_immunities class="presentation pre-line"></span></button> <textarea name=attr_condition_immunities class="edit two-line-textarea no-border"></textarea></div><div class="wrap-box-title center" data-i18n=RESISTANCES_AND_IMMUNITIES><span class=en>Resistances & Immunities</span><span class=de>Resistenzen & Immunitäten</span><span class=fr>Résistances & Immunités</span><span class=it>Resistenze e immunità</span><span class=ru>Resistances & Immunities</span></div></div><div class="exhaustion wrap-box relative mar-b-smd"><div class="shaped-row vert-center"><div class=exhaustion-wrapper><input type=number name=attr_exhaustion_level class="no-spin bold big-font no-border" min=0 value=0 max=6></div><button type=roll name=roll_shaped_exhaustion class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Exhaustion Level}} {{text_big=[[@{exhaustion_level}]]}}"><div class="wrap-box-title white-space-no-wrap" data-i18n=EXHAUSTION_LEVEL><span class=en>Exhaustion level</span><span class=de>Erschöpfungsstufe</span><span class=fr>Niveau d'épuisement</span><span class=it>Livello di sfinimento</span><span class=ru>Exhaustion level</span></div></button></div><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label"><table><thead><tr><th data-i18n=LEVEL><span class=en>Level</span><span class=de>Stufe</span><span class=fr>Niveau</span><span class=it>Livello</span><span class=ru>Уровень</span></th><th data-i18n=EFFECT><span class=en>Effect</span><span class=de>Effekt</span><span class=fr>Effets</span><span class=it>Effetto</span><span class=ru>Effect</span></th></tr></thead><tbody><tr><td class=center>1</td><td data-i18n=EXHAUSTION_LEVEL_1><span class=en>Disadvantage on ability checks</span><span class=de>Nachteil auf Fähigkeitschecks</span><span class=fr>Désavantage aux jets de caractéristiques</span><span class=it>Svantaggio alle prove di caratteristica</span><span class=ru>Disadvantage on ability checks</span></td></tr><tr><td class=center>2</td><td data-i18n=EXHAUSTION_LEVEL_2><span class=en>Speed halved</span><span class=de>Geschwindigkeit halbiert</span><span class=fr>Vitesse diminuée de moitié</span><span class=it>Velocità dimezzata</span><span class=ru>Speed halved</span></td></tr><tr><td class=center>3</td><td data-i18n=EXHAUSTION_LEVEL_3><span class=en>Disadvantage on attack rolls and saving throws</span><span class=de>Nachteil auf Angriffswürfe & Rettungswürfe</span><span class=fr>Désavantage aux jets d'attaque et de sauvegarde</span><span class=it>Svantaggio ai tiri per colpire e ai tiri salvezza</span><span class=ru>Disadvantage on attack rolls and saving throws</span></td></tr><tr><td class=center>4</td><td data-i18n=EXHAUSTION_LEVEL_4><span class=en>Hit point maximum halved</span><span class=de>Trefferpunkte-Maximum halbiert</span><span class=fr>Points de vie maximums diminués de moitié</span><span class=it>Punti ferita massimi dimezzati</span><span class=ru>Hit point maximum halved</span></td></tr><tr><td class=center>5</td><td data-i18n=EXHAUSTION_LEVEL_5><span class=en>Speed reduced to 0</span><span class=de>Geschwindigkeit reduziert auf 0</span><span class=fr>Vitesse réduite à 0</span><span class=it>Velocità ridotta a 0</span><span class=ru>Speed reduced to 0</span></td></tr><tr><td class=center>6</td><td data-i18n=EXHAUSTION_LEVEL_6><span class=en>Death</span><span class=de>Tod</span><span class=fr>Mort</span><span class=it>Morte</span><span class=ru>Death</span></td></tr></tbody></table></div></div></div></div><span class=edit data-i18n=SHOW_RESTS><span class=en>Show Rests</span><span class=de>Show Rests</span><span class=fr>Voir repos</span><span class=it>Mostra rip.</span><span class=ru>Show Rests</span></span><input type=checkbox name=attr_show_rests class="edit item-shown"><div class="wrap-box no-wrap relative mar-b-smd item-to-show"><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">A</div><div class="tooltip-content-left small-label" data-i18n=REQUIRES_API><span class=en>This feature requires the API</span><span class=de>This feature requires the API</span><span class=fr>Cette fonctionnalité nécessite l'usage de l'API</span><span class=it>Questa opzione richiede l'API</span><span class=ru>This feature requires the API</span></div></div></div><div class=shaped-row><div class=pad-r-sm><button type=roll name=roll_shaped_short_rest class=visible-button value="!shaped-rest --short --id @{character_id}"><span data-i18n=SHORT_REST><span class=en>Short Rest</span><span class=de>Short Rest</span><span class=fr>Repos court</span><span class=it>Rip. breve</span><span class=ru>Short Rest</span></span></button></div><div class=pad-l-sm><button type=roll name=roll_shaped_long_rest class=visible-button value="!shaped-rest --long --id @{character_id}"><span data-i18n=LONG_REST><span class=en>Long Rest</span><span class=de>Long Rest</span><span class=fr>Repos Long</span><span class=it>Rip. lungo</span><span class=ru>Long Rest</span></span></button></div></div><div class="wrap-box-title center" data-i18n=RESTS><span class=en>Rests</span><span class=de>Rests</span><span class=fr>Repos</span><span class=it>Riposo</span><span class=ru>Rests</span></div></div></div></div><div><div class="attacks wrap-box mar-b-smd"><div class=shaped-row><div class="col-35 wrap-box-label light-label pad-r-sm" data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span></div><div class="col-08 wrap-box-label light-label center pad-r-sm" data-i18n=ATK><span class=en>ATK</span><span class=de>ATT</span><span class=fr>ATQ</span><span class=it>ATT</span><span class=ru>ATK</span></div><div class="col-57 wrap-box-label light-label" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span></div></div><fieldset class=repeating_attack><div class="attack compendium-drop-target relative mar-b-sm"><input type=hidden name=attr_modifiers accept=Modifiers> <input type=hidden name=attr_properties accept=Properties> <input type=hidden name=attr_freetext accept=Content> <input type=hidden name=attr_weight accept=Weight> <button type=roll name=roll_attack value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{action=1}} {{reach=@{reach}}} {{range=@{range}}} @{roll_toggle} @{ammo_toggle} @{saving_throw_toggle} @{damage_toggle} @{second_damage_toggle} {{uses=@{uses}}} {{uses_max=@{uses|max}}} @{attacher_attack} @{hide_gm_info} @{extras_toggle}"><div class="shaped-row vert-center"><div class="col-35 pad-r-sm"><input type=text name=attr_name readonly></div><div class="col-08 pad-r-sm"><input type=text name=attr_to_hit class=center readonly></div><div class=col-57><input type=text name=attr_damage_string readonly></div></div></button> <input type=checkbox name=attr_toggle_details class="toggle-icon-settings edit" checked><span class="toggle-icon-settings pictos edit">y</span><div class="details edit"><div class=shaped-row><div class="col-40 center"><input type=text name=attr_name class=center placeholder=name accept=Name><div class=small-label data-i18n=ATK><span class=en>Name</span><span class=de>Name</span><span class=fr>Nom</span><span class=it>Nome</span><span class=ru>Наименование</span></div></div><div class="col-17 center pad-l-sm pad-r-sm"><select name=attr_type accept="Item Type"><option value=Other data-i18n=OTHER>Other</option><option value="Melee Weapon" data-i18n=MELEE>Melee</option><option value="Ranged Weapon" data-i18n=RANGED>Ranged</option></select><div class=small-label data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div></div><div class="col-10 center pad-l-sm pad-r-sm"><input type=text name=attr_reach class=center><div class=small-label data-i18n=REACH><span class=en>Reach</span><span class=de>Bereich</span><span class=fr>Allonge</span><span class=it>Portata</span><span class=ru>Reach</span></div></div><div class="col-18 center pad-l-sm pad-r-sm"><input type=text name=attr_range class=center accept=Range><div class=small-label data-i18n=RANGE><span class=en>Range</span><span class=de>Reichweite</span><span class=fr>Portée</span><span class=it>Portata</span><span class=ru>Range</span></div></div><div class="col-15 pad-l-sm"><div class="shaped-row vert-center no-wrap"><div class=pad-r-sm><input type=number name=attr_uses class=no-spin step=1></div><div>/</div><div class=pad-l-sm><input type=number name=attr_uses_max class=no-spin step=1></div></div><div class="small-label center" data-i18n=USES><span class=en>Uses</span><span class=de>Uses</span><span class=fr>Charges</span><span class=it>Usi</span><span class=ru>Uses</span></div></div></div><input type=hidden name=attr_attack_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_roll_toggle_var value="{{vs_ac=1}} @{roll_info} {{roll1=[[@{preroll}d20cs>@{crit_range}@{postroll}@{d20_mod} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range}@{d20_mod} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_roll_toggle value=@{roll_toggle_var} class=attack-toggle checked><div class="bold italic mar-r-sm" data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span>.</div><div class="attack-toggle col-08 center pad-r-sm"><input type=checkbox name=attr_proficiency checked><div class=small-label data-i18n=PROF><span class=en>Prof</span><span class=de>Befähigt</span><span class=fr>Maît</span><span class=it>Comp.</span><span class=ru>Prof</span></div></div><div class="attack-toggle col-16 center pad-r-sm"><select name=attr_attack_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_attack_bonus class=center value=0></div><div class="attack-toggle col-16 center pad-l-sm"><input type=number name=attr_crit_range class=center value=20 step=1 min=1 max=20><div class=small-label data-i18n=CRIT_RANGE><span class=en>Crit range</span><span class=de>Krit-Ab</span><span class=fr>Coup Crit</span><span class=it>Minaccia Crit.</span><span class=ru>Crit range</span></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_saving_throw_toggle_var value="{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_saving_throw_toggle value=@{saving_throw_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SAVING_THROW><span class=en>Saving throw</span><span class=de>Rettungswurf</span><span class=fr>Jet de sauv</span><span class=it>Tiro salvezza</span><span class=ru>Saving throw</span>.</div><div class="attack-toggle col-65"><textarea class=one-line-textarea name=attr_saving_throw_condition placeholder="if the target is.."></textarea></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_ability><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_saving_throw_bonus value=0></div><div class="attack-toggle center pad-l-sm pad-r-sm">=</div><div class="attack-toggle center pad-l-sm pad-r-sm" data-i18n=DC><span class=en>DC</span><span class=de>SG</span><span class=fr>DD</span><span class=it>CD</span><span class=ru>DC</span></div><div class="attack-toggle col-09 center"><input type=number name=attr_saving_throw_dc readonly></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_vs_ability accept=Save><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-50 pad-r-sm"><textarea class=one-line-textarea name=attr_saving_throw_failure placeholder=or..></textarea></div><div class="attack-toggle col-50 pad-l-sm"><textarea class=one-line-textarea name=attr_saving_throw_success placeholder="half damage" accept="Save Success"></textarea></div></div><input type=hidden name=attr_damage_formula> <input type=hidden name=attr_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_damage_toggle_var value="{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}"> <input type=checkbox name=attr_damage_toggle value=@{damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_damage class=center value=0 accept=Damage></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_damage_type class=center placeholder=slashing accept="Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_second_damage_formula> <input type=hidden name=attr_second_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_second_damage_toggle_var value="{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}"> <input type=checkbox name=attr_second_damage_toggle value=@{second_damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_second_damage class=center value=0 accept="Secondary Damage"></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_second_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_second_damage_type class=center placeholder=fire accept="Secondary Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_second_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_extras_var value="{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}"> <input type=checkbox name=attr_extras_toggle value=@{extras_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=EXTRAS><span class=en>Extras</span><span class=de>Extras</span><span class=fr>Extras</span><span class=it>Extra</span><span class=ru>Extras</span>.</div><div class="attack-toggle col-75 center mar-b-sm"><textarea class=one-line-textarea name=attr_emote></textarea><div class=small-label data-i18n=EMOTE><span class=en>Emote</span><span class=de>Emote</span><span class=fr>Emote</span><span class=it>Emote</span><span class=ru>Emote</span></div></div><div class="attack-toggle col-100 center"><textarea name=attr_freetext class=two-line-textarea></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="attack-toggle col-100 center mar-t-sm"><textarea name=attr_freeform class=one-line-textarea></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_ammo_toggle_var> <input type=checkbox name=attr_ammo_toggle value=@{ammo_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=AMMO><span class=en>Ammo</span><span class=de>Munition</span><span class=fr>Mun</span><span class=it>Munizioni</span><span class=ru>Ammo</span>.</div><div class="attack-toggle col-35 pad-l-sm ad-r-sm"><input type=text name=attr_ammo_field_name><div class="small-label center" data-i18n=FIELD><span class=en>Field</span><span class=de>Field</span><span class=fr>Champ</span><span class=it>Campo</span><span class=ru>Field</span></div></div><div class="attack-toggle col-12 pad-l-sm"><input type=number name=attr_ammo_used value=1 step=1><div class="small-label center" data-i18n=USED><span class=en>Used</span><span class=de>Used</span><span class=fr>Utilisé</span><span class=it>Usati</span><span class=ru>Used</span></div></div></div></div></div></fieldset><div class="ammo mar-t-md"><div class="edit wrap-box-label light-label mar-b-sm" data-i18n=AMMO><span class=en>Ammo</span><span class=de>Munition</span><span class=fr>Mun</span><span class=it>Munizioni</span><span class=ru>Ammo</span></div><fieldset class=repeating_ammo><div class="shaped-row compendium-drop-target no-wrap"><div><input type=number name=attr_qty min=0 step=1><div class="small-label edit center" data-i18n=QTY><span class=en>Qty</span><span class=de>Menge</span><span class=fr>Qté</span><span class=it>Qtà</span><span class=ru>Клво</span></div></div><div class="edit pad-l-sm"><input type=number name=attr_weight class=no-spin value=.05 step=.005 accept=Weight><div class="small-label center" data-i18n=WEIGHT><span class=en>Weight</span><span class=de>Gewicht</span><span class=fr>Poids</span><span class=it>Peso</span><span class=ru>Вес</span></div></div></div><div class="small-label center"><button type=roll name=roll_ammo class=presentation value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{subheader=Ammo}} {{text_top=@{qty}}}" tabindex=-1><span name=attr_name class=pseudo-input></span></button> <input type=text name=attr_name class="edit center small-label no-border" placeholder=arrows accept=Name></div></fieldset></div><button type=roll name=roll_shaped_attacks class=wrapper-button value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Attacks}} {{action=1}} {{text_big=@{attacks_macro_var}}}"><div class="wrap-box-title center" data-i18n=ATTACKS><span class=en>Attacks</span><span class=de>Angriffe</span><span class=fr>Attaques</span><span class=it>Attacchi</span><span class=ru>Нападки</span></div></button></div></div><div><div class=wrap-box><div class=shaped-row><div class=col-22><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_cp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Copper Pieces}} {{text_big=[[@{cp}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_CP><span class=en>CP</span><span class=de>KM</span><span class=fr>PC</span><span class=it>MR</span><span class=ru>ММ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_cp class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_sp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Silver Pieces}} {{text_big=[[@{sp}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_SP><span class=en>SP</span><span class=de>SM</span><span class=fr>PA</span><span class=it>MA</span><span class=ru>СМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_sp class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_ep class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Electrum Pieces}} {{text_big=[[@{ep}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_EP><span class=en>EP</span><span class=de>EM</span><span class=fr>PE</span><span class=it>ME</span><span class=ru>ЭМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_ep class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_gp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Gold Pieces}} {{text_big=[[@{gp}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_GP><span class=en>GP</span><span class=de>GM</span><span class=fr>PO</span><span class=it>MO</span><span class=ru>ЗМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_gp class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_pp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Platinum Pieces}} {{text_big=[[@{pp}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_PP><span class=en>PP</span><span class=de>PM</span><span class=fr>PP</span><span class=it>MP</span><span class=ru>ПМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_pp class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_total_gp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Total Gold Value}} {{text_big=[[@{total_gp}]]}}" tabindex=-1><div class="light-label bold pad-r-sm" data-i18n=COINS_GP><span class=en>GP</span><span class=de>GM</span><span class=fr>PO</span><span class=it>MO</span><span class=ru>ЗМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_total_gp class="bold no-border" value=0 readonly></div></div></div><div class="col-78 core-equipment pad-l-sm"><div><div class=shaped-row><div class=col-06></div><div class="col-57 wrap-box-label light-label pad-l-sm pad-r-sm" data-i18n=ARMOR><span class=en>Armor</span><span class=de>Rüstung</span><span class=fr>Armure</span><span class=it>Armatura</span><span class=ru>Доспехи</span></div><div class="col-25 wrap-box-label light-label center pad-r-sm" data-i18n=USES><span class=en>Uses</span><span class=de>Uses</span><span class=fr>Charges</span><span class=it>Usi</span><span class=ru>Uses</span></div><div class="col-12 wrap-box-label light-label center" data-i18n=AC><span class=en>AC</span><span class=de>RK</span><span class=fr>CA</span><span class=it>CA</span><span class=ru>КБ</span></div></div><fieldset class=repeating_armor><div class="shaped-row compendium-drop-target vert-center"><div class="col-06 center"><input type=checkbox name=attr_worn checked></div><div class="col-57 pad-l-sm pad-r-sm"><button type=roll name=roll_armor class="presentation wrapper-button" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{armor=1}} {{subheader=Armor}} {{text_top=AC [[@{ac_base}[ac] + @{ac_bonus}[bonus ac]]]}} {{uses=@{uses}}} {{uses_max=@{uses|max}}}"><span name=attr_name></span></button> <input type=text name=attr_name class=edit accept=Name> <input type=hidden name=attr_type accept="Item Type"> <input type=hidden name=attr_ac_base accept=AC> <input type=hidden name=attr_ac_bonus> <input type=hidden name=attr_modifiers accept=Modifiers> <input type=hidden name=attr_strength_requirements> <input type=hidden name=attr_stealth accept=Stealth> <input type=hidden name=attr_weight accept=Weight></div><div class="col-25 shaped-row flex-end no-wrap pad-r-sm"><div class="shaped-row flex-end no-wrap"><input type=checkbox name=attr_show_uses class="edit small-checkbox show-uses" value=1><div class="col-42 show-uses pad-r-sm"><input type=number name=attr_uses class="no-spin no-border" step=1></div><div class=show-uses>/</div><div class="col-42 show-uses pad-l-sm"><input type=number name=attr_uses_max class="no-spin no-border" step=1></div></div></div><div class="col-12 center pad-r-sm"><span name=attr_ac_total></span></div></div></fieldset></div><hr><div class=mar-t-md><div class=shaped-row><div class=col-06></div><div class="col-57 wrap-box-label light-label pad-l-sm pad-r-sm" data-i18n=EQUIPMENT><span class=en>Equipment</span><span class=de>Ausrüstung</span><span class=fr>Équipement</span><span class=it>Equipagg.</span><span class=ru>Equipment</span></div><div class="col-25 wrap-box-label light-label center pad-r-sm" data-i18n=USES><span class=en>Uses</span><span class=de>Uses</span><span class=fr>Charges</span><span class=it>Usi</span><span class=ru>Uses</span></div><div class="col-12 wrap-box-label light-label center" data-i18n=QTY><span class=en>Qty</span><span class=de>Menge</span><span class=fr>Qté</span><span class=it>Qtà</span><span class=ru>Клво</span></div></div><div class=equipment-wrapper><fieldset class=repeating_equipment><div class="shaped-row compendium-drop-target vert-center"><div class="col-06 center"><input type=checkbox name=attr_carried checked></div><div class="col-57 pad-l-sm pad-r-sm"><button type=roll name=roll_equipment class=presentation value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{equipment=1}} {{subheader=Equipment}} {{text=@{content}}} {{uses=@{uses}}} {{uses_max=@{uses|max}}}"><span name=attr_name></span></button> <input type=text name=attr_name class=edit accept=Name> <input type=hidden name=attr_content accept=Content> <input type=hidden name=attr_weight accept=Weight></div><div class="col-25 pad-r-sm"><div class="shaped-row flex-end no-wrap"><input type=checkbox name=attr_show_uses class="edit small-checkbox show-uses" value=1><div class="col-42 show-uses pad-r-sm"><input type=number name=attr_uses class="no-spin no-border" step=1></div><div class=show-uses>/</div><div class="col-42 show-uses pad-l-sm"><input type=number name=attr_uses_max class="no-spin no-border" step=1></div></div></div><div class=col-12><input type=number name=attr_qty class="no-spin no-border" value=1 min=0 step=1></div></div></fieldset></div></div></div></div><div class="wrap-box-title center" data-i18n=EQUIPMENT><span class=en>Equipment</span><span class=de>Ausrüstung</span><span class=fr>Équipement</span><span class=it>Equipagg.</span><span class=ru>Equipment</span></div></div></div></div><div class="col-29 pad-l-sm"><div class="wrap-box personality-traits center mar-b-sm"><textarea class="three-line-textarea background-textarea no-border edit" name=attr_personality_traits></textarea> <button type=roll name=roll_shaped_personality_traits class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Personality Traits}} {{text=@{personality_traits}}}"><span name=attr_personality_traits class="presentation pre-line background-text"></span><div class="wrap-box-title center" data-i18n=PERSONALITY_TRAITS><span class=en>Personality traits</span><span class=de>Persönlichkeitsmerkmale</span><span class=fr>Traits de personnalité</span><span class=it>Tratti personalità</span><span class=ru>Personality traits</span></div></button></div><div class="wrap-box ideals center mar-b-sm"><textarea class="three-line-textarea background-textarea no-border edit" name=attr_ideals></textarea> <button type=roll name=roll_shaped_ideals class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Ideals}} {{text=@{ideals}}}"><span name=attr_ideals class="presentation pre-line background-text"></span><div class="wrap-box-title center" data-i18n=IDEALS><span class=en>Ideals</span><span class=de>Ideale</span><span class=fr>Idéaux</span><span class=it>Ideali</span><span class=ru>Ideals</span></div></button></div><div class="wrap-box bonds center mar-b-sm"><textarea class="three-line-textarea background-textarea no-border edit" name=attr_bonds></textarea> <button type=roll name=roll_shaped_bonds class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Bonds}} {{text=@{bonds}}}"><span name=attr_bonds class="presentation pre-line "></span><div class="wrap-box-title center" data-i18n=BONDS><span class=en>Bonds</span><span class=de>Verpflichtungen</span><span class=fr>Liens</span><span class=it>Legami</span><span class=ru>Bonds</span></div></button></div><div class="wrap-box flaws center mar-b-smd"><textarea class="three-line-textarea background-textarea no-border edit" name=attr_flaws></textarea> <button type=roll name=roll_shaped_flaws class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Flaws}} {{text=@{flaws}}}"><span name=attr_flaws class="presentation pre-line background-text"></span><div class="wrap-box-title center" data-i18n=FLAWS><span class=en>Flaws</span><span class=de>Schwachstellen</span><span class=fr>Défauts</span><span class=it>Difetti</span><span class=ru>Flaws</span></div></button></div><div class=wrap-box><input type=hidden name=attr_traits_exist class=item-toggle><div class=item-to-toggle><fieldset class=repeating_trait><div class="relative mar-b-sm"><input type=hidden name=attr_has_uses class=item-toggle><div class="col-17 absolute"><input type=hidden name=attr_has_uses class=item-toggle><div class="item-to-toggle gray-bg small-label pad-l-sm"><div class="shaped-row vert-center no-wrap"><div><input type=number name=attr_uses class="no-spin no-border gray-bg no-pad" step=1></div><div>/</div><div><input type=number name=attr_uses_max class="no-spin no-border gray-bg no-pad" step=1></div></div><div class="edit small-label center" data-i18n=USES><span class=en>Uses</span><span class=de>Uses</span><span class=fr>Charges</span><span class=it>Usi</span><span class=ru>Uses</span></div></div></div><button type=roll name=roll_trait class="presentation trait wrapper-button traits-presentation-wrapper" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{trait=1}} {{recharge=@{recharge}}} @{saving_throw_toggle} @{damage_toggle} @{second_damage_toggle} {{uses=@{uses}}} {{uses_max=@{uses|max}}} @{heal_toggle} @{hide_gm_info} @{extras_toggle}"><span class=heading></span> <span name=attr_name class="bold italic"></span><span name=attr_recharge_display class="bold italic"></span><span class="bold italic">.</span> <span name=attr_display_text class=pre-line></span></button><div class="shaped-row edit"><div class=col-17></div><div class="col-34 center pad-l-sm"><input type=text name=attr_name class="bold italic" placeholder=Amphibious></div><div class="col-17 center pad-l-sm pad-r-sm"><select name=attr_type><option value=Other data-i18n=OTHER>Other</option><option value="Melee Weapon" data-i18n=MELEE>Melee</option><option value="Ranged Weapon" data-i18n=RANGED>Ranged</option></select><div class=small-label data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div></div><div class="col-26 center pad-l-sm"><input type=text name=attr_recharge class=center><div class=small-label data-i18n=RECHARGE><span class=en>Recharge</span><span class=de>Aufladung</span><span class=fr>Recharge</span><span class=it>Ricarica</span><span class=ru>Recharge</span></div></div></div><input type=checkbox name=attr_toggle_details class="toggle-icon-settings edit" checked><span class="toggle-icon-settings pictos edit">y</span><div class="details edit"><div class="col-100 center"><textarea class=two-line-textarea name=attr_display_text></textarea><div class=small-label data-i18n=DISPLAY_TEXT><span class=en>Display text</span><span class=de>Display text</span><span class=fr>Texte affiché</span><span class=it>Testo</span><span class=ru>Display text</span></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_saving_throw_toggle_var value="{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_saving_throw_toggle value=@{saving_throw_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SAVING_THROW><span class=en>Saving throw</span><span class=de>Rettungswurf</span><span class=fr>Jet de sauv</span><span class=it>Tiro salvezza</span><span class=ru>Saving throw</span>.</div><div class="attack-toggle col-65"><textarea class=one-line-textarea name=attr_saving_throw_condition placeholder="if the target is.."></textarea></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_ability><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_saving_throw_bonus value=0></div><div class="attack-toggle center pad-l-sm pad-r-sm">=</div><div class="attack-toggle center pad-l-sm pad-r-sm" data-i18n=DC><span class=en>DC</span><span class=de>SG</span><span class=fr>DD</span><span class=it>CD</span><span class=ru>DC</span></div><div class="attack-toggle col-09 center"><input type=number name=attr_saving_throw_dc readonly></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_vs_ability accept=Save><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-50 pad-r-sm"><textarea class=one-line-textarea name=attr_saving_throw_failure placeholder=or..></textarea></div><div class="attack-toggle col-50 pad-l-sm"><textarea class=one-line-textarea name=attr_saving_throw_success placeholder="half damage" accept="Save Success"></textarea></div></div><input type=hidden name=attr_damage_formula> <input type=hidden name=attr_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_damage_toggle_var value="{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}"> <input type=checkbox name=attr_damage_toggle value=@{damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_damage class=center value=0 accept=Damage></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_damage_type class=center placeholder=fire accept="Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_second_damage_formula> <input type=hidden name=attr_second_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_second_damage_toggle_var value="{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}"> <input type=checkbox name=attr_second_damage_toggle value=@{second_damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_second_damage class=center value=0 accept="Secondary Damage"></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_second_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_second_damage_type class=center placeholder=fire accept="Secondary Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_second_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_heal_formula><div class="shaped-row vert-center mar-t-sm"><input type=hidden name=attr_heal_toggle_var value=" {{heal=[[@{heal_formula}]]}}"> <input type=checkbox name=attr_heal_toggle value=@{heal_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=HEAL><span class=en>Heal</span><span class=de>Heilung</span><span class=fr>Soins</span><span class=it>Cura</span><span class=ru>Heal</span>.</div><div class="attack-toggle col-12"><input type=text name=attr_heal class=center value=0 accept=Healing></div><div class="attack-toggle pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-16"><select name=attr_heal_ability><option value=0 selected>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center"><input type=number name=attr_heal_bonus value=0></div><div class="attack-toggle pad-l-sm pad-r-sm">+</div><div class="attack-toggle center"><input type=hidden name=attr_heal_query value="?{Heal Bonus Amount|}"> <input type=checkbox name=attr_heal_query_toggle value=@{heal_query} class=toggle-query><span class="toggle-query button" data-i18n=QUERY><span class=en>Query</span><span class=de>Query</span><span class=fr>Varie</span><span class=it>Query</span><span class=ru>Query</span></span></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_extras_var value="{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}"> <input type=checkbox name=attr_extras_toggle value=@{extras_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=EXTRAS><span class=en>Extras</span><span class=de>Extras</span><span class=fr>Extras</span><span class=it>Extra</span><span class=ru>Extras</span>.</div><div class="attack-toggle col-75 center mar-b-sm"><textarea class=one-line-textarea name=attr_emote></textarea><div class=small-label data-i18n=EMOTE><span class=en>Emote</span><span class=de>Emote</span><span class=fr>Emote</span><span class=it>Emote</span><span class=ru>Emote</span></div></div><div class="attack-toggle col-100 center"><textarea name=attr_freetext class=two-line-textarea></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="attack-toggle col-100 center mar-t-sm"><textarea name=attr_freeform class=one-line-textarea></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div></div></div></fieldset></div><button type=roll name=roll_shaped_traits class=wrapper-button value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Traits}} {{text_big=@{traits_macro_var}}}"><div class="wrap-box-title center" data-i18n=FEATURES_AND_TRAITS><span class=en>Features & Traits</span><span class=de>Talente & Fertigkeiten</span><span class=fr>Traits Raciaux & Capacités</span><span class=it>Caratteristiche e tratti</span><span class=ru>Features & Traits</span></div></button></div></div></div></div><div class=section-npc><div class=bar></div><div class=npc-content-wrap><div class=compendium-drop-target><input type=hidden name=attr_content_srd accept=Content> <input type=hidden name=attr_spells_srd accept="Spell Book"><div class=shaped-row><div class="col-50 pad-r-md"><div><span name=attr_character_name class="creature-name presentation"></span> <input type=text name=attr_character_name class="edit creature-name no-border" accept=Name placeholder=Dragon></div><div class="shaped-row edit"><div class="col-20 pad-r-sm"><select name=attr_size class="italic no-border" accept=Size><option value=Tiny data-i18n=TINY>Tiny</option><option value=Small data-i18n=SMALL>Small</option><option value=Medium data-i18n=MEDIUM>Medium</option><option value=Large data-i18n=LARGE selected>Large</option><option value=Huge data-i18n=HUGE>Huge</option><option value=Gargantuan data-i18n=GARGANTUAN>Gargantuan</option></select></div><div class="col-30 pad-l-sm pad-r-sm"><input type=text name=attr_type class="italic no-border" placeholder=dragon accept=Type></div><div class="col-23 pad-l-sm"><input type=text name=attr_alignment class="italic no-border" placeholder="lawful evil" accept=Alignment></div></div><span class="italic presentation"><span name=attr_size></span> <span name=attr_type></span>, <span name=attr_alignment></span></span><div class=divider></div><div class=top-stats><div class="shaped-row flex-end"><button type=roll name=roll_shaped_ac value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=AC}} {{text_top=[[@{ac}]]}} {{text_center=@{ac_note}}}"><span class=heading data-i18n=ARMOR_CLASS><span class=en>Armor class</span><span class=de>Rüstungsklasse</span><span class=fr>Armure</span><span class=it>Classe armatura</span><span class=ru>Класс Брони</span></span> <span class=presentation><span name=attr_AC></span> (<span name=attr_ac_note></span>)</span></button><div class="col-06 edit pad-l-sm"><input type=hidden name=attr_ac_srd accept=AC> <input type=number name=attr_AC class="no-border no-spin"></div><div class="col-38 edit pad-l-md"><div class="shaped-row no-wrap"><span>(</span> <input type=text name=attr_ac_note class=no-border> <span>)</span></div></div></div><div class="shaped-row flex-end no-wrap"><button type=roll name=roll_shaped_initiative value="@{initiative_output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Initiative}} {{subheader=Ability Check}} @{initiative_roll}@{d20_mod} + @{initiative_to_tracker} + @{initiative_tie_breaker}]]}} @{attacher_initiative}"><span class=heading data-i18n=INITIATIVE><span class=en>Initiative</span><span class=de>Initiative</span><span class=fr>Initiative</span><span class=it>Iniziativa</span><span class=ru>Initiative</span></span> <span name=attr_initiative class=presentation></span></button><div class=edit>+</div><div class="col-06 edit"><input type=text name=attr_initiative_bonus class="center no-border" value=0></div><div class=edit>=</div><span name=attr_initiative class=edit></span></div><div class="shaped-row flex-end"><input type=hidden name=attr_hp_srd accept=HP> <button type=roll name=roll_shaped_hp value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Hit Points}} {{text_big=[[@{HP}]]&#47;[[@{HP|max}]]}}"><span class=heading data-i18n=HIT_POINTS><span class=en>Hit points</span><span class=de>Trefferpunkte</span><span class=fr>Points de vie</span><span class=it>Punti ferita</span><span class=ru>Хит Поинты</span></span> <span name=attr_HP class=presentation></span></button> <span class="presentation pad-l-sm"><button type=roll name=roll_shaped_npc_hp value="/w GM &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Hit Points Rolled}} {{text_top=[[@{hp_formula}]]}} {{text_center=Average [[@{HP}]]}}">(<span name=attr_hp_formula></span>)</button></span><div class="col-40 pad-l-sm edit"><div class=shaped-row><div class="col-18 pad-r-sm"><input type=number name=attr_hit_dice class="no-border no-spin" step=1></div><div class="col-18 pad-r-sm"><select name=attr_hit_die class=no-border><option>d2</option><option>d4</option><option>d6</option><option>d8</option><option>d10</option><option>d12</option><option>d20</option></select></div><div class="col-64 pad-l-sm"><input type=text name=attr_hp_extra class=no-border></div></div></div><div class="col-20 pad-l-lg"><input type=checkbox name=attr_hd_d2_toggle value=1 class="toggle-hd-d2 hidden"> <input type=checkbox name=attr_hd_d4_toggle value=1 class="toggle-hd-d4 hidden"> <input type=checkbox name=attr_hd_d6_toggle value=1 class="toggle-hd-d6 hidden"> <input type=checkbox name=attr_hd_d8_toggle value=1 class="toggle-hd-d8 hidden"> <input type=checkbox name=attr_hd_d10_toggle value=1 class="toggle-hd-d10 hidden"> <input type=checkbox name=attr_hd_d12_toggle value=1 class="toggle-hd-d12 hidden"> <input type=checkbox name=attr_hd_d20_toggle value=1 class="toggle-hd-d20 hidden"><div class="shaped-row center flex-end toggle-hd-d2"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d2 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d2_max class=center></span></div><input type=hidden name=attr_hd_d2_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d2 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d2_query}d2 Hit Dice}} {{uses=@{hd_d2}}} {{uses_max=@{hd_d2|max}}} @{roll_info} {{roll1=[[{((@{hd_d2_query})d2[d2 * hd] + ((@{hd_d2_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d2</button></div></div><div class="shaped-row center flex-end toggle-hd-d4"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d4 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d4_max class=center></span></div><input type=hidden name=attr_hd_d4_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d4 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d4_query}d4 Hit Dice}} {{uses=@{hd_d4}}} {{uses_max=@{hd_d4|max}}} @{roll_info} {{roll1=[[{((@{hd_d4_query})d4[d4 * hd] + ((@{hd_d4_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d4</button></div></div><div class="shaped-row center flex-end toggle-hd-d6"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d6 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d6_max class=center></span></div><input type=hidden name=attr_hd_d6_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d6 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d6_query}d6 Hit Dice}} {{uses=@{hd_d6}}} {{uses_max=@{hd_d6|max}}} @{roll_info} {{roll1=[[{((@{hd_d6_query})d6[d6 * hd] + ((@{hd_d6_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d6</button></div></div><div class="shaped-row center flex-end toggle-hd-d8"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d8 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d8_max class=center></span></div><input type=hidden name=attr_hd_d8_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d8 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d8_query}d8 Hit Dice}} {{uses=@{hd_d8}}} {{uses_max=@{hd_d8|max}}} @{roll_info} {{roll1=[[{((@{hd_d8_query})d8[d8 * hd] + ((@{hd_d8_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d8</button></div></div><div class="shaped-row center flex-end toggle-hd-d10"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d10 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d10_max class=center></span></div><input type=hidden name=attr_hd_d10_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d10 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d10_query}d10 Hit Dice}} {{uses=@{hd_d10}}} {{uses_max=@{hd_d10|max}}} @{roll_info} {{roll1=[[{((@{hd_d10_query})d10[d10 * hd] + ((@{hd_d10_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d10</button></div></div><div class="shaped-row center flex-end toggle-hd-d12"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d12 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d12_max class=center></span></div><input type=hidden name=attr_hd_d12_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d12 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d12_query}d12 Hit Dice}} {{uses=@{hd_d12}}} {{uses_max=@{hd_d12|max}}} @{roll_info} {{roll1=[[{((@{hd_d12_query})d12[d12 * hd] + ((@{hd_d12_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d12</button></div></div><div class="shaped-row center flex-end toggle-hd-d20"><div class="col-28 pad-r-sm"><input type=number name=attr_hd_d20 class="no-spin no-border" min=0 step=1></div><div class=col-05>&#47;</div><div class=col-28><span name=attr_hd_d20_max class=center></span></div><input type=hidden name=attr_hd_d20_query><div class="col-33 center"><button type=roll name=roll_shaped_hd_d20 class=bold value="@{hit_dice_output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{hd_d20_query}d20 Hit Dice}} {{uses=@{hd_d20}}} {{uses_max=@{hd_d20|max}}} @{roll_info} {{roll1=[[{((@{hd_d20_query})d20[d20 * hd] + ((@{hd_d20_query}) * @{constitution_mod})[con mod * hd]), 0d0+1}kh1[minimum of 1]]]}} @{attacher_hit_dice}">d20</button></div></div></div></div><div class="shaped-row flex-end"><button type=roll name=roll_shaped_npc_speed value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Speed}} {{text_top=@{npc_speed}}}"><span class=heading data-i18n=SPEED><span class=en>Speed</span><span class=de>Geschw.</span><span class=fr>Vitesse</span><span class=it>Velocità</span><span class=ru>Speed</span></span> <span name=attr_npc_speed class=presentation></span></button><div class="col-80 pad-l-sm edit"><input type=text name=attr_npc_speed class=no-border accept=Speed></div></div><div class=divider></div><div class=shaped-row><div class="col-16 center pad-r-sm"><button type=roll name=roll_shaped_strength_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Strength}} {{subheader=Ability Check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{strength_check_mod}]]}} @{roll_setting}@{d20_mod} + @{strength_check_mod}]]}} @{attacher_strength_check}" tabindex=-1><div class="heading uppercase center" data-i18n=STR><span class=en>Str</span><span class=de>Str</span><span class=fr>For</span><span class=it>For</span><span class=ru>Сила</span></div><div class="presentation mar-t-sm"><span name=attr_strength class=center></span> (<span name=attr_strength_mod_with_sign class=center></span>)</div></button> <input type=hidden name=attr_strength_mod><div class="shaped-row center edit no-wrap"><div><input type=number name=attr_strength class="no-border no-spin" accept=STR></div><div>+</div><div><input type=number name=attr_strength_bonus class="edit no-spin no-border" value=0 step=1></div><div>(<span name=attr_strength_mod_with_sign class=center></span>)</div></div><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_strength_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_strength_check_mod></span></div></div><div class="col-16 center pad-l-sm pad-r-sm"><button type=roll name=roll_shaped_dexterity_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Dexterity}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{dexterity_check_mod}]]}} @{roll_setting}@{d20_mod} + @{dexterity_check_mod}]]}} @{attacher_dexterity_check}" tabindex=-1><div class="heading uppercase center" data-i18n=DEX><span class=en>Dex</span><span class=de>Ges</span><span class=fr>Dex</span><span class=it>Des</span><span class=ru>Лов</span></div><div class="presentation mar-t-sm"><span name=attr_dexterity class=center></span> (<span name=attr_dexterity_mod_with_sign class=center></span>)</div></button> <input type=hidden name=attr_dexterity_mod><div class="shaped-row center edit no-wrap"><div><input type=number name=attr_dexterity class="no-border no-spin" accept=DEX></div><div>+</div><div><input type=number name=attr_dexterity_bonus class="edit no-spin no-border" value=0 step=1></div><div>(<span name=attr_dexterity_mod_with_sign class=center></span>)</div></div><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_dexterity_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_dexterity_check_mod></span></div></div><div class="col-16 center pad-l-sm pad-r-sm"><button type=roll name=roll_shaped_constitution_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Constitution}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{constitution_check_mod}]]}} @{roll_setting}@{d20_mod} + @{constitution_check_mod}]]}} @{attacher_constitution_check}" tabindex=-1><div class="heading uppercase center" data-i18n=CON><span class=en>Con</span><span class=de>Kon</span><span class=fr>Con</span><span class=it>Cos</span><span class=ru>Tел</span></div><div class="presentation mar-t-sm"><span name=attr_constitution class=center></span> (<span name=attr_constitution_mod_with_sign class=center></span>)</div></button> <input type=hidden name=attr_constitution_mod><div class="shaped-row center edit no-wrap"><div><input type=number name=attr_constitution class="no-border no-spin" accept=CON></div><div>+</div><div><input type=number name=attr_constitution_bonus class="edit no-spin no-border" value=0 step=1></div><div>(<span name=attr_constitution_mod_with_sign class=center></span>)</div></div><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_constitution_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_constitution_check_mod></span></div></div><div class="col-16 center pad-l-sm pad-r-sm"><button type=roll name=roll_shaped_intelligence_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Intelligence}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{intelligence_check_mod}]]}} @{roll_setting}@{d20_mod} + @{intelligence_check_mod}]]}} @{attacher_intelligence_check}" tabindex=-1><div class="heading uppercase center" data-i18n=INT><span class=en>Int</span><span class=de>Int</span><span class=fr>Int</span><span class=it>Int</span><span class=ru>Инт</span></div><div class="presentation mar-t-sm"><span name=attr_intelligence class=center></span> (<span name=attr_intelligence_mod_with_sign class=center></span>)</div></button> <input type=hidden name=attr_intelligence_mod><div class="shaped-row center edit no-wrap"><div><input type=number name=attr_intelligence class="no-border no-spin" accept=INT></div><div>+</div><div><input type=number name=attr_intelligence_bonus class="edit no-spin no-border" value=0 step=1></div><div>(<span name=attr_intelligence_mod_with_sign class=center></span>)</div></div><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_intelligence_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_intelligence_check_mod></span></div></div><div class="col-16 center pad-l-sm pad-r-sm"><button type=roll name=roll_shaped_wisdom_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Wisdom}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{wisdom_check_mod}]]}} @{roll_setting}@{d20_mod} + @{wisdom_check_mod}]]}} @{attacher_wisdom_check}" tabindex=-1><div class="heading uppercase center" data-i18n=WIS><span class=en>Wis</span><span class=de>Wei</span><span class=fr>Sag</span><span class=it>Sag</span><span class=ru>Муд</span></div><div class="presentation mar-t-sm"><span name=attr_wisdom class=center></span> (<span name=attr_wisdom_mod_with_sign class=center></span>)</div></button> <input type=hidden name=attr_wisdom_mod><div class="shaped-row center edit no-wrap"><div><input type=number name=attr_wisdom class="no-border no-spin" accept=WIS></div><div>+</div><div><input type=number name=attr_wisdom_bonus class="edit no-spin no-border" value=0 step=1></div><div>(<span name=attr_wisdom_mod_with_sign class=center></span>)</div></div><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_wisdom_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_wisdom_check_mod></span></div></div><div class="col-16 center pad-l-sm"><button type=roll name=roll_shaped_charisma_check value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Charisma}} {{subheader=Ability check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{charisma_check_mod}]]}} @{roll_setting}@{d20_mod} + @{charisma_check_mod}]]}} @{attacher_charisma_check}" tabindex=-1><div class="heading uppercase center" data-i18n=CHA><span class=en>Cha</span><span class=de>Cha</span><span class=fr>Cha</span><span class=it>Car</span><span class=ru>Хар</span></div><div class="presentation mar-t-sm"><span name=attr_charisma class=center></span> (<span name=attr_charisma_mod_with_sign class=center></span>)</div></button> <input type=hidden name=attr_charisma_mod><div class="shaped-row center edit no-wrap"><div><input type=number name=attr_charisma class="no-border no-spin" accept=CHA></div><div>+</div><div><input type=number name=attr_charisma_bonus class="edit no-spin no-border" value=0 step=1></div><div>(<span name=attr_charisma_mod_with_sign class=center></span>)</div></div><div class="edit shaped-row no-wrap vert-center small-label"><span data-i18n=CHECK><span class=en>Check</span><span class=de>Check</span><span class=fr>Jet</span><span class=it>Prova</span><span class=ru>Check</span></span><div>+</div><div><input type=number name=attr_charisma_check_bonus class="no-spin no-border" value=0 step=1></div><div>=</div><span class=mar-l-sm name=attr_charisma_check_mod></span></div></div></div><div class=divider></div><input type=hidden name=attr_saving_throws_srd accept="Saving Throws"><div class="saving-throws shaped-row flex-end"><span class=heading data-i18n=SAVING_THROWS><span class=en>Saving throws</span><span class=de>Rettungswürfe</span><span class=fr>Jets de sauvegarde</span><span class=it>Tiri salvezza</span><span class=ru>Saving throws</span></span> <span class=pad-l-sm></span> <span class=edit><input type=checkbox name=attr_strength_save_prof value=@{PB}></span><div class="col-1-3-em edit"><input type=number name=attr_strength_save_bonus class="no-spin small-label" value=0 step=1></div><button type=roll name=roll_shaped_strength_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Strength}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{strength_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{strength_saving_throw_mod}]]}} @{attacher_strength_saving_throw}" tabindex=-1><span data-i18n=STR><span class=en>Str</span><span class=de>Str</span><span class=fr>For</span><span class=it>For</span><span class=ru>Сила</span></span> <span name=attr_strength_saving_throw_mod_with_sign class="inline-block center"></span></button> <span class=pad-r-sm>,</span> <span class="edit border-left pad-l-sm"><input type=checkbox name=attr_dexterity_save_prof value=@{PB}></span><div class="col-1-3-em edit"><input type=number name=attr_dexterity_save_bonus class="no-spin small-label" value=0 step=1></div><button type=roll name=roll_shaped_dexterity_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Dexterity}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{dexterity_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{dexterity_saving_throw_mod}]]}} @{attacher_dexterity_saving_throw}" tabindex=-1><span data-i18n=DEX><span class=en>Dex</span><span class=de>Ges</span><span class=fr>Dex</span><span class=it>Des</span><span class=ru>Лов</span></span> <span name=attr_dexterity_saving_throw_mod_with_sign class="inline-block center"></span></button> <span class=pad-r-sm>,</span> <span class="edit border-left pad-l-sm"><input type=checkbox name=attr_constitution_save_prof value=@{PB}></span><div class="col-1-3-em edit"><input type=number name=attr_constitution_save_bonus class="no-spin small-label" value=0 step=1></div><button type=roll name=roll_shaped_constitution_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Constitution}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{constitution_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{constitution_saving_throw_mod}]]}} @{attacher_constitution_saving_throw}" tabindex=-1><span data-i18n=CON><span class=en>Con</span><span class=de>Kon</span><span class=fr>Con</span><span class=it>Cos</span><span class=ru>Tел</span></span> <span name=attr_constitution_saving_throw_mod_with_sign class="inline-block center"></span></button> <span class=pad-r-sm>,</span> <span class="edit border-left pad-l-sm"><input type=checkbox name=attr_intelligence_save_prof value=@{PB}></span><div class="col-1-3-em edit"><input type=number name=attr_intelligence_save_bonus class="no-spin small-label" value=0 step=1></div><button type=roll name=roll_shaped_intelligence_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Intelligence}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{intelligence_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{intelligence_saving_throw_mod}]]}} @{attacher_intelligence_saving_throw}" tabindex=-1><span data-i18n=INT><span class=en>Int</span><span class=de>Int</span><span class=fr>Int</span><span class=it>Int</span><span class=ru>Инт</span></span> <span name=attr_intelligence_saving_throw_mod_with_sign class="inline-block center"></span></button> <span class=pad-r-sm>,</span> <span class="edit border-left pad-l-sm"><input type=checkbox name=attr_wisdom_save_prof value=@{PB}></span><div class="col-1-3-em edit"><input type=number name=attr_wisdom_save_bonus class="no-spin small-label" value=0 step=1></div><button type=roll name=roll_shaped_wisdom_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Wisdom}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{wisdom_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{wisdom_saving_throw_mod}]]}} @{attacher_wisdom_saving_throw}" tabindex=-1><span data-i18n=WIS><span class=en>Wis</span><span class=de>Wei</span><span class=fr>Sag</span><span class=it>Sag</span><span class=ru>Муд</span></span> <span name=attr_wisdom_saving_throw_mod_with_sign class="inline-block center"></span></button> <span class=pad-r-sm>,</span> <span class="edit border-left pad-l-sm"><input type=checkbox name=attr_charisma_save_prof value=@{PB}></span><div class="col-1-3-em edit"><input type=number name=attr_charisma_save_bonus class="no-spin small-label" value=0 step=1></div><button type=roll name=roll_shaped_charisma_saving_throw value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Charisma}} {{subheader=Saving Throw}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{charisma_saving_throw_mod}]]}} @{roll_setting}@{d20_mod} + @{charisma_saving_throw_mod}]]}} @{attacher_charisma_saving_throw}" tabindex=-1><span data-i18n=CHA><span class=en>Cha</span><span class=de>Cha</span><span class=fr>Cha</span><span class=it>Car</span><span class=ru>Хар</span></span> <span name=attr_charisma_saving_throw_mod_with_sign class="inline-block center"></span></button></div><input type=hidden name=attr_skills_srd accept=Skills><div class="shaped-row skills"><span class=heading data-i18n=SKILLS_TITLE><span class=en>Skills</span><span class=de>Fertigkeiten</span><span class=fr>Compétences</span><span class=it>Abilità</span><span class=ru>Навыки</span></span> <span class="col-90 pad-l-sm"><fieldset class=repeating_skill><div class="shaped-row no-wrap vert-center"><div class="col-1-3-em skill-select-wrapper edit"><select name=attr_proficiency class=no-border><option value=unproficient>&#8212; &#160;&#160;<span data-i18n=UNPROFICIENT>Unproficient</span></option><option value=proficient>&check; &#160;&#160; <span data-i18n=PROFICIENT>Proficient</span></option><option value=expertise>&cross; &#160;&#160; <span data-i18n=EXPERTISE>Expertise</span></option></select></div><div class="col-1-3-em edit"><input type=number name=attr_bonus class="no-spin small-label" value=0 step=1></div><div class="col-6-em edit"><input type=text name=attr_name></div><button type=roll name=roll_skill value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name} (@{ability_short_name})}} {{subheader=Ability Check}} @{roll_info} {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{formula}]]}} @{roll_setting}@{d20_mod} + @{formula}]]}} @{attacher_skill}" tabindex=-1><div class="shaped-row no-wrap flex-end"><span name=attr_name class="presentation skill-name white-space-no-wrap pad-r-sm"></span> <span name=attr_total_with_sign class="inline-block center"></span></div></button> <input type=hidden name=attr_formula> <input type=hidden name=attr_name> <input type=hidden name=attr_ability_short_name><div class="skills-ability-selector-wrapper edit pad-l-sm"><div class="shaped-row no-wrap vert-center"><span>(</span><select name=attr_ability class=skills-ability-selector><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select><span>)</span></div></div><div class="pad-r-sm comma">,</div></div></fieldset><input type=checkbox name=attr_generate_skills class="toggle-pseudo-button edit"><span class="toggle-pseudo-button button edit" data-i18n=GENERATE_SKILLS><span class=en>Generate skills</span><span class=de>Fertigkeiten erzeugen</span><span class=fr>Générer</span><span class=it>Genera abilità</span><span class=ru>Generate skills</span></span></span></div><div class=damage-vulnerabilities><input type=hidden name=attr_damage_vulnerabilities_exist class=item-toggle> <button type=roll name=roll_shaped_damage_vulnerabilities class="wrapper-button item-to-toggle" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Damage vulnerabilities}} {{text=@{damage_vulnerabilities}}}"><span class=heading data-i18n=DAMAGE_VULNERABILITIES><span class=en>Damage Vulnerabilities</span><span class=de>Schadens-Verwundbarkeiten</span><span class=fr>Vulnérabilité<br>aux dégâts</span><span class=it>Vulnerabilità ai danni</span><span class=ru>Damage Vulnerabilities</span></span> <span name=attr_damage_vulnerabilities class="presentation pre-line"></span></button> <textarea name=attr_damage_vulnerabilities class="edit two-line-textarea no-border" accept=Vulnerabilities></textarea></div><div class=damage-resistances><input type=hidden name=attr_damage_resistances_exist class=item-toggle> <button type=roll name=roll_shaped_damage_resistances class="wrapper-button item-to-toggle" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Damage resistances}} {{text=@{damage_resistances}}}"><span class=heading data-i18n=DAMAGE_RESISTANCES><span class=en>Damage Resistances</span><span class=de>Schadens-Resistenzen</span><span class=fr>Résistance<br>aux dégâts</span><span class=it>Resistenze ai danni</span><span class=ru>Damage Resistances</span></span> <span name=attr_damage_resistances class="presentation pre-line"></span></button> <textarea name=attr_damage_resistances class="edit two-line-textarea no-border" accept=Resistances></textarea></div><div class=damage-immunities><input type=hidden name=attr_damage_immunities_exist class=item-toggle> <button type=roll name=roll_shaped_damage_immunities class="wrapper-button item-to-toggle" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Damage immunities}} {{text=@{damage_immunities}}}"><span class=heading data-i18n=DAMAGE_IMMUNITIES><span class=en>Damage Immunities</span><span class=de>Schadens-Immunitäten</span><span class=fr>Immunité<br>aux dégâts</span><span class=it>Immunità ai danni</span><span class=ru>Damage Immunities</span></span> <span name=attr_damage_immunities class="presentation pre-line"></span></button> <textarea name=attr_damage_immunities class="edit two-line-textarea no-border" accept=Immunities></textarea></div><div class=condition-immunities><input type=hidden name=attr_condition_immunities_exist class=item-toggle> <button type=roll name=roll_shaped_condition_immunities class="wrapper-button item-to-toggle" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Condition immunities}} {{text=@{condition_immunities}}}"><span class=heading data-i18n=CONDITION_IMMUNITIES><span class=en>Condition Immunities</span><span class=de>Konditionen Immunitäten</span><span class=fr>Immunité<br>aux conditions</span><span class=it>Immunità alle condizioni</span><span class=ru>Condition Immunities</span></span> <span name=attr_condition_immunities class="presentation pre-line"></span></button> <textarea name=attr_condition_immunities class="edit two-line-textarea no-border" accept="Condition Immunities"></textarea></div><div class="shaped-row vert-center"><input type=hidden name=attr_senses_exist class=item-toggle> <button type=roll name=roll_shaped_senses class=item-to-toggle value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Senses}} {{text_top=@{senses}}}"><span class=heading data-i18n=SENSES><span class=en>Senses</span><span class=de>Sinne</span><span class=fr>Sens</span><span class=it>Sensi</span><span class=ru>Senses</span></span> <span name=attr_senses class=presentation></span></button><div class="col-80 pad-l-sm edit"><input type=text name=attr_senses class=no-border accept=Senses></div></div><div class="shaped-row vert-center"><input type=hidden name=attr_languages_exist class=item-toggle> <button type=roll name=roll_shaped_languages class=item-to-toggle value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Languages}} {{text_top=@{languages}}}"><span class=heading data-i18n=LANGUAGES><span class=en>Languages</span><span class=de>Sprachen</span><span class=fr>Langues</span><span class=it>lingue</span><span class=ru>Языки</span></span> <span name=attr_languages class=presentation></span></button><div class="col-80 pad-l-sm edit"><input type=text name=attr_languages class=no-border accept=Languages></div></div><div class="shaped-row vert-center"><button type=roll name=roll_shaped_challenge value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Challenge}} {{text_top=@{challenge}}} {{text_center=@{xp_readable} XP}}" tabindex=-1><span class=heading data-i18n=CHALLENGE><span class=en>Challenge</span><span class=de>Herausforderung</span><span class=fr>FP</span><span class=it>GS</span><span class=ru>Challenge</span></span> <span class=presentation><span name=attr_challenge></span> (<span name=attr_xp_readable></span> XP)</span></button> <input type=hidden name=attr_xp> <input type=hidden name=attr_xp_readable><div class="col-05 edit pad-l-sm"><input type=text name=attr_challenge class="no-border no-spin" accept="Challenge Rating"></div></div><div><button type=roll name=roll_shaped_pb value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Proficiency Bonus}} {{text_top=[[@{pb}]]}}" tabindex=-1><span class=heading data-i18n=PROFICIENCY_BONUS><span class=en>Proficiency Bonus</span><span class=de>Befähigungsbonus</span><span class=fr>Bonus de maîtrise</span><span class=it>Bonus competenza</span><span class=ru>Proficiency Bonus</span></span> <span name=attr_PB></span></button></div><div class=divider></div></div></div><div class="col-50 pad-l-md"><input type=hidden name=attr_traits_exist class=item-toggle><div class=item-to-toggle><fieldset class=repeating_trait><div class="relative mar-b-sm"><input type=hidden name=attr_has_uses class=item-toggle><div class="col-17 absolute"><input type=hidden name=attr_has_uses class=item-toggle><div class="item-to-toggle gray-bg small-label pad-l-sm"><div class="shaped-row vert-center no-wrap"><div><input type=number name=attr_uses class="no-spin no-border gray-bg no-pad" step=1></div><div>/</div><div><input type=number name=attr_uses_max class="no-spin no-border gray-bg no-pad" step=1></div></div><div class="edit small-label center" data-i18n=USES><span class=en>Uses</span><span class=de>Uses</span><span class=fr>Charges</span><span class=it>Usi</span><span class=ru>Uses</span></div></div></div><button type=roll name=roll_trait class="presentation trait wrapper-button traits-presentation-wrapper" value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{trait=1}} {{recharge=@{recharge}}} @{saving_throw_toggle} @{damage_toggle} @{second_damage_toggle} {{uses=@{uses}}} {{uses_max=@{uses|max}}} @{heal_toggle} @{hide_gm_info} @{extras_toggle}"><span class=heading></span> <span name=attr_name class="bold italic"></span><span name=attr_recharge_display class="bold italic"></span><span class="bold italic">.</span> <span name=attr_display_text class=pre-line></span></button><div class="shaped-row edit"><div class=col-17></div><div class="col-34 center pad-l-sm"><input type=text name=attr_name class="bold italic" placeholder=Amphibious></div><div class="col-17 center pad-l-sm pad-r-sm"><select name=attr_type><option value=Other data-i18n=OTHER>Other</option><option value="Melee Weapon" data-i18n=MELEE>Melee</option><option value="Ranged Weapon" data-i18n=RANGED>Ranged</option></select><div class=small-label data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div></div><div class="col-26 center pad-l-sm"><input type=text name=attr_recharge class=center><div class=small-label data-i18n=RECHARGE><span class=en>Recharge</span><span class=de>Aufladung</span><span class=fr>Recharge</span><span class=it>Ricarica</span><span class=ru>Recharge</span></div></div></div><input type=checkbox name=attr_toggle_details class="toggle-icon-settings edit" checked><span class="toggle-icon-settings pictos edit">y</span><div class="details edit"><div class="col-100 center"><textarea class=two-line-textarea name=attr_display_text></textarea><div class=small-label data-i18n=DISPLAY_TEXT><span class=en>Display text</span><span class=de>Display text</span><span class=fr>Texte affiché</span><span class=it>Testo</span><span class=ru>Display text</span></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_saving_throw_toggle_var value="{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_saving_throw_toggle value=@{saving_throw_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SAVING_THROW><span class=en>Saving throw</span><span class=de>Rettungswurf</span><span class=fr>Jet de sauv</span><span class=it>Tiro salvezza</span><span class=ru>Saving throw</span>.</div><div class="attack-toggle col-65"><textarea class=one-line-textarea name=attr_saving_throw_condition placeholder="if the target is.."></textarea></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_ability><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_saving_throw_bonus value=0></div><div class="attack-toggle center pad-l-sm pad-r-sm">=</div><div class="attack-toggle center pad-l-sm pad-r-sm" data-i18n=DC><span class=en>DC</span><span class=de>SG</span><span class=fr>DD</span><span class=it>CD</span><span class=ru>DC</span></div><div class="attack-toggle col-09 center"><input type=number name=attr_saving_throw_dc readonly></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_vs_ability accept=Save><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-50 pad-r-sm"><textarea class=one-line-textarea name=attr_saving_throw_failure placeholder=or..></textarea></div><div class="attack-toggle col-50 pad-l-sm"><textarea class=one-line-textarea name=attr_saving_throw_success placeholder="half damage" accept="Save Success"></textarea></div></div><input type=hidden name=attr_damage_formula> <input type=hidden name=attr_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_damage_toggle_var value="{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}"> <input type=checkbox name=attr_damage_toggle value=@{damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_damage class=center value=0 accept=Damage></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_damage_type class=center placeholder=fire accept="Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_second_damage_formula> <input type=hidden name=attr_second_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_second_damage_toggle_var value="{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}"> <input type=checkbox name=attr_second_damage_toggle value=@{second_damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_second_damage class=center value=0 accept="Secondary Damage"></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_second_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_second_damage_type class=center placeholder=fire accept="Secondary Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_second_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_heal_formula><div class="shaped-row vert-center mar-t-sm"><input type=hidden name=attr_heal_toggle_var value=" {{heal=[[@{heal_formula}]]}}"> <input type=checkbox name=attr_heal_toggle value=@{heal_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=HEAL><span class=en>Heal</span><span class=de>Heilung</span><span class=fr>Soins</span><span class=it>Cura</span><span class=ru>Heal</span>.</div><div class="attack-toggle col-12"><input type=text name=attr_heal class=center value=0 accept=Healing></div><div class="attack-toggle pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-16"><select name=attr_heal_ability><option value=0 selected>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center"><input type=number name=attr_heal_bonus value=0></div><div class="attack-toggle pad-l-sm pad-r-sm">+</div><div class="attack-toggle center"><input type=hidden name=attr_heal_query value="?{Heal Bonus Amount|}"> <input type=checkbox name=attr_heal_query_toggle value=@{heal_query} class=toggle-query><span class="toggle-query button" data-i18n=QUERY><span class=en>Query</span><span class=de>Query</span><span class=fr>Varie</span><span class=it>Query</span><span class=ru>Query</span></span></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_extras_var value="{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}"> <input type=checkbox name=attr_extras_toggle value=@{extras_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=EXTRAS><span class=en>Extras</span><span class=de>Extras</span><span class=fr>Extras</span><span class=it>Extra</span><span class=ru>Extras</span>.</div><div class="attack-toggle col-75 center mar-b-sm"><textarea class=one-line-textarea name=attr_emote></textarea><div class=small-label data-i18n=EMOTE><span class=en>Emote</span><span class=de>Emote</span><span class=fr>Emote</span><span class=it>Emote</span><span class=ru>Emote</span></div></div><div class="attack-toggle col-100 center"><textarea name=attr_freetext class=two-line-textarea></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="attack-toggle col-100 center mar-t-sm"><textarea name=attr_freeform class=one-line-textarea></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div></div></div></fieldset></div><input type=hidden name=attr_actions_exist class=item-toggle><div class=item-to-toggle><h3 data-i18n=ACTIONS><span class=en>Actions</span><span class=de>Aktionen</span><span class=fr>Actions</span><span class=it>Azioni</span><span class=ru>Actions</span></h3><fieldset class=repeating_action><div class="relative mar-b-sm"><button type=roll name=roll_action class=presentation value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{action=1}} {{reach=@{reach}}} {{range=@{range}}} {{recharge=@{recharge}}} @{roll_toggle} @{saving_throw_toggle} @{damage_toggle} @{second_damage_toggle} @{attacher_attack} @{hide_gm_info} @{extras_toggle}"><span class="bold italic"><span name=attr_name></span><span name=attr_recharge_display></span>.</span> <span name=attr_freetext class=pre-line></span></button><div class="shaped-row edit"><div class="col-40 center"><input type=text name=attr_name class="bold italic" placeholder=Bite></div><div class="col-17 center pad-l-sm pad-r-sm"><select name=attr_type><option value=Other data-i18n=OTHER>Other</option><option value="Melee Weapon" data-i18n=MELEE>Melee</option><option value="Ranged Weapon" data-i18n=RANGED>Ranged</option></select><div class=small-label data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div></div><div class="col-10 center pad-l-sm pad-r-sm"><input type=text name=attr_reach class=center><div class=small-label data-i18n=REACH><span class=en>Reach</span><span class=de>Bereich</span><span class=fr>Allonge</span><span class=it>Portata</span><span class=ru>Reach</span></div></div><div class="col-18 center pad-l-sm pad-r-sm"><input type=text name=attr_range class=center><div class=small-label data-i18n=RANGE><span class=en>Range</span><span class=de>Reichweite</span><span class=fr>Portée</span><span class=it>Portata</span><span class=ru>Range</span></div></div><div class="col-15 center pad-l-sm"><input type=text name=attr_recharge class=center><div class=small-label data-i18n=RECHARGE><span class=en>Recharge</span><span class=de>Aufladung</span><span class=fr>Recharge</span><span class=it>Ricarica</span><span class=ru>Recharge</span></div></div></div><input type=checkbox name=attr_toggle_details class="toggle-icon-settings edit" checked><span class="toggle-icon-settings pictos edit">y</span><div class="details edit"><input type=hidden name=attr_attack_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_roll_toggle_var value="{{vs_ac=1}} @{roll_info} {{roll1=[[@{preroll}d20cs>@{crit_range}@{postroll}@{d20_mod} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range}@{d20_mod} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_roll_toggle value=@{roll_toggle_var} class=attack-toggle checked><div class="bold italic mar-r-sm" data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span>.</div><div class="attack-toggle col-08 center pad-r-sm"><input type=checkbox name=attr_proficiency checked><div class=small-label data-i18n=PROF><span class=en>Prof</span><span class=de>Befähigt</span><span class=fr>Maît</span><span class=it>Comp.</span><span class=ru>Prof</span></div></div><div class="attack-toggle col-16 center pad-r-sm"><select name=attr_attack_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_attack_bonus class=center value=0></div><div class="attack-toggle col-16 center pad-l-sm"><input type=number name=attr_crit_range class=center value=20 step=1 min=1 max=20><div class=small-label data-i18n=CRIT_RANGE><span class=en>Crit range</span><span class=de>Krit-Ab</span><span class=fr>Coup Crit</span><span class=it>Minaccia Crit.</span><span class=ru>Crit range</span></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_saving_throw_toggle_var value="{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_saving_throw_toggle value=@{saving_throw_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SAVING_THROW><span class=en>Saving throw</span><span class=de>Rettungswurf</span><span class=fr>Jet de sauv</span><span class=it>Tiro salvezza</span><span class=ru>Saving throw</span>.</div><div class="attack-toggle col-65"><textarea class=one-line-textarea name=attr_saving_throw_condition placeholder="if the target is.."></textarea></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_ability><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_saving_throw_bonus value=0></div><div class="attack-toggle center pad-l-sm pad-r-sm">=</div><div class="attack-toggle center pad-l-sm pad-r-sm" data-i18n=DC><span class=en>DC</span><span class=de>SG</span><span class=fr>DD</span><span class=it>CD</span><span class=ru>DC</span></div><div class="attack-toggle col-09 center"><input type=number name=attr_saving_throw_dc readonly></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_vs_ability accept=Save><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-50 pad-r-sm"><textarea class=one-line-textarea name=attr_saving_throw_failure placeholder=or..></textarea></div><div class="attack-toggle col-50 pad-l-sm"><textarea class=one-line-textarea name=attr_saving_throw_success placeholder="half damage" accept="Save Success"></textarea></div></div><input type=hidden name=attr_damage_formula> <input type=hidden name=attr_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_damage_toggle_var value="{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}"> <input type=checkbox name=attr_damage_toggle value=@{damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_damage class=center value=0 accept=Damage></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_damage_type class=center placeholder=slashing accept="Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_second_damage_formula> <input type=hidden name=attr_second_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_second_damage_toggle_var value="{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}"> <input type=checkbox name=attr_second_damage_toggle value=@{second_damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_second_damage class=center value=0 accept="Secondary Damage"></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_second_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_second_damage_type class=center placeholder=fire accept="Secondary Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_second_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_extras_var value="{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}"> <input type=checkbox name=attr_extras_toggle value=@{extras_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=EXTRAS><span class=en>Extras</span><span class=de>Extras</span><span class=fr>Extras</span><span class=it>Extra</span><span class=ru>Extras</span>.</div><div class="attack-toggle col-75 center mar-b-sm"><textarea class=one-line-textarea name=attr_emote></textarea><div class=small-label data-i18n=EMOTE><span class=en>Emote</span><span class=de>Emote</span><span class=fr>Emote</span><span class=it>Emote</span><span class=ru>Emote</span></div></div><div class="attack-toggle col-100 center"><textarea name=attr_freetext class=two-line-textarea></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="attack-toggle col-100 center mar-t-sm"><textarea name=attr_freeform class=one-line-textarea></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div></div></div></fieldset></div><input type=hidden name=attr_reactions_exist class=item-toggle><div class=item-to-toggle><h3 data-i18n=REACTIONS><span class=en>Reactions</span><span class=de>Reaktionen</span><span class=fr>Réactions</span><span class=it>Reazioni</span><span class=ru>Reactions</span></h3><fieldset class=repeating_reaction><div class="relative mar-b-sm"><button type=roll name=roll_action class=presentation value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{action=1}} {{reach=@{reach}}} {{range=@{range}}} {{recharge=@{recharge}}} @{roll_toggle} @{saving_throw_toggle} @{damage_toggle} @{second_damage_toggle} @{attacher_attack} @{hide_gm_info} @{extras_toggle}"><span class="bold italic"><span name=attr_name></span><span name=attr_recharge_display></span>.</span> <span name=attr_freetext class=pre-line></span></button><div class="shaped-row edit"><div class="col-40 center"><input type=text name=attr_name class="bold italic" placeholder=Bite></div><div class="col-17 center pad-l-sm pad-r-sm"><select name=attr_type><option value=Other data-i18n=OTHER>Other</option><option value="Melee Weapon" data-i18n=MELEE>Melee</option><option value="Ranged Weapon" data-i18n=RANGED>Ranged</option></select><div class=small-label data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div></div><div class="col-10 center pad-l-sm pad-r-sm"><input type=text name=attr_reach class=center><div class=small-label data-i18n=REACH><span class=en>Reach</span><span class=de>Bereich</span><span class=fr>Allonge</span><span class=it>Portata</span><span class=ru>Reach</span></div></div><div class="col-18 center pad-l-sm pad-r-sm"><input type=text name=attr_range class=center><div class=small-label data-i18n=RANGE><span class=en>Range</span><span class=de>Reichweite</span><span class=fr>Portée</span><span class=it>Portata</span><span class=ru>Range</span></div></div><div class="col-15 center pad-l-sm"><input type=text name=attr_recharge class=center><div class=small-label data-i18n=RECHARGE><span class=en>Recharge</span><span class=de>Aufladung</span><span class=fr>Recharge</span><span class=it>Ricarica</span><span class=ru>Recharge</span></div></div></div><input type=checkbox name=attr_toggle_details class="toggle-icon-settings edit" checked><span class="toggle-icon-settings pictos edit">y</span><div class="details edit"><input type=hidden name=attr_attack_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_roll_toggle_var value="{{vs_ac=1}} @{roll_info} {{roll1=[[@{preroll}d20cs>@{crit_range}@{postroll}@{d20_mod} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range}@{d20_mod} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_roll_toggle value=@{roll_toggle_var} class=attack-toggle checked><div class="bold italic mar-r-sm" data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span>.</div><div class="attack-toggle col-08 center pad-r-sm"><input type=checkbox name=attr_proficiency checked><div class=small-label data-i18n=PROF><span class=en>Prof</span><span class=de>Befähigt</span><span class=fr>Maît</span><span class=it>Comp.</span><span class=ru>Prof</span></div></div><div class="attack-toggle col-16 center pad-r-sm"><select name=attr_attack_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_attack_bonus class=center value=0></div><div class="attack-toggle col-16 center pad-l-sm"><input type=number name=attr_crit_range class=center value=20 step=1 min=1 max=20><div class=small-label data-i18n=CRIT_RANGE><span class=en>Crit range</span><span class=de>Krit-Ab</span><span class=fr>Coup Crit</span><span class=it>Minaccia Crit.</span><span class=ru>Crit range</span></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_saving_throw_toggle_var value="{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_saving_throw_toggle value=@{saving_throw_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SAVING_THROW><span class=en>Saving throw</span><span class=de>Rettungswurf</span><span class=fr>Jet de sauv</span><span class=it>Tiro salvezza</span><span class=ru>Saving throw</span>.</div><div class="attack-toggle col-65"><textarea class=one-line-textarea name=attr_saving_throw_condition placeholder="if the target is.."></textarea></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_ability><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_saving_throw_bonus value=0></div><div class="attack-toggle center pad-l-sm pad-r-sm">=</div><div class="attack-toggle center pad-l-sm pad-r-sm" data-i18n=DC><span class=en>DC</span><span class=de>SG</span><span class=fr>DD</span><span class=it>CD</span><span class=ru>DC</span></div><div class="attack-toggle col-09 center"><input type=number name=attr_saving_throw_dc readonly></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_vs_ability accept=Save><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-50 pad-r-sm"><textarea class=one-line-textarea name=attr_saving_throw_failure placeholder=or..></textarea></div><div class="attack-toggle col-50 pad-l-sm"><textarea class=one-line-textarea name=attr_saving_throw_success placeholder="half damage" accept="Save Success"></textarea></div></div><input type=hidden name=attr_damage_formula> <input type=hidden name=attr_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_damage_toggle_var value="{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}"> <input type=checkbox name=attr_damage_toggle value=@{damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_damage class=center value=0 accept=Damage></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_damage_type class=center placeholder=slashing accept="Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_second_damage_formula> <input type=hidden name=attr_second_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_second_damage_toggle_var value="{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}"> <input type=checkbox name=attr_second_damage_toggle value=@{second_damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_second_damage class=center value=0 accept="Secondary Damage"></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_second_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_second_damage_type class=center placeholder=fire accept="Secondary Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_second_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_extras_var value="{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}"> <input type=checkbox name=attr_extras_toggle value=@{extras_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=EXTRAS><span class=en>Extras</span><span class=de>Extras</span><span class=fr>Extras</span><span class=it>Extra</span><span class=ru>Extras</span>.</div><div class="attack-toggle col-75 center mar-b-sm"><textarea class=one-line-textarea name=attr_emote></textarea><div class=small-label data-i18n=EMOTE><span class=en>Emote</span><span class=de>Emote</span><span class=fr>Emote</span><span class=it>Emote</span><span class=ru>Emote</span></div></div><div class="attack-toggle col-100 center"><textarea name=attr_freetext class=two-line-textarea></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="attack-toggle col-100 center mar-t-sm"><textarea name=attr_freeform class=one-line-textarea></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div></div></div></fieldset></div><input type=hidden name=attr_legendaryactions_exist class=item-toggle><div class=item-to-toggle><h3 data-i18n=LAIR_ACTIONS><span class=en>Legendary Actions</span><span class=de>Legendäre Aktionen</span><span class=fr>Actions légendaires</span><span class=it>Azioni Leggendarie</span><span class=ru>Legendary Actions</span></h3><div class=mar-b-md><span data-i18n=LEGENDARY_ACTIONS_TEXT_1><span class=en>The</span><span class=de>The</span><span class=fr>Un(e)</span><span class=it>Il/La</span><span class=ru>The</span></span> <span name=attr_character_name></span> <span data-i18n=LEGENDARY_ACTIONS_TEXT_2><span class=en>can take</span><span class=de>can take</span><span class=fr>peut prendre</span><span class=it>può usare</span><span class=ru>can take</span></span> <span name=attr_legendary_action_amount class=presentation></span><div class="col-2-em inline-block edit"><input type=number name=attr_legendary_action_amount class="no-border no-spin"></div>&nbsp; <span data-i18n=LEGENDARY_ACTIONS_TEXT_3><span class=en>legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The</span><span class=de>legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The</span><span class=fr>actions légendaires, en choix parmi les options suivantes. Une seule action légendaire peut être utilisée à la fois et uniquement à la fin du tour d'une autre créature. Un(e)</span><span class=it>azioni leggendarie, a scelta tra le opzioni sottostanti. Può essere usata una sola opzione per volta e solamente al termine del turno di un'altra creatura. Il/La</span><span class=ru>legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The</span></span> <span name=attr_character_name></span> <span data-i18n=LEGENDARY_ACTIONS_TEXT_4><span class=en>regains spent legendary actions at the start of its turn.</span><span class=de>regains spent legendary actions at the start of its turn.</span><span class=fr>récupère les actions légendaires dépensées au début de son tour de jeu.</span><span class=it>riacquista le azioni leggendarie usate all'inizio del proprio turno.</span><span class=ru>regains spent legendary actions at the start of its turn.</span></span></div><fieldset class=repeating_legendaryaction><div class="relative mar-b-sm"><button type=roll name=roll_action class=presentation value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{action=1}} {{reach=@{reach}}} {{range=@{range}}} {{recharge=@{recharge}}} @{roll_toggle} @{saving_throw_toggle} @{damage_toggle} @{second_damage_toggle} @{attacher_attack} @{hide_gm_info} @{extras_toggle}"><span class="bold italic"><span name=attr_name></span><span name=attr_recharge_display></span>.</span> <span name=attr_freetext class=pre-line></span></button><div class="shaped-row edit"><div class="col-40 center"><input type=text name=attr_name class="bold italic" placeholder=Bite></div><div class="col-17 center pad-l-sm pad-r-sm"><select name=attr_type><option value=Other data-i18n=OTHER>Other</option><option value="Melee Weapon" data-i18n=MELEE>Melee</option><option value="Ranged Weapon" data-i18n=RANGED>Ranged</option></select><div class=small-label data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div></div><div class="col-10 center pad-l-sm pad-r-sm"><input type=text name=attr_reach class=center><div class=small-label data-i18n=REACH><span class=en>Reach</span><span class=de>Bereich</span><span class=fr>Allonge</span><span class=it>Portata</span><span class=ru>Reach</span></div></div><div class="col-18 center pad-l-sm pad-r-sm"><input type=text name=attr_range class=center><div class=small-label data-i18n=RANGE><span class=en>Range</span><span class=de>Reichweite</span><span class=fr>Portée</span><span class=it>Portata</span><span class=ru>Range</span></div></div><div class="col-15 center pad-l-sm"><input type=text name=attr_recharge class=center><div class=small-label data-i18n=RECHARGE><span class=en>Recharge</span><span class=de>Aufladung</span><span class=fr>Recharge</span><span class=it>Ricarica</span><span class=ru>Recharge</span></div></div></div><input type=checkbox name=attr_toggle_details class="toggle-icon-settings edit" checked><span class="toggle-icon-settings pictos edit">y</span><div class="details edit"><input type=hidden name=attr_attack_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_roll_toggle_var value="{{vs_ac=1}} @{roll_info} {{roll1=[[@{preroll}d20cs>@{crit_range}@{postroll}@{d20_mod} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range}@{d20_mod} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_roll_toggle value=@{roll_toggle_var} class=attack-toggle checked><div class="bold italic mar-r-sm" data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span>.</div><div class="attack-toggle col-08 center pad-r-sm"><input type=checkbox name=attr_proficiency checked><div class=small-label data-i18n=PROF><span class=en>Prof</span><span class=de>Befähigt</span><span class=fr>Maît</span><span class=it>Comp.</span><span class=ru>Prof</span></div></div><div class="attack-toggle col-16 center pad-r-sm"><select name=attr_attack_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_attack_bonus class=center value=0></div><div class="attack-toggle col-16 center pad-l-sm"><input type=number name=attr_crit_range class=center value=20 step=1 min=1 max=20><div class=small-label data-i18n=CRIT_RANGE><span class=en>Crit range</span><span class=de>Krit-Ab</span><span class=fr>Coup Crit</span><span class=it>Minaccia Crit.</span><span class=ru>Crit range</span></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_saving_throw_toggle_var value="{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_saving_throw_toggle value=@{saving_throw_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SAVING_THROW><span class=en>Saving throw</span><span class=de>Rettungswurf</span><span class=fr>Jet de sauv</span><span class=it>Tiro salvezza</span><span class=ru>Saving throw</span>.</div><div class="attack-toggle col-65"><textarea class=one-line-textarea name=attr_saving_throw_condition placeholder="if the target is.."></textarea></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_ability><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_saving_throw_bonus value=0></div><div class="attack-toggle center pad-l-sm pad-r-sm">=</div><div class="attack-toggle center pad-l-sm pad-r-sm" data-i18n=DC><span class=en>DC</span><span class=de>SG</span><span class=fr>DD</span><span class=it>CD</span><span class=ru>DC</span></div><div class="attack-toggle col-09 center"><input type=number name=attr_saving_throw_dc readonly></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_vs_ability accept=Save><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-50 pad-r-sm"><textarea class=one-line-textarea name=attr_saving_throw_failure placeholder=or..></textarea></div><div class="attack-toggle col-50 pad-l-sm"><textarea class=one-line-textarea name=attr_saving_throw_success placeholder="half damage" accept="Save Success"></textarea></div></div><input type=hidden name=attr_damage_formula> <input type=hidden name=attr_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_damage_toggle_var value="{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}"> <input type=checkbox name=attr_damage_toggle value=@{damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_damage class=center value=0 accept=Damage></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_damage_type class=center placeholder=slashing accept="Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_second_damage_formula> <input type=hidden name=attr_second_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_second_damage_toggle_var value="{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}"> <input type=checkbox name=attr_second_damage_toggle value=@{second_damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_second_damage class=center value=0 accept="Secondary Damage"></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_second_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_second_damage_type class=center placeholder=fire accept="Secondary Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_second_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_extras_var value="{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}"> <input type=checkbox name=attr_extras_toggle value=@{extras_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=EXTRAS><span class=en>Extras</span><span class=de>Extras</span><span class=fr>Extras</span><span class=it>Extra</span><span class=ru>Extras</span>.</div><div class="attack-toggle col-75 center mar-b-sm"><textarea class=one-line-textarea name=attr_emote></textarea><div class=small-label data-i18n=EMOTE><span class=en>Emote</span><span class=de>Emote</span><span class=fr>Emote</span><span class=it>Emote</span><span class=ru>Emote</span></div></div><div class="attack-toggle col-100 center"><textarea name=attr_freetext class=two-line-textarea></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="attack-toggle col-100 center mar-t-sm"><textarea name=attr_freeform class=one-line-textarea></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div></div></div></fieldset></div><input type=hidden name=attr_lairactions_exist class=item-toggle><div class=item-to-toggle><h3 data-i18n=LAIR_ACTIONS><span class=en>Lair Actions</span><span class=de>Lair Actions</span><span class=fr>Actions de repaire</span><span class=it>Azioni della Tana</span><span class=ru>Lair Actions</span></h3><fieldset class=repeating_lairaction><div class="relative mar-b-sm"><button type=roll name=roll_action class=presentation value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{action=1}} {{reach=@{reach}}} {{range=@{range}}} {{recharge=@{recharge}}} @{roll_toggle} @{saving_throw_toggle} @{damage_toggle} @{second_damage_toggle} @{attacher_attack} @{hide_gm_info} @{extras_toggle}"><span name=attr_freetext class=pre-line></span></button><div class="shaped-row edit"><div class="col-17 center pad-l-sm pad-r-sm"><select name=attr_type><option value=Other data-i18n=OTHER>Other</option><option value="Melee Weapon" data-i18n=MELEE>Melee</option><option value="Ranged Weapon" data-i18n=RANGED>Ranged</option></select><div class=small-label data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div></div><div class="col-10 center pad-l-sm pad-r-sm"><input type=text name=attr_reach class=center><div class=small-label data-i18n=REACH><span class=en>Reach</span><span class=de>Bereich</span><span class=fr>Allonge</span><span class=it>Portata</span><span class=ru>Reach</span></div></div><div class="col-18 center pad-l-sm pad-r-sm"><input type=text name=attr_range class=center><div class=small-label data-i18n=RANGE><span class=en>Range</span><span class=de>Reichweite</span><span class=fr>Portée</span><span class=it>Portata</span><span class=ru>Range</span></div></div><div class="col-15 center pad-l-sm"><input type=text name=attr_recharge class=center><div class=small-label data-i18n=RECHARGE><span class=en>Recharge</span><span class=de>Aufladung</span><span class=fr>Recharge</span><span class=it>Ricarica</span><span class=ru>Recharge</span></div></div></div><input type=checkbox name=attr_toggle_details class="toggle-icon-settings edit" checked><span class="toggle-icon-settings pictos edit">y</span><div class="details edit"><input type=hidden name=attr_attack_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_roll_toggle_var value="{{vs_ac=1}} @{roll_info} {{roll1=[[@{preroll}d20cs>@{crit_range}@{postroll}@{d20_mod} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range}@{d20_mod} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_roll_toggle value=@{roll_toggle_var} class=attack-toggle checked><div class="bold italic mar-r-sm" data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span>.</div><div class="attack-toggle col-08 center pad-r-sm"><input type=checkbox name=attr_proficiency checked><div class=small-label data-i18n=PROF><span class=en>Prof</span><span class=de>Befähigt</span><span class=fr>Maît</span><span class=it>Comp.</span><span class=ru>Prof</span></div></div><div class="attack-toggle col-16 center pad-r-sm"><select name=attr_attack_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_attack_bonus class=center value=0></div><div class="attack-toggle col-16 center pad-l-sm"><input type=number name=attr_crit_range class=center value=20 step=1 min=1 max=20><div class=small-label data-i18n=CRIT_RANGE><span class=en>Crit range</span><span class=de>Krit-Ab</span><span class=fr>Coup Crit</span><span class=it>Minaccia Crit.</span><span class=ru>Crit range</span></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_saving_throw_toggle_var value="{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_saving_throw_toggle value=@{saving_throw_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SAVING_THROW><span class=en>Saving throw</span><span class=de>Rettungswurf</span><span class=fr>Jet de sauv</span><span class=it>Tiro salvezza</span><span class=ru>Saving throw</span>.</div><div class="attack-toggle col-65"><textarea class=one-line-textarea name=attr_saving_throw_condition placeholder="if the target is.."></textarea></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_ability><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_saving_throw_bonus value=0></div><div class="attack-toggle center pad-l-sm pad-r-sm">=</div><div class="attack-toggle center pad-l-sm pad-r-sm" data-i18n=DC><span class=en>DC</span><span class=de>SG</span><span class=fr>DD</span><span class=it>CD</span><span class=ru>DC</span></div><div class="attack-toggle col-09 center"><input type=number name=attr_saving_throw_dc readonly></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_vs_ability accept=Save><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-50 pad-r-sm"><textarea class=one-line-textarea name=attr_saving_throw_failure placeholder=or..></textarea></div><div class="attack-toggle col-50 pad-l-sm"><textarea class=one-line-textarea name=attr_saving_throw_success placeholder="half damage" accept="Save Success"></textarea></div></div><input type=hidden name=attr_damage_formula> <input type=hidden name=attr_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_damage_toggle_var value="{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}"> <input type=checkbox name=attr_damage_toggle value=@{damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_damage class=center value=0 accept=Damage></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_damage_type class=center placeholder=slashing accept="Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_second_damage_formula> <input type=hidden name=attr_second_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_second_damage_toggle_var value="{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}"> <input type=checkbox name=attr_second_damage_toggle value=@{second_damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_second_damage class=center value=0 accept="Secondary Damage"></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_second_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_second_damage_type class=center placeholder=fire accept="Secondary Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_second_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_extras_var value="{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}"> <input type=checkbox name=attr_extras_toggle value=@{extras_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=EXTRAS><span class=en>Extras</span><span class=de>Extras</span><span class=fr>Extras</span><span class=it>Extra</span><span class=ru>Extras</span>.</div><div class="attack-toggle col-75 center mar-b-sm"><textarea class=one-line-textarea name=attr_emote></textarea><div class=small-label data-i18n=EMOTE><span class=en>Emote</span><span class=de>Emote</span><span class=fr>Emote</span><span class=it>Emote</span><span class=ru>Emote</span></div></div><div class="attack-toggle col-100 center"><textarea name=attr_freetext class=two-line-textarea></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="attack-toggle col-100 center mar-t-sm"><textarea name=attr_freeform class=one-line-textarea></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div></div></div></fieldset></div><input type=hidden name=attr_regionaleffects_exist class=item-toggle><div class=item-to-toggle><h3 data-i18n=REGIONAL_EFFECTS><span class=en>Regional Effects</span><span class=de>Regional Effects</span><span class=fr>Effets régionaux</span><span class=it>Effetti regionali</span><span class=ru>Regional Effects</span></h3><fieldset class=repeating_regionaleffect><div class="relative mar-b-sm"><button type=roll name=roll_action class=presentation value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{action=1}} {{reach=@{reach}}} {{range=@{range}}} {{recharge=@{recharge}}} @{roll_toggle} @{saving_throw_toggle} @{damage_toggle} @{second_damage_toggle} @{attacher_attack} @{hide_gm_info} @{extras_toggle}"><span name=attr_freetext class=pre-line></span></button><div class="shaped-row edit"><div class="col-17 center pad-l-sm pad-r-sm"><select name=attr_type><option value=Other data-i18n=OTHER>Other</option><option value="Melee Weapon" data-i18n=MELEE>Melee</option><option value="Ranged Weapon" data-i18n=RANGED>Ranged</option></select><div class=small-label data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div></div><div class="col-10 center pad-l-sm pad-r-sm"><input type=text name=attr_reach class=center><div class=small-label data-i18n=REACH><span class=en>Reach</span><span class=de>Bereich</span><span class=fr>Allonge</span><span class=it>Portata</span><span class=ru>Reach</span></div></div><div class="col-18 center pad-l-sm pad-r-sm"><input type=text name=attr_range class=center><div class=small-label data-i18n=RANGE><span class=en>Range</span><span class=de>Reichweite</span><span class=fr>Portée</span><span class=it>Portata</span><span class=ru>Range</span></div></div><div class="col-15 center pad-l-sm"><input type=text name=attr_recharge class=center><div class=small-label data-i18n=RECHARGE><span class=en>Recharge</span><span class=de>Aufladung</span><span class=fr>Recharge</span><span class=it>Ricarica</span><span class=ru>Recharge</span></div></div></div><input type=checkbox name=attr_toggle_details class="toggle-icon-settings edit" checked><span class="toggle-icon-settings pictos edit">y</span><div class="details edit"><input type=hidden name=attr_attack_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_roll_toggle_var value="{{vs_ac=1}} @{roll_info} {{roll1=[[@{preroll}d20cs>@{crit_range}@{postroll}@{d20_mod} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range}@{d20_mod} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_roll_toggle value=@{roll_toggle_var} class=attack-toggle checked><div class="bold italic mar-r-sm" data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span>.</div><div class="attack-toggle col-08 center pad-r-sm"><input type=checkbox name=attr_proficiency checked><div class=small-label data-i18n=PROF><span class=en>Prof</span><span class=de>Befähigt</span><span class=fr>Maît</span><span class=it>Comp.</span><span class=ru>Prof</span></div></div><div class="attack-toggle col-16 center pad-r-sm"><select name=attr_attack_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_attack_bonus class=center value=0></div><div class="attack-toggle col-16 center pad-l-sm"><input type=number name=attr_crit_range class=center value=20 step=1 min=1 max=20><div class=small-label data-i18n=CRIT_RANGE><span class=en>Crit range</span><span class=de>Krit-Ab</span><span class=fr>Coup Crit</span><span class=it>Minaccia Crit.</span><span class=ru>Crit range</span></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_saving_throw_toggle_var value="{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_saving_throw_toggle value=@{saving_throw_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SAVING_THROW><span class=en>Saving throw</span><span class=de>Rettungswurf</span><span class=fr>Jet de sauv</span><span class=it>Tiro salvezza</span><span class=ru>Saving throw</span>.</div><div class="attack-toggle col-65"><textarea class=one-line-textarea name=attr_saving_throw_condition placeholder="if the target is.."></textarea></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_ability><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_saving_throw_bonus value=0></div><div class="attack-toggle center pad-l-sm pad-r-sm">=</div><div class="attack-toggle center pad-l-sm pad-r-sm" data-i18n=DC><span class=en>DC</span><span class=de>SG</span><span class=fr>DD</span><span class=it>CD</span><span class=ru>DC</span></div><div class="attack-toggle col-09 center"><input type=number name=attr_saving_throw_dc readonly></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_vs_ability accept=Save><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-50 pad-r-sm"><textarea class=one-line-textarea name=attr_saving_throw_failure placeholder=or..></textarea></div><div class="attack-toggle col-50 pad-l-sm"><textarea class=one-line-textarea name=attr_saving_throw_success placeholder="half damage" accept="Save Success"></textarea></div></div><input type=hidden name=attr_damage_formula> <input type=hidden name=attr_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_damage_toggle_var value="{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}"> <input type=checkbox name=attr_damage_toggle value=@{damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_damage class=center value=0 accept=Damage></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR selected>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_damage_type class=center placeholder=slashing accept="Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_second_damage_formula> <input type=hidden name=attr_second_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_second_damage_toggle_var value="{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}"> <input type=checkbox name=attr_second_damage_toggle value=@{second_damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_second_damage class=center value=0 accept="Secondary Damage"></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_second_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_second_damage_type class=center placeholder=fire accept="Secondary Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_second_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_extras_var value="{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}"> <input type=checkbox name=attr_extras_toggle value=@{extras_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=EXTRAS><span class=en>Extras</span><span class=de>Extras</span><span class=fr>Extras</span><span class=it>Extra</span><span class=ru>Extras</span>.</div><div class="attack-toggle col-75 center mar-b-sm"><textarea class=one-line-textarea name=attr_emote></textarea><div class=small-label data-i18n=EMOTE><span class=en>Emote</span><span class=de>Emote</span><span class=fr>Emote</span><span class=it>Emote</span><span class=ru>Emote</span></div></div><div class="attack-toggle col-100 center"><textarea name=attr_freetext class=two-line-textarea></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="attack-toggle col-100 center mar-t-sm"><textarea name=attr_freeform class=one-line-textarea></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div></div></div></fieldset></div></div></div><input type=hidden name=attr_character_name></div></div><div class=bar></div></div><div class=section-spells><input type=hidden name=attr_base_dc value="(8 + (@{global_spell_dc_bonus})[global dc bonus])"> <input type=hidden name=attr_higher_level_query_1> <input type=hidden name=attr_higher_level_query_2> <input type=hidden name=attr_higher_level_query_3> <input type=hidden name=attr_higher_level_query_4> <input type=hidden name=attr_higher_level_query_5> <input type=hidden name=attr_higher_level_query_6> <input type=hidden name=attr_higher_level_query_7> <input type=hidden name=attr_higher_level_query_8><div class="shaped-row mar-b-sm"><div class=col-80><div class=wrap-box><input type=checkbox name=attr_spell_display_filters class=toggle-spell-filters value=1 checked><span class="toggle-spell-filters button" data-i18n=FILTERS><span class=en>Filters</span><span class=de>Filters</span><span class=fr>Filtres</span><span class=it>Filtri</span><span class=ru>Filters</span></span> <input type=checkbox name=attr_spell_contents class="toggle-spells-filter-content presentation"><span class="toggle-spells-filter-content presentation button" data-i18n=CONTENT><span class=en>Content</span><span class=de>Inhalt</span><span class=fr>Contenu</span><span class=it>Contenuto</span><span class=ru>Content</span></span> <input type=checkbox name=attr_spell_condensed class="toggle-spells-filter-condense presentation"><span class="toggle-spells-filter-condense presentation button" data-i18n=CONDENSE><span class=en>Condense</span><span class=de>Condense</span><span class=fr>Condensé</span><span class=it>Riduci</span><span class=ru>Condense</span></span> <input type=checkbox name=attr_spell_only_show_prepared class=toggle-spells-filter-prepared><span class="toggle-spells-filter-prepared button" data-i18n=PREPARED><span class=en>Prepared</span><span class=de>Vorbereitet</span><span class=fr>Préparé</span><span class=it>Preparati</span><span class=ru>Prepared</span></span> <input type=checkbox name=attr_spell_only_show_rituals class=toggle-spells-filter-ritual><span class="toggle-spells-filter-ritual button" data-i18n=RITUAL><span class=en>Ritual</span><span class=de>Ritual</span><span class=fr>Rituel</span><span class=it>Rituale</span><span class=ru>Ritual</span></span> <input type=radio name=attr_spell_level_filter_core class=toggle-spells-filter-level-cantrips value=cantrips><span class="toggle-spells-filter-level-cantrips button" data-i18n=CANTRIPS><span class=en>Cantrips</span><span class=de>Zaubertricks</span><span class=fr>Cantrips</span><span class=it>Trucchetti</span><span class=ru>Cantrips</span></span><input type=radio name=attr_spell_level_filter_core class="toggle-spells-filter-level-1 spell-level-1" value=1><span class="toggle-spells-filter-level-1 spell-level-1 button border-left">1</span><input type=radio name=attr_spell_level_filter_core class="toggle-spells-filter-level-2 spell-level-2" value=2><span class="toggle-spells-filter-level-2 spell-level-2 button border-left">2</span><input type=radio name=attr_spell_level_filter_core class="toggle-spells-filter-level-3 spell-level-3" value=3><span class="toggle-spells-filter-level-3 spell-level-3 button border-left">3</span><input type=radio name=attr_spell_level_filter_core class="toggle-spells-filter-level-4 spell-level-4" value=4><span class="toggle-spells-filter-level-4 spell-level-4 button border-left">4</span><input type=radio name=attr_spell_level_filter_core class="toggle-spells-filter-level-5 spell-level-5" value=5><span class="toggle-spells-filter-level-5 spell-level-5 button border-left">5</span><input type=radio name=attr_spell_level_filter_core class="toggle-spells-filter-level-6 spell-level-6" value=6><span class="toggle-spells-filter-level-6 spell-level-6 button border-left">6</span><input type=radio name=attr_spell_level_filter_core class="toggle-spells-filter-level-7 spell-level-7" value=7><span class="toggle-spells-filter-level-7 spell-level-7 button border-left">7</span><input type=radio name=attr_spell_level_filter_core class="toggle-spells-filter-level-8 spell-level-8" value=8><span class="toggle-spells-filter-level-8 spell-level-8 button border-left">8</span><input type=radio name=attr_spell_level_filter_core class="toggle-spells-filter-level-9 spell-level-9" value=9><span class="toggle-spells-filter-level-9 spell-level-9 button border-left">9</span><input type=radio name=attr_spell_level_filter_core class=toggle-spells-filter-level-all value=all checked><span class="toggle-spells-filter-level-all button border-left" data-i18n=ALL><span class=en>All</span><span class=de>Alles</span><span class=fr>Tout</span><span class=it>Tutto</span><span class=ru>All</span></span> <input type=radio name=attr_spell_casting_time_only_show class=toggle-spells-filter-casting-time-reaction value=reaction><span class="toggle-spells-filter-casting-time-reaction button" data-i18n=REACTION><span class=en>Reaction</span><span class=de>Reaktion</span><span class=fr>Réaction</span><span class=it>Reazione</span><span class=ru>Reaction</span></span><input type=radio name=attr_spell_casting_time_only_show class=toggle-spells-filter-casting-time-bonus value=bonus><span class="toggle-spells-filter-casting-time-bonus button border-left" data-i18n=BONUS><span class=en>Bonus</span><span class=de>Bonus</span><span class=fr>Bonus</span><span class=it>Bonus</span><span class=ru>Бонус</span></span><input type=radio name=attr_spell_casting_time_only_show class=toggle-spells-filter-casting-time-action value=action><span class="toggle-spells-filter-casting-time-action button border-left" data-i18n=ACTION><span class=en>Action</span><span class=de>Aktion</span><span class=fr>Action</span><span class=it>Azione</span><span class=ru>Action</span></span><input type=radio name=attr_spell_casting_time_only_show class=toggle-spells-filter-casting-time-all value=all checked><span class="toggle-spells-filter-casting-time-all button border-left" data-i18n=ALL><span class=en>All</span><span class=de>Alles</span><span class=fr>Tout</span><span class=it>Tutto</span><span class=ru>All</span></span> <input type=checkbox name=attr_spell_only_show_concentration class=toggle-spells-filter-concentration checked><span class="toggle-spells-filter-concentration button" data-i18n=ALL><span class=en>Concentration</span><span class=de>Konzentration</span><span class=fr>Concentration</span><span class=it>Concentrazione</span><span class=ru>Concentration</span></span> <input type=checkbox name=attr_spell_only_show_verbal class=toggle-spells-filter-verbal checked><span class="toggle-spells-filter-verbal button" data-i18n=VERBAL_V><span class=en>V</span><span class=de>V</span><span class=fr>V</span><span class=it>V</span><span class=ru>V</span></span> <input type=checkbox name=attr_spell_only_show_somatic class=toggle-spells-filter-somatic checked><span class="toggle-spells-filter-somatic button" data-i18n=SOMATIC_S><span class=en>S</span><span class=de>S</span><span class=fr>S</span><span class=it>S</span><span class=ru>S</span></span> <input type=checkbox name=attr_spell_only_show_material class=toggle-spells-filter-material checked><span class="toggle-spells-filter-material button" data-i18n=MATERIAL_M><span class=en>M</span><span class=de>M</span><span class=fr>M</span><span class=it>M</span><span class=ru>M</span></span><div class=mar-t-sm></div><fieldset class=repeating_spell><input type=radio name=attr_spell_level value=0 class="toggle-spell-level-cantrip hidden"> <input type=radio name=attr_spell_level value=1 class="toggle-spell-level-1 hidden"> <input type=radio name=attr_spell_level value=2 class="toggle-spell-level-2 hidden"> <input type=radio name=attr_spell_level value=3 class="toggle-spell-level-3 hidden"> <input type=radio name=attr_spell_level value=4 class="toggle-spell-level-4 hidden"> <input type=radio name=attr_spell_level value=5 class="toggle-spell-level-5 hidden"> <input type=radio name=attr_spell_level value=6 class="toggle-spell-level-6 hidden"> <input type=radio name=attr_spell_level value=7 class="toggle-spell-level-7 hidden"> <input type=radio name=attr_spell_level value=8 class="toggle-spell-level-8 hidden"> <input type=radio name=attr_spell_level value=9 class="toggle-spell-level-9 hidden"> <input type=checkbox name=attr_is_prepared class="toggle-spells-prepared hidden"> <input type=checkbox name=attr_ritual value=Yes class="toggle-spells-ritual hidden"> <input type=checkbox name=attr_concentration value=Yes class="toggle-spells-concentration hidden"> <input type=hidden name=attr_concentration_text> <input type=radio name=attr_casting_time value="1 reaction" class="toggle-casting-time-reaction hidden"> <input type=radio name=attr_casting_time value="1 bonus action" class="toggle-casting-time-bonus hidden"> <input type=radio name=attr_casting_time value="1 action" class="toggle-casting-time-action hidden"> <input type=checkbox name=attr_components_verbal value=1 class="toggle-spell-vsm-v hidden"> <input type=checkbox name=attr_components_somatic value=1 class="toggle-spell-vsm-s hidden"> <input type=checkbox name=attr_components_material value=1 class="toggle-spell-vsm-m hidden"><div class="spell compendium-drop-target relative"><input type=hidden name=attr_add_casting_modifier accept="Add Casting Modifier"> <input type=hidden name=attr_type accept="Spell Attack"><div class=presentation><button type=roll name=roll_spell class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{spell=1}} @{attacher_spell} {{friendly_level=@{friendly_level}}} {{school=@{school}}} {{casting_time=@{casting_time}}} @{ritual_output} {{range=@{range}}} {{components=@{components}}} {{materials=@{materials}}} {{concentration=@{concentration_text}}} {{duration=@{duration}}} {{target=@{target}}} @{content_toggle} @{roll_toggle} @{saving_throw_toggle} @{damage_toggle} @{second_damage_toggle} @{heal_toggle} @{higher_level_toggle} @{hide_gm_info} @{special_effects_toggle} @{extras_toggle}"><div class=no-overflow><span name=attr_name class=spell-name></span></div><div class="no-overflow condense"><span name=attr_friendly_level class=italic></span> <span name=attr_school class=italic></span> <input type=checkbox name=attr_ritual_show value=1 class="show-ritual hidden"> <span class="show-ritual italic lowercase" data-i18n=RITUAL>(<span class=en>Ritual</span><span class=de>Ritual</span><span class=fr>Rituel</span><span class=it>Rituale</span><span class=ru>Ritual</span>)</span></div><div class="no-overflow condense"><span class="bold mar-r-sm" data-i18n=CASTING_TIME><span class=en>Casting Time</span><span class=de>Zauberzeit</span><span class=fr>Temps d'incantation</span><span class=it>Tempo di lancio</span><span class=ru>Casting Time</span>:</span> <span name=attr_casting_time></span></div><div class="no-overflow condense"><span class="bold mar-r-sm" data-i18n=RANGE><span class=en>Range</span><span class=de>Reichweite</span><span class=fr>Portée</span><span class=it>Portata</span><span class=ru>Range</span>:</span> <span name=attr_range></span></div><div class="no-overflow condense"><span class="bold mar-r-sm" data-i18n=COMPONENTS><span class=en>Components</span><span class=de>Komponenten</span><span class=fr>Composantes</span><span class=it>Componenti</span><span class=ru>Components</span>:</span> <span name=attr_components></span> <input type=checkbox name=attr_materials_show value=1 class="show-materials hidden"> <span class=show-materials>(<span name=attr_materials class=small-label></span>)</span></div><div class="no-overflow condense"><span class="bold mar-r-sm" data-i18n=DURATION><span class=en>Duration</span><span class=de>Dauer</span><span class=fr>Durée</span><span class=it>Durata</span><span class=ru>Duration</span>:</span> <input type=checkbox name=attr_concentration_show value=1 class="show-concentration hidden"> <span class=show-concentration><span class=en>Concentration</span><span class=de>Konzentration</span><span class=fr>Concentration</span><span class=it>Concentrazione</span><span class=ru>Concentration</span>,</span> <span name=attr_duration></span></div><div class="no-overflow condense"><span class="bold mar-r-sm" data-i18n=TARGET><span class=en>Target</span><span class=de>Ziel</span><span class=fr>Cible</span><span class=it>Bersaglio</span><span class=ru>Target</span>:</span> <span name=attr_target></span></div><div class="condense content"><span name=attr_content></span></div></button></div><input type=checkbox name=attr_is_prepared class=toggle-spells-prepared><span class=toggle-spells-prepared data-i18n=PREPARED><span class=en>Prepared</span><span class=de>Vorbereitet</span><span class=fr>Préparé</span><span class=it>Preparati</span><span class=ru>Prepared</span></span> <input type=checkbox name=attr_toggle_details class="toggle-icon-settings edit" checked><span class="toggle-icon-settings pictos edit">y</span> <input type=text name=attr_name class="spell-name edit" placeholder=name accept=Name><div class="details edit"><div class="shaped-row vert-center"><div class=col-18><input type=hidden name=attr_friendly_level><select name=attr_spell_level class="italic no-border" accept=Level><option value=0 data-i18n=CANTRIP>Cantrip</option><option value=1><span data-i18n=1st>1st</span>-<span data-i18n=level>level</span></option><option value=2><span data-i18n=2nd>2nd</span>-<span data-i18n=level>level</span></option><option value=3><span data-i18n=3rd>3rd</span>-<span data-i18n=level>level</span></option><option value=4><span data-i18n=4th>4th</span>-<span data-i18n=level>level</span></option><option value=5><span data-i18n=5th>5th</span>-<span data-i18n=level>level</span></option><option value=6><span data-i18n=6th>6th</span>-<span data-i18n=level>level</span></option><option value=7><span data-i18n=7th>7th</span>-<span data-i18n=level>level</span></option><option value=8><span data-i18n=8th>8th</span>-<span data-i18n=level>level</span></option><option value=9><span data-i18n=9th>9th</span>-<span data-i18n=level>level</span></option></select></div><div class="col-26 center"><select name=attr_school class="italic no-border" accept=School><option value=Abjuration data-i18n=ABJURATION>Abjuration</option><option value=Conjuration data-i18n=CONJURATION>Conjuration</option><option value=Divination data-i18n=DIVINATION>Divination</option><option value=Enchantment data-i18n=ENCHANTMENT>Enchantment</option><option value=Evocation data-i18n=EVOCATION>Evocation</option><option value=Illusion data-i18n=ILLUSION>Illusion</option><option value=Necromancy data-i18n=NECROMANCY>Necromancy</option><option value=Transmutation data-i18n=TRANSMUTATION>Transmutation</option></select></div><div class=mar-l-lg><input type=hidden name=attr_ritual_output> <input type=checkbox name=attr_ritual class=toggle-spells-ritual value=Yes accept=Ritual><span class=toggle-spells-ritual data-i18n=RITUAL><span class=en>Ritual</span><span class=de>Ritual</span><span class=fr>Rituel</span><span class=it>Rituale</span><span class=ru>Ritual</span></span></div></div><div class="shaped-row vert-center"><span class="bold mar-r-sm" data-i18n=CASTING_TIME><span class=en>Casting Time</span><span class=de>Zauberzeit</span><span class=fr>Temps d'incantation</span><span class=it>Tempo di lancio</span><span class=ru>Casting Time</span>:</span><div class="flex-grow center pad-l-sm"><input type=text name=attr_casting_time class=no-border placeholder="1 action" accept="Casting Time"></div></div><div class="shaped-row vert-center"><span class="bold mar-r-sm" data-i18n=RANGE><span class=en>Range</span><span class=de>Reichweite</span><span class=fr>Portée</span><span class=it>Portata</span><span class=ru>Range</span>:</span><div class="flex-grow center pad-l-sm"><input type=text name=attr_range class=no-border placeholder=90ft accept=Range></div></div><div class="shaped-row vert-center"><span class="bold mar-r-sm" data-i18n=COMPONENTS><span class=en>Components</span><span class=de>Komponenten</span><span class=fr>Composantes</span><span class=it>Componenti</span><span class=ru>Components</span>:</span><div class="col-12 center pad-l-sm"><input type=text name=attr_components class=no-border placeholder="V S M" accept=Components></div><div class="flex-grow pad-l-sm"><div class="shaped-row no-wrap small-label vert-center"><span>(</span> <input type=text name=attr_materials class="no-border small-label" accept=Material> <span>)</span></div></div></div><div class="shaped-row vert-center"><span class="bold mar-r-sm" data-i18n=DURATION><span class=en>Duration</span><span class=de>Dauer</span><span class=fr>Durée</span><span class=it>Durata</span><span class=ru>Duration</span>:</span><div class="flex-grow center pad-l-sm"><input type=text name=attr_duration class=no-border placeholder=Instantaneous accept=Duration></div><div class=flex-grow><input type=checkbox name=attr_concentration class=toggle-spells-concentration value=Yes accept=Concentration><span class=toggle-spells-concentration data-i18n=CONCENTRATION><span class=en>Concentration</span><span class=de>Konzentration</span><span class=fr>Concentration</span><span class=it>Concentrazione</span><span class=ru>Concentration</span></span></div></div><div class="shaped-row vert-center"><span class="bold mar-r-sm" data-i18n=TARGET><span class=en>Target</span><span class=de>Ziel</span><span class=fr>Cible</span><span class=it>Bersaglio</span><span class=ru>Target</span>:</span><div class="flex-grow center pad-l-sm"><input type=text name=attr_target class=no-border placeholder="one creature" accept=Target></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_content_toggle_var value="{{content=@{content}}}"> <input type=checkbox name=attr_content_toggle value=@{content_toggle_var} class=attack-toggle checked><div class="bold italic mar-r-sm" data-i18n=CONTENT><span class=en>Content</span><span class=de>Inhalt</span><span class=fr>Contenu</span><span class=it>Contenuto</span><span class=ru>Content</span>.</div><div class="col-80 attack-toggle"><textarea name=attr_content class=three-line-textarea accept=Content></textarea></div></div><input type=hidden name=attr_attack_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_roll_toggle_var value="{{vs_ac=1}} @{roll_info} {{roll1=[[@{preroll}d20cs>@{crit_range}@{postroll}@{d20_mod} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range}@{d20_mod} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_roll_toggle value=@{roll_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span>.</div><div class="attack-toggle col-08 center pad-r-sm"><input type=checkbox name=attr_proficiency checked><div class=small-label data-i18n=PROF><span class=en>Prof</span><span class=de>Befähigt</span><span class=fr>Maît</span><span class=it>Comp.</span><span class=ru>Prof</span></div></div><div class="attack-toggle col-16 center pad-r-sm"><select name=attr_attack_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_attack_bonus class=center value=0></div><div class="attack-toggle col-16 center pad-l-sm"><input type=number name=attr_crit_range class=center value=20 step=1 min=1 max=20><div class=small-label data-i18n=CRIT_RANGE><span class=en>Crit range</span><span class=de>Krit-Ab</span><span class=fr>Coup Crit</span><span class=it>Minaccia Crit.</span><span class=ru>Crit range</span></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_saving_throw_toggle_var value="{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}"> <input type=checkbox name=attr_saving_throw_toggle value=@{saving_throw_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SAVING_THROW><span class=en>Saving throw</span><span class=de>Rettungswurf</span><span class=fr>Jet de sauv</span><span class=it>Tiro salvezza</span><span class=ru>Saving throw</span>.</div><div class="attack-toggle col-65"><textarea class=one-line-textarea name=attr_saving_throw_condition placeholder="if the target is.."></textarea></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_ability><option value=0>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_saving_throw_bonus value=0></div><div class="attack-toggle center pad-l-sm pad-r-sm">=</div><div class="attack-toggle center pad-l-sm pad-r-sm" data-i18n=DC><span class=en>DC</span><span class=de>SG</span><span class=fr>DD</span><span class=it>CD</span><span class=ru>DC</span></div><div class="attack-toggle col-09 center"><input type=number name=attr_saving_throw_dc readonly></div><div class="attack-toggle col-16 center"><select name=attr_saving_throw_vs_ability accept=Save><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle col-100"></div><div class="attack-toggle col-50 pad-r-sm"><textarea class=one-line-textarea name=attr_saving_throw_failure placeholder=or..></textarea></div><div class="attack-toggle col-50 pad-l-sm"><textarea class=one-line-textarea name=attr_saving_throw_success placeholder="half damage" accept="Save Success"></textarea></div></div><input type=hidden name=attr_damage_formula> <input type=hidden name=attr_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_damage_toggle_var value="{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}"> <input type=checkbox name=attr_damage_toggle value=@{damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_damage class=center value=0 accept=Damage></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_damage_type class=center placeholder=fire accept="Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_second_damage_formula> <input type=hidden name=attr_second_damage_crit_formula><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_second_damage_toggle_var value="{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}"> <input type=checkbox name=attr_second_damage_toggle value=@{second_damage_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span>.</div><div class="attack-toggle col-12 center"><input type=text name=attr_second_damage class=center value=0 accept="Secondary Damage"></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-14 center"><select name=attr_damage_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle center pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-10 center pad-r-sm"><input type=number name=attr_second_damage_bonus value=0></div><div class="attack-toggle col-18 center pad-r-sm"><input type=text name=attr_second_damage_type class=center placeholder=fire accept="Secondary Damage Type"></div><div class="attack-toggle col-18 center pad-l-sm"><input type=text name=attr_second_damage_crit class=center><div class="small-label relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_DAMAGE_TOOLTIP><span class=en>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=de>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=fr>Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.</span><span class=it>Determines the damage to roll for a crit. Normal weapon damage is not included.</span><span class=ru>Determines the damage to roll for a crit. Normal weapon damage is not included.</span></div></div></div></div></div></div><input type=hidden name=attr_heal_formula><div class="shaped-row vert-center mar-t-sm"><input type=hidden name=attr_heal_toggle_var value=" {{heal=[[@{heal_formula}]]}}"> <input type=checkbox name=attr_heal_toggle value=@{heal_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=HEAL><span class=en>Heal</span><span class=de>Heilung</span><span class=fr>Soins</span><span class=it>Cura</span><span class=ru>Heal</span>.</div><div class="attack-toggle col-12"><input type=text name=attr_heal class=center value=0 accept=Healing></div><div class="attack-toggle pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-16"><select name=attr_heal_ability><option value=0 selected>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select></div><div class="attack-toggle pad-l-sm pad-r-sm">+</div><div class="attack-toggle col-12 center"><input type=number name=attr_heal_bonus value=0></div><div class="attack-toggle pad-l-sm pad-r-sm">+</div><div class="attack-toggle center"><input type=hidden name=attr_heal_query value="?{Heal Bonus Amount|}"> <input type=checkbox name=attr_heal_query_toggle value=@{heal_query} class=toggle-query><span class="toggle-query button" data-i18n=QUERY><span class=en>Query</span><span class=de>Query</span><span class=fr>Varie</span><span class=it>Query</span><span class=ru>Query</span></span></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_higher_level_query> <input type=hidden name=attr_higher_level_toggle_var value="{{cast_as_level=@{higher_level_query}}}"> <input type=checkbox name=attr_higher_level_toggle value=@{higher_level_toggle_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=HIGHER_LEVEL><span class=en>Higher level</span><span class=de>Höhere Stufe</span><span class=fr>Niveau Sup</span><span class=it>Livelli più alti</span><span class=ru>Higher level</span>.</div><div class="attack-toggle col-12 center pad-r-sm"><input type=number name=attr_higher_level_dice value=0 accept="Higher Spell Slot Dice"><div class=small-label data-i18n=DICE><span class=en>Dice</span><span class=de>Würfel</span><span class=fr>Dés</span><span class=it>Dadi</span><span class=ru>Dice</span></div></div><div class="attack-toggle col-12 border-right center pad-l-sm pad-r-sm"><select name=attr_higher_level_die accept="Higher Spell Slot Die"><option value=d0>&#8212;</option><option>d2</option><option>d4</option><option>d6</option><option>d8</option><option>d10</option><option>d12</option><option>d20</option></select><div class=small-label data-i18n=DIE><span class=en>Die</span><span class=de>Würfel</span><span class=fr>Dé</span><span class=it>Dado</span><span class=ru>Die</span></div></div><div class="attack-toggle col-12 center pad-l-sm pad-r-sm"><input type=number name=attr_second_higher_level_dice value=0 accept="Secondary Higher Spell Slot Dice"><div class=small-label><span data-i18n=2nd><span class=en>2nd</span><span class=de>2.</span><span class=fr>2:</span><span class=it>2°</span><span class=ru>2nd</span></span> <span data-i18n=DICE><span class=en>Dice</span><span class=de>Würfel</span><span class=fr>Dés</span><span class=it>Dadi</span><span class=ru>Dice</span></span></div></div><div class="attack-toggle col-12 border-right center pad-l-sm pad-r-sm"><select name=attr_second_higher_level_die accept="Secondary Higher Spell Slot Die"><option value=d0>&#8212;</option><option>d2</option><option>d4</option><option>d6</option><option>d8</option><option>d10</option><option>d12</option><option>d20</option></select><div class=small-label><span data-i18n=2nd><span class=en>2nd</span><span class=de>2.</span><span class=fr>2:</span><span class=it>2°</span><span class=ru>2nd</span></span> <span data-i18n=DIE><span class=en>Die</span><span class=de>Würfel</span><span class=fr>Dé</span><span class=it>Dado</span><span class=ru>Die</span></span></div></div><div class="attack-toggle col-12 center pad-l-sm"><input type=text name=attr_higher_level_heal class=center value=0 accept="Higher Level Healing"><div class=small-label data-i18n=DIE><span class=en>Flat heal</span><span class=de>Einfache Heilung</span><span class=fr>Bonus soin</span><span class=it>Cura base</span><span class=ru>Flat heal</span></div></div></div><div class="shaped-row vert-top mar-t-sm"><input type=hidden name=attr_extras_var value="{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}"> <input type=checkbox name=attr_extras_toggle value=@{extras_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=EXTRAS><span class=en>Extras</span><span class=de>Extras</span><span class=fr>Extras</span><span class=it>Extra</span><span class=ru>Extras</span>.</div><div class="attack-toggle col-75 center mar-b-sm"><textarea class=one-line-textarea name=attr_emote></textarea><div class=small-label data-i18n=EMOTE><span class=en>Emote</span><span class=de>Emote</span><span class=fr>Emote</span><span class=it>Emote</span><span class=ru>Emote</span></div></div><div class="attack-toggle col-100 center"><textarea name=attr_freetext class=two-line-textarea></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="attack-toggle col-100 center mar-t-sm"><textarea name=attr_freeform class=one-line-textarea></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div><div class="shaped-row vert-top mar-t-sm relative"><input type=hidden name=attr_special_effects_var value="{{fx=@{type}-@{color} @{points_of_origin}}}"> <input type=checkbox name=attr_special_effects_toggle value=@{special_effects_var} class=attack-toggle><div class="bold italic mar-r-sm" data-i18n=SPECIAL_EFFECTS><span class=en>Special effects</span><span class=de>Special effects</span><span class=fr>Effects spéciaux</span><span class=it>Effetti speciali</span><span class=ru>Special effects</span>.</div><div class="attack-toggle col-15 center mar-b-sm"><input type=text name=attr_type class=center placeholder=explode><div class=small-label data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div></div><div class="attack-toggle col-15 center pad-l-sm mar-b-sm"><input type=text name=attr_color class=center placeholder=fire><div class=small-label data-i18n=COLOR><span class=en>Color</span><span class=de>Color</span><span class=fr>Couleur</span><span class=it>Colore</span><span class=ru>Color</span></div></div><div class="attack-toggle col-30 center pad-l-sm mar-b-sm"><select name=attr_points_of_origin><option value="sourceToTarget @{target|token_id}"><span data-i18n=SOURCE>Source</span> &rarr; <span data-i18n=TARGET>Target</span></option><option value="target @{target|token_id}" data-i18n=TARGET>target</option><option value=source data-i18n=SOURCE>source</option><option value="targetToSource @{target|token_id}"><span data-i18n=TARGET>Target</span> &rarr; <span data-i18n=SOURCE>Source</span></option></select><div class=small-label data-i18n=POINTS_OF_ORIGIN><span class=en>Points of origin</span><span class=de>Points of origin</span><span class=fr>Point d'origine</span><span class=it>Punti di origine</span><span class=ru>Points of origin</span></div></div><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">A</div><div class="tooltip-content-left small-label" data-i18n=REQUIRES_API><span class=en>This feature requires the API</span><span class=de>This feature requires the API</span><span class=fr>Cette fonctionnalité nécessite l'usage de l'API</span><span class=it>Questa opzione richiede l'API</span><span class=ru>This feature requires the API</span></div></div></div></div></div></div></fieldset><div class="center small-label italic" data-i18n=TURN_OFF_FILTERING><span class=en>If you are unable to see recently added spells turn off "filters"</span><span class=de>If you are unable to see recently added spells turn off "filters"</span><span class=fr>Décochez "filtres" si vous ne voyez pas les sorts récement créés</span><span class=it>Se non riesci a vedere incantesimi aggiunti di recente disattiva "filters"</span><span class=ru>If you are unable to see recently added spells turn off "filters"</span></div><button type=roll name=roll_shaped_spells class=wrapper-button value=@{spells_macro_var}><div class="wrap-box-title center" data-i18n=SPELLS><span class=en>Spells</span><span class=de>Zauber</span><span class=fr>Sorts</span><span class=it>Incantesimi</span><span class=ru>Магия</span></div></button></div></div><div class="col-20 spell-slots-points right pad-l-smd"><div class="spell-slots-points wrap-box center mar-b-smd"><input type=checkbox name=attr_spell_slots_toggle class="toggle-spell-slots edit" checked><span class="toggle-spell-slots edit button" data-i18n=SPELL_SLOTS><span class=en>Spell slots</span><span class=de>Zauberslots</span><span class=fr>Emplacem.</span><span class=it>Slot inc.</span><span class=ru>Spell slots</span></span> <input type=checkbox name=attr_spell_points_toggle class="toggle-spell-points edit"><span class="toggle-spell-points edit button" data-i18n=SPELL_POINTS><span class=en>Spell points</span><span class=de>Zauberpunkte</span><span class=fr>Points</span><span class=it>Punti inc.</span><span class=ru>Spell points</span></span> <input type=checkbox name=attr_spell_slots_all class="toggle-spell-slots-all edit"><span class="toggle-spell-slots-all edit button" data-i18n=ALL><span class=en>All</span><span class=de>Alles</span><span class=fr>Tout</span><span class=it>Tutto</span><span class=ru>All</span></span><div class=spell-slots><div class="shaped-row spell-level-1 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=1st><span class=en>1st</span><span class=de>1.</span><span class=fr>1:</span><span class=it>1°</span><span class=ru>1st</span></div><div class=col-23><input type=number name=attr_spell_slots_l1 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l1_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l1_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l1_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-2 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=2nd><span class=en>2nd</span><span class=de>2.</span><span class=fr>2:</span><span class=it>2°</span><span class=ru>2nd</span></div><div class=col-23><input type=number name=attr_spell_slots_l2 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l2_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l2_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l2_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-3 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=3rd><span class=en>3rd</span><span class=de>3.</span><span class=fr>3:</span><span class=it>3°</span><span class=ru>3rd</span></div><div class=col-23><input type=number name=attr_spell_slots_l3 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l3_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l3_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l3_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-4 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=4th><span class=en>4th</span><span class=de>4.</span><span class=fr>4:</span><span class=it>4°</span><span class=ru>4th</span></div><div class=col-23><input type=number name=attr_spell_slots_l4 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l4_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l4_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l4_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-5 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=5th><span class=en>5th</span><span class=de>5.</span><span class=fr>5:</span><span class=it>5°</span><span class=ru>5th</span></div><div class=col-23><input type=number name=attr_spell_slots_l5 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l5_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l5_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l5_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-6 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=6th><span class=en>6th</span><span class=de>6.</span><span class=fr>6:</span><span class=it>6°</span><span class=ru>6th</span></div><div class=col-23><input type=number name=attr_spell_slots_l6 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l6_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l6_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l6_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-7 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=7th><span class=en>7th</span><span class=de>7.</span><span class=fr>7:</span><span class=it>7°</span><span class=ru>7th</span></div><div class=col-23><input type=number name=attr_spell_slots_l7 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l7_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l7_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l7_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-8 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=8th><span class=en>8th</span><span class=de>8.</span><span class=fr>8:</span><span class=it>8°</span><span class=ru>8th</span></div><div class=col-23><input type=number name=attr_spell_slots_l8 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l8_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l8_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l8_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-9 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=9th><span class=en>9th</span><span class=de>9.</span><span class=fr>9:</span><span class=it>9°</span><span class=ru>9th</span></div><div class=col-23><input type=number name=attr_spell_slots_l9 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l9_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l9_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l9_max class="pseudo-input center border-bottom"></span></div></div><button type=roll name=roll_shaped_spells class=wrapper-button value=@{spells_macro_var}><div class="wrap-box-title center" data-i18n=SPELL_SLOTS_TITLE><span class=en>Spell slots</span><span class=de>Zauberslots</span><span class=fr>Emplacement de sort</span><span class=it>Slot inc.</span><span class=ru>Spell slots</span></div></button></div><div class=spell-points><div class="shaped-row spell-level-1 center vert-center"><div class="col-20 center" data-i18n=1st><span class=en>1st</span><span class=de>1.</span><span class=fr>1:</span><span class=it>1°</span><span class=ru>1st</span></div><div class="col-20 center pad-l-sm"><span>2</span></div></div><div class="shaped-row spell-level-2 center vert-center"><div class="col-20 center" data-i18n=2nd><span class=en>2nd</span><span class=de>2.</span><span class=fr>2:</span><span class=it>2°</span><span class=ru>2nd</span></div><div class="col-20 center pad-l-sm"><span>3</span></div></div><div class="shaped-row spell-level-3 center vert-center"><div class="col-20 center" data-i18n=3rd><span class=en>3rd</span><span class=de>3.</span><span class=fr>3:</span><span class=it>3°</span><span class=ru>3rd</span></div><div class="col-20 center pad-l-sm"><span>5</span></div></div><div class="shaped-row spell-level-4 center vert-center"><div class="col-20 center" data-i18n=4th><span class=en>4th</span><span class=de>4.</span><span class=fr>4:</span><span class=it>4°</span><span class=ru>4th</span></div><div class="col-20 center pad-l-sm"><span>6</span></div></div><div class="shaped-row spell-level-5 center vert-center"><div class="col-20 center" data-i18n=5th><span class=en>5th</span><span class=de>5.</span><span class=fr>5:</span><span class=it>5°</span><span class=ru>5th</span></div><div class="col-20 center pad-l-sm"><span>7</span></div></div><div class="shaped-row spell-level-6 center vert-center"><div class="col-20 center" data-i18n=6th><span class=en>6th</span><span class=de>6.</span><span class=fr>6:</span><span class=it>6°</span><span class=ru>6th</span></div><div class="col-20 center pad-l-sm"><span>9</span></div></div><div class="shaped-row spell-level-7 center vert-center"><div class="col-20 center" data-i18n=7th><span class=en>7th</span><span class=de>7.</span><span class=fr>7:</span><span class=it>7°</span><span class=ru>7th</span></div><div class="col-20 center pad-l-sm"><span>10</span></div></div><div class="shaped-row spell-level-8 center vert-center"><div class="col-20 center" data-i18n=8th><span class=en>8th</span><span class=de>8.</span><span class=fr>8:</span><span class=it>8°</span><span class=ru>8th</span></div><div class="col-20 center pad-l-sm"><span>11</span></div></div><div class="shaped-row spell-level-9 center vert-center"><div class="col-20 center" data-i18n=9th><span class=en>9th</span><span class=de>9.</span><span class=fr>9:</span><span class=it>9°</span><span class=ru>9th</span></div><div class="col-20 center pad-l-sm"><span>13</span></div></div><div class="shaped-row center no-background"><div class="col-35 center pad-r-sm"><input type=number name=attr_spell_points value=0></div><div class="col-05 center">&#47;</div><div class="col-35 center pad-l-sm"><input type=number name=attr_spell_points_max value=0 min=0></div></div><div class="wrap-box-title center"><span class=spell-points data-i18n=SPELL_POINTS_TITLE><span class=en>Spell points</span><span class=de>Zauberpunkte</span><span class=fr>Points de sort</span><span class=it>Punti inc.</span><span class=ru>Spell points</span></span></div></div></div><div class="general-bonuses center mar-b-smd"><div class=wrap-box><div class="wrap-box-label light-label center" data-i18n=SPELLCASTING><span class=en>Spellcasting</span><span class=de>Zaubern</span><span class=fr>Lancement de sort</span><span class=it>Incantatore</span><span class=ru>Spellcasting</span></div><div class="shaped-row mar-b-sm"><div class="col-22 center pad-r-sm"><input type=text name=attr_global_spell_attack_bonus class=center value=0><div class=small-label data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span></div></div><div class="col-26 center"><input type=text name=attr_global_spell_damage_bonus class=center value=0><div class=small-label data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span></div></div><div class="col-34 center pad-l-sm"><input type=text name=attr_global_spell_dc_bonus class=center value=0><div class=small-label data-i18n=SAVING_DC><span class=en>Saving DC</span><span class=de>Rettungs-SG</span><span class=fr>DD de sauv</span><span class=it>CD salvezza</span><span class=ru>Saving DC</span></div></div><div class="col-28 center pad-l-sm"><input type=text name=attr_global_spell_heal_bonus class=center value=0><div class=small-label data-i18n=HEAL><span class=en>Heal</span><span class=de>Heilung</span><span class=fr>Soins</span><span class=it>Cura</span><span class=ru>Heal</span></div></div></div><div class=wrap-box-title data-i18n=BONUSES_AND_PENALTIES><span class=en>Bonuses & Penalties</span><span class=de>Boni & Mali</span><span class=fr>Bonus & Malus</span><span class=it>Bonus e penalità</span><span class=ru>Bonuses & Penalties</span></div></div></div><div class="shaped-row center"><div class="col-50 pad-r-sm"><div class="wrap-box relative"><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=DEFAULT_ABILITY_TOOLTIP><span class=en>This will set the ability for saving throw DCs when importing a Spell or Attack. If "Add Casting Modifier" is also set on the importing item it will apply to the damage ability or heal ability as well.</span><span class=de>This will set the ability for saving throw DCs when importing a Spell or Attack. If "Add Casting Modifier" is also set on the importing item it will apply to the damage ability or heal ability as well.</span><span class=fr>Ceci ajoutera automatiquement la caractéristique pour déterminer le DD de sauvegarde lors de l'importation d'un sort ou d'une attaque. Si "Ajoutez la carac de lancement de sort" est également activé sur l'objet importé, la caractéristique de dégâts ou de soins changera en conséquence.</span><span class=it>Stabilisce la caratteristica per i CD dei tiri salvezza quando si importa un incantesimo o un attacco. Se anche "Agg. Modificatore Incantesimi" è settato sull'oggetto importato, sarà applicato anche alla caratteristica per i danni e per curare.</span><span class=ru>This will set the ability for saving throw DCs when importing a Spell or Attack. If "Add Casting Modifier" is also set on the importing item it will apply to the damage ability or heal ability as well.</span></div></div></div><select name=attr_default_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select><div class="wrap-box-title center" data-i18n=DEFAULT_ABILITY><span class=en>Default ability</span><span class=de>Standardfähigkeit</span><span class=fr>Carac par défaut</span><span class=it>Caratt. default</span><span class=ru>Default ability</span></div></div></div><div class="col-50 npc pad-l-sm"><div class=wrap-box><input type=number name=attr_caster_level min=0 step=1><div class="wrap-box-title center" data-i18n=SPELLCASTING_LEVEL><span class=en>Spellcasting level</span><span class=de>Spellcasting level</span><span class=fr>Niveau de lanceur de sort</span><span class=it>Livello incantatore</span><span class=ru>Spellcasting level</span></div></div></div></div></div></div></div><div class="section-equipment pc"><div class="shaped-row mar-b-smd"><div class="col-70 pad-r-md"><div class=wrap-box><div class=shaped-row><div class="col-03 small-label"></div><div class="col-20 wrap-box-label light-label pad-r-sm" data-i18n=ARMOR><span class=en>Armor</span><span class=de>Rüstung</span><span class=fr>Armure</span><span class=it>Armatura</span><span class=ru>Доспехи</span></div><div class="col-17 wrap-box-label light-label center pad-r-sm" data-i18n=TYPE><span class=en>Type</span><span class=de>Typ</span><span class=fr>Type</span><span class=it>Tipo</span><span class=ru>Тип</span></div><div class="edit col-05 wrap-box-label light-label center" data-i18n=AC><span class=en>AC</span><span class=de>RK</span><span class=fr>CA</span><span class=it>CA</span><span class=ru>КБ</span></div><div class="edit col-02"></div><div class="edit col-07 wrap-box-label light-label center" data-i18n=BONUS><span class=en>Bonus</span><span class=de>Bonus</span><span class=fr>Bonus</span><span class=it>Bonus</span><span class=ru>Бонус</span></div><div class="edit col-02"></div><div class="col-06 wrap-box-label light-label center" data-i18n=TOTAL><span class=en>Total</span><span class=de>Gesamt</span><span class=fr>Total</span><span class=it>Totale</span><span class=ru>Всего</span></div><div class="col-11 wrap-box-label light-label pad-l-md" data-i18n=STRENGTH><span class=en>Strength</span><span class=de>Stärke</span><span class=fr>Force</span><span class=it>Forza</span><span class=ru>Сила</span></div><div class="col-09 wrap-box-label light-label center pad-l-md" data-i18n=STEALTH><span class=en>Stealth</span><span class=de>Heimlichkeit</span><span class=fr>Discrétion</span><span class=it>Furtività</span><span class=ru>Stealth</span></div><div class="col-10 wrap-box-label light-label center" data-i18n=USES><span class=en>Uses</span><span class=de>Uses</span><span class=fr>Charges</span><span class=it>Usi</span><span class=ru>Uses</span></div><div class="col-08 wrap-box-label light-label center pad-l-md" data-i18n=WEIGHT><span class=en>Weight</span><span class=de>Gewicht</span><span class=fr>Poids</span><span class=it>Peso</span><span class=ru>Вес</span></div></div><fieldset class=repeating_armor><div class="shaped-row compendium-drop-target vert-center"><input type=hidden name=attr_modifiers accept=Modifiers><div class="col-03 center"><input type=checkbox name=attr_worn checked></div><div class="col-20 pad-r-sm"><input type=text name=attr_name accept=Name></div><div class="col-17 center pad-r-sm"><select name=attr_type accept="Item Type"><option value="Light Armor" data-i18n=LIGHT_ARMOR>Light Armor</option><option value="Medium Armor" data-i18n=MEDIUM_ARMOR>Medium Armor</option><option value="Heavy Armor" data-i18n=HEAVY_ARMOR>Heavy Armor</option><option value=Armored data-i18n=OTHER_ARMOR>Other Armor</option><option value=Shield data-i18n=SHIELD>Shield</option><option value=AC data-i18n=ARMORED_AND_UNARMORED>Armored and Unarmored</option><option value=Unarmored data-i18n=UNARMORED>Unarmored</option></select></div><div class="edit col-05 center"><input type=number name=attr_ac_base class=no-spin value=0 step=1 accept=AC></div><div class="edit col-02 center">+</div><div class="edit col-07 center"><input type=number name=attr_ac_bonus class=no-spin value=0 step=1></div><div class="edit col-02 center">=</div><div class="col-06 center"><span name=attr_ac_total class="pseudo-input center border-bottom"></span></div><div class="col-11 pad-l-md"><select name=attr_strength_requirements><option value=no>&#8212;</option><option value="Str 13"><span data-i18n=STR>Str</span> 13</option><option value="Str 15"><span data-i18n=STR>Str</span> 15</option></select></div><div class="col-09 center pad-l-md"><input type=checkbox name=attr_stealth value=Disadvantage accept=Stealth></div><div class=col-10><div class="shaped-row vert-center no-wrap"><div class=pad-r-sm><input type=number name=attr_uses class=no-spin step=1></div><div>/</div><div class=pad-l-sm><input type=number name=attr_uses_max class=no-spin step=1></div></div></div><div class="col-08 center pad-l-md"><input type=number name=attr_weight class=no-spin step=1 accept=Weight></div></div></fieldset><div class="shaped-row center pad-t-md pad-b-md"><div class="col-12 center pad-r-md"><span name=attr_ac_armored_calc class="pseudo-input center border-bottom"></span><div class=small-label data-i18n=AC_ARMORED><span class=en>Armored AC</span><span class=de>Gepanzerte-RK</span><span class=fr>CA (armure)</span><span class=it>CA in armatura</span><span class=ru>КБ (в доспехах)</span></div></div><div class="col-12 center pad-r-md"><select name=attr_ac_unarmored_ability><option value=0 selected>&#8212;</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select><div class=small-label data-i18n=AC_UNARMORED_ABILITY><span class=en>Unarmored ability</span><span class=de>Ungepanzerte Fähigkeit</span><span class=fr>Bonus de carac (CA sans armure)</span><span class=it>Bonus difesa senza armatura</span><span class=ru>Unarmored ability</span></div></div><div class="col-12 center pad-r-md"><span name=attr_ac_unarmored_calc class="pseudo-input center border-bottom"></span><div class=small-label data-i18n=AC_UNARMORED><span class=en>Unarmored AC</span><span class=de>Ungepanzerte-RK</span><span class=fr>CA (sans armure)</span><span class=it>CA senza armatura</span><span class=ru>КБ (без доспехов)</span></div></div><div class="col-15 center bold"><button type=roll name=roll_shaped_ac value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=AC}} {{text_big=[[@{ac}]]}}"><div class=shield><span name=attr_AC class="pseudo-input center big-text bold"></span><div class="wrap-box-title center" data-i18n=ARMOR_CLASS><span class=en>Armor class</span><span class=de>Rüstungsklasse</span><span class=fr>Armure</span><span class=it>Classe armatura</span><span class=ru>Класс Брони</span></div></div></button></div></div><div class="wrap-box-title center" data-i18n=ARMOR><span class=en>Armor</span><span class=de>Rüstung</span><span class=fr>Armure</span><span class=it>Armatura</span><span class=ru>Доспехи</span></div></div></div><div class="col-30 pad-r-sm"><div class=shaped-row><div class="col-50 pad-r-sm"><div class=wrap-box><div class="shaped-row vert-center"><div class="col-50 small-label" data-i18n=ATTACKS><span class=en>Attacks</span><span class=de>Angriffe</span><span class=fr>Attaques</span><span class=it>Attacchi</span><span class=ru>Нападки</span></div><div class=col-50><span name=attr_weight_attacks class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row vert-center"><div class="col-50 small-label" data-i18n=AMMO><span class=en>Ammo</span><span class=de>Munition</span><span class=fr>Mun</span><span class=it>Munizioni</span><span class=ru>Ammo</span></div><div class=col-50><span name=attr_weight_ammo class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row vert-center"><div class="col-50 small-label" data-i18n=ARMOR><span class=en>Armor</span><span class=de>Rüstung</span><span class=fr>Armure</span><span class=it>Armatura</span><span class=ru>Доспехи</span></div><div class=col-50><span name=attr_weight_armor class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row vert-center"><div class="col-50 small-label" data-i18n=EQUIPMENT><span class=en>Equipment</span><span class=de>Ausrüstung</span><span class=fr>Équipement</span><span class=it>Equipagg.</span><span class=ru>Equipment</span></div><div class=col-50><span name=attr_weight_equipment class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row vert-center"><div class="col-50 small-label" data-i18n=COINAGE><span class=en>Coinage</span><span class=de>Münzen</span><span class=fr>Monnaie</span><span class=it>Denaro</span><span class=ru>чеканка монет</span></div><div class=col-50><span name=attr_weight_coinage class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row vert-center"><div class="col-50 small-label" data-i18n=TOTAL><span class=en>Total</span><span class=de>Gesamt</span><span class=fr>Total</span><span class=it>Totale</span><span class=ru>Всего</span></div><div class=col-50><span name=attr_weight_total class="pseudo-input center border-bottom bold"></span></div></div><div class="wrap-box-title center" data-i18n=WEIGHT><span class=en>Weight</span><span class=de>Gewicht</span><span class=fr>Poids</span><span class=it>Peso</span><span class=ru>Вес</span></div></div></div><div class="col-50 pad-l-sm"><div class=wrap-box><div class="shaped-row edit"><div class="col-75 small-label" data-i18n=MULTIPLIER><span class=en>Multiplier</span><span class=de>Multiplier</span><span class=fr>Multiplicateur</span><span class=it>Moltiplicatore</span><span class=ru>Multiplier</span></div><div class=col-25><input type=number name=attr_weight_multiplier class=no-spin value=1 step=.05></div></div><div class=shaped-row><div class="col-75 small-label" data-i18n=CARRYING_CAPACITY><span class=en>Carrying capacity</span><span class=de>Trage-Kapazität</span><span class=fr>Capacité de charge</span><span class=it>Capacità di carico</span><span class=ru>Грузоподъемность</span></div><div class=col-25><span name=attr_carrying_capacity class="pseudo-input center border-bottom"></span></div></div><div class=shaped-row><div class="col-75 small-label" data-i18n=CARRYING_PUSH_DRAG_LIFT><span class=en>Push/Drag/Lift</span><span class=de>Ziehen/Schieben/Heben</span><span class=fr>Pousse/Tire/Lève</span><span class=it>Spingere/Trascinare/Sollevare</span><span class=ru>Можно поднять\перенести</span></div><div class=col-25><span name=attr_max_push_drag_lift class="pseudo-input center border-bottom"></span></div></div><div class=shaped-row><div class="col-75 small-label" data-i18n=ENCUMBERED><span class=en>Encumbered</span><span class=de>Beladen</span><span class=fr>Encombré</span><span class=it>Sovraccarico</span><span class=ru>Перегрузка</span></div><div class=col-25><span name=attr_encumbered class="pseudo-input center border-bottom"></span></div></div><div class=shaped-row><div class="col-75 small-label" data-i18n=ENCUMBERED_HEAVILY><span class=en>H. Encumbered</span><span class=de>Schw. Beladen</span><span class=fr>L. Encombré</span><span class=it>Sovraccarico+</span><span class=ru>Сил.Перегрузка</span></div><div class=col-25><span name=attr_heavily_encumbered class="pseudo-input center border-bottom"></span></div></div><div class="wrap-box-title center" data-i18n=CARRYING_CAPACITY><span class=en>Carrying capacity</span><span class=de>Trage-Kapazität</span><span class=fr>Capacité de charge</span><span class=it>Capacità di carico</span><span class=ru>Грузоподъемность</span></div></div></div></div></div></div><div class=wrap-box><div class=shaped-row><div class=col-10><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_cp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Copper Pieces}} {{text_big=[[@{cp}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_CP><span class=en>CP</span><span class=de>KM</span><span class=fr>PC</span><span class=it>MR</span><span class=ru>ММ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_cp class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_sp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Silver Pieces}} {{text_big=[[@{sp}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_SP><span class=en>SP</span><span class=de>SM</span><span class=fr>PA</span><span class=it>MA</span><span class=ru>СМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_sp class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_ep class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Electrum Pieces}} {{text_big=[[@{ep}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_EP><span class=en>EP</span><span class=de>EM</span><span class=fr>PE</span><span class=it>ME</span><span class=ru>ЭМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_ep class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_gp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Gold Pieces}} {{text_big=[[@{gp}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_GP><span class=en>GP</span><span class=de>GM</span><span class=fr>PO</span><span class=it>MO</span><span class=ru>ЗМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_gp class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_pp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Platinum Pieces}} {{text_big=[[@{pp}]]}}" tabindex=-1><div class="light-label pad-r-sm" data-i18n=COINS_PP><span class=en>PP</span><span class=de>PM</span><span class=fr>PP</span><span class=it>MP</span><span class=ru>ПМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_pp class="no-spin no-border" value=0 min=0 step=1></div></div><div class="coin shaped-row no-wrap vert-center mar-t-md"><div class="wrap-box col-38"><button type=roll name=roll_shaped_coinage_total_gp class=wrapper-button value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Total Gold Value}} {{text_big=[[@{total_gp}]]}}" tabindex=-1><div class="light-label bold pad-r-sm" data-i18n=COINS_GP><span class=en>GP</span><span class=de>GM</span><span class=fr>PO</span><span class=it>MO</span><span class=ru>ЗМ</span></div></button></div><div class="shaped-row wrap-box coin-value-wrap"><input type=number name=attr_total_gp class="bold no-border" value=0 readonly></div></div></div><div class="col-90 pad-l-md"><div class=shaped-row><div class=col-02></div><div class="col-20 wrap-box-label light-label pad-r-sm" data-i18n=EQUIPMENT><span class=en>Equipment</span><span class=de>Ausrüstung</span><span class=fr>Équipement</span><span class=it>Equipagg.</span><span class=ru>Equipment</span></div><div class="col-45 wrap-box-label light-label pad-r-sm" data-i18n=CONTENT><span class=en>Content</span><span class=de>Inhalt</span><span class=fr>Contenu</span><span class=it>Contenuto</span><span class=ru>Content</span></div><div class="col-10 wrap-box-label light-label center" data-i18n=USES><span class=en>Uses</span><span class=de>Uses</span><span class=fr>Charges</span><span class=it>Usi</span><span class=ru>Uses</span></div><div class="col-07 wrap-box-label light-label center pad-l-md" data-i18n=QTY><span class=en>Qty</span><span class=de>Menge</span><span class=fr>Qté</span><span class=it>Qtà</span><span class=ru>Клво</span></div><div class=col-01></div><div class="col-07 wrap-box-label light-label center" data-i18n=WEIGHT><span class=en>Weight</span><span class=de>Gewicht</span><span class=fr>Poids</span><span class=it>Peso</span><span class=ru>Вес</span></div><div class=col-01></div><div class="col-07 wrap-box-label light-label center" data-i18n=TOTAL><span class=en>Total</span><span class=de>Gesamt</span><span class=fr>Total</span><span class=it>Totale</span><span class=ru>Всего</span></div></div><fieldset class=repeating_equipment><div class="shaped-row compendium-drop-target vert-center"><div class="col-02 center"><input type=checkbox name=attr_carried checked></div><div class="col-20 pad-r-sm"><input type=text name=attr_name accept=Name></div><div class="col-45 pad-r-sm"><textarea name=attr_content class=one-line-textarea accept=Content></textarea></div><div class=col-10><div class="shaped-row vert-center no-wrap"><div class=pad-r-sm><input type=number name=attr_uses class=no-spin step=1></div><div>/</div><div class=pad-l-sm><input type=number name=attr_uses_max class=no-spin step=1></div></div></div><div class="col-07 center pad-l-md"><input type=number name=attr_qty value=1 min=0 step=1></div><div class="col-01 center">&times;</div><div class="col-07 center"><input type=number name=attr_weight value=0 step=0.01 accept=Weight></div><div class="col-01 center">=</div><div class="col-07 center"><span name=attr_weight_total class="pseudo-input center border-bottom"></span></div></div></fieldset><hr><div class="shaped-row vert-center mar-t-md"><div class=col-02></div><div class="col-20 wrap-box-label light-label pad-r-sm" data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span></div><div class="col-45 wrap-box-label light-label pad-r-sm" data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div><div class="col-10 wrap-box-label light-label center" data-i18n=USES><span class=en>Uses</span><span class=de>Uses</span><span class=fr>Charges</span><span class=it>Usi</span><span class=ru>Uses</span></div><div class="col-07 wrap-box-label light-label center pad-l-md" data-i18n=QTY><span class=en>Qty</span><span class=de>Menge</span><span class=fr>Qté</span><span class=it>Qtà</span><span class=ru>Клво</span></div><div class=col-01></div><div class="col-07 wrap-box-label light-label center" data-i18n=WEIGHT><span class=en>Weight</span><span class=de>Gewicht</span><span class=fr>Poids</span><span class=it>Peso</span><span class=ru>Вес</span></div><div class=col-01></div><div class="col-07 wrap-box-label light-label center" data-i18n=TOTAL><span class=en>Total</span><span class=de>Gesamt</span><span class=fr>Total</span><span class=it>Totale</span><span class=ru>Всего</span></div></div><fieldset class=repeating_attack><div class="shaped-row compendium-drop-target vert-center"><input type=hidden name=attr_type accept="Item Type"> <input type=hidden name=attr_modifiers accept=Modifiers> <input type=hidden name=attr_properties accept=Properties> <input type=hidden name=attr_damage_type accept="Damage Type"> <input type=hidden name=attr_damage accept=Damage> <input type=hidden name=attr_second_damage accept="Secondary Damage"> <input type=hidden name=attr_range accept=Range><div class="col-02 center"><input type=checkbox name=attr_carried checked></div><div class="col-20 pad-r-sm"><input type=text name=attr_name accept=Name></div><div class="col-45 pad-r-sm"><textarea name=attr_freetext class=one-line-textarea accept=Content></textarea></div><div class=col-10><div class="shaped-row vert-center no-wrap"><div class=pad-r-sm><input type=number name=attr_uses class=no-spin step=1></div><div>/</div><div class=pad-l-sm><input type=number name=attr_uses_max class=no-spin step=1></div></div></div><div class="col-07 center pad-l-md"><input type=number name=attr_qty value=1 min=0 step=1></div><div class="col-01 center">&times;</div><div class="col-07 center"><input type=number name=attr_weight value=0 step=.25 accept=Weight></div><div class="col-01 center">=</div><div class="col-07 center"><span name=attr_weight_total class="pseudo-input center border-bottom"></span></div></div></fieldset><div class="ammo mar-t-md"><div class="edit wrap-box-label light-label mar-b-sm" data-i18n=AMMO><span class=en>Ammo</span><span class=de>Munition</span><span class=fr>Mun</span><span class=it>Munizioni</span><span class=ru>Ammo</span></div><fieldset class=repeating_ammo><div class="shaped-row compendium-drop-target no-wrap"><div><input type=number name=attr_qty min=0 step=1><div class="small-label edit center" data-i18n=QTY><span class=en>Qty</span><span class=de>Menge</span><span class=fr>Qté</span><span class=it>Qtà</span><span class=ru>Клво</span></div></div><div class="edit pad-l-sm"><input type=number name=attr_weight class=no-spin value=.05 step=.005 accept=Weight><div class="small-label center" data-i18n=WEIGHT><span class=en>Weight</span><span class=de>Gewicht</span><span class=fr>Poids</span><span class=it>Peso</span><span class=ru>Вес</span></div></div></div><div class="small-label center"><button type=roll name=roll_ammo class=presentation value="@{output_option} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=@{name}}} {{subheader=Ammo}} {{text_top=@{qty}}}" tabindex=-1><span name=attr_name class=pseudo-input></span></button> <input type=text name=attr_name class="edit center small-label no-border" placeholder=arrows accept=Name></div></fieldset></div></div></div><div class="wrap-box-title center" data-i18n=EQUIPMENT><span class=en>Equipment</span><span class=de>Ausrüstung</span><span class=fr>Équipement</span><span class=it>Equipagg.</span><span class=ru>Equipment</span></div></div></div><div class="section-character pc"><div class="shaped-row mar-b-smd"><input type=hidden attr=attr_caster_level><div class="col-70 pad-r-sm"><div class="wrap-box mar-b-smd"><input type=hidden name=attr_level><div class="shaped-row vert-center"><div class="col-12 wrap-box-label light-label center pad-r-sm" data-i18n=CLASS><span class=en>Class</span><span class=de>Klasse</span><span class=fr>Classe</span><span class=it>Classe</span><span class=ru>Class</span></div><div class="col-10 wrap-box-label light-label center pad-l-sm pad-r-sm" data-i18n=LEVEL><span class=en>Level</span><span class=de>Stufe</span><span class=fr>Niveau</span><span class=it>Livello</span><span class=ru>Уровень</span></div><div class="col-10 wrap-box-label light-label center pad-l-sm pad-r-sm" data-i18n=HIT_DICE><span class=en>Hit dice</span><span class=de>Trefferwürfel</span><span class=fr>Dés de vie</span><span class=it>Dadi Vita</span><span class=ru>Кость Хитов</span></div><div class="col-40 wrap-box-label light-label center pad-l-sm" data-i18n=SPELLCASTING><span class=en>Spellcasting</span><span class=de>Zaubern</span><span class=fr>Lancement de sort</span><span class=it>Incantatore</span><span class=ru>Spellcasting</span></div><div class="col-20 wrap-box-label light-label center pad-l-sm pad-r-sm" data-i18n=CUSTOM_NAME><span class=en>Custom name</span><span class=de>Benutzerdef. Name</span><span class=fr>Nom perso</span><span class=it>Nome personalizzato</span><span class=ru>Custom name</span></div></div><fieldset class=repeating_class><div class="shaped-row vert-center"><div class="col-12 pad-r-sm"><select name=attr_name><option value=barbarian data-i18n=BARBARIAN>Barbarian</option><option value=bard data-i18n=BARD>Bard</option><option value=cleric data-i18n=CLERIC>Cleric</option><option value=druid data-i18n=DRUID>Druid</option><option value=fighter data-i18n=FIGHTER>Fighter</option><option value=monk data-i18n=MONK>Monk</option><option value=paladin data-i18n=PALADIN>Paladin</option><option value=ranger data-i18n=RANGER>Ranger</option><option value=rogue data-i18n=ROGUE>Rogue</option><option value=sorcerer data-i18n=SORCERER>Sorcerer</option><option value=warlock data-i18n=WARLOCK>Warlock</option><option value=wizard data-i18n=WIZARD>Wizard</option><option value=custom data-i18n=CUSTOM>Custom</option></select></div><div class="col-10 pad-l-sm pad-r-sm"><input type=number name=attr_level></div><div class="col-10 pad-l-sm pad-r-sm"><select name=attr_hd><option value=d0>&#8212;</option><option>d2</option><option>d4</option><option>d6</option><option>d8</option><option>d10</option><option selected>d12</option><option>d20</option></select></div><div class="col-40 pad-l-sm"><select name=attr_spellcasting><option value=none>&#8212;</option><option value=full data-i18n=CASTERS_FULL>Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)</option><option value=half data-i18n=CASTERS_HALF>Half (5th level: Paladin, Ranger)</option><option value=third data-i18n=CASTERS_THIRD>Third (3rd level: Arcane Archetypes)</option><option value=warlock data-i18n=WARLOCK>Warlock</option></select></div><div class="col-20 pad-l-sm pad-r-sm"><input type=checkbox name=attr_custom_class_toggle class="toggle-custom-class hidden"> <input type=text name=attr_custom_name class=custom-class></div></div></fieldset><div class="wrap-box-title center" data-i18n=CLASS_LEVELS><span class=en>Class levels</span><span class=de>Klassenstufen</span><span class=fr>Niveaux de classe</span><span class=it>Livelli di classe</span><span class=ru>Class levels</span></div></div><div class="col-12 float-right mar-b-smd mar-r-sm"><div class="wrap-box relative"><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=DEFAULT_ABILITY_TOOLTIP><span class=en>This will set the ability for saving throw DCs when importing a Spell or Attack. If "Add Casting Modifier" is also set on the importing item it will apply to the damage ability or heal ability as well.</span><span class=de>This will set the ability for saving throw DCs when importing a Spell or Attack. If "Add Casting Modifier" is also set on the importing item it will apply to the damage ability or heal ability as well.</span><span class=fr>Ceci ajoutera automatiquement la caractéristique pour déterminer le DD de sauvegarde lors de l'importation d'un sort ou d'une attaque. Si "Ajoutez la carac de lancement de sort" est également activé sur l'objet importé, la caractéristique de dégâts ou de soins changera en conséquence.</span><span class=it>Stabilisce la caratteristica per i CD dei tiri salvezza quando si importa un incantesimo o un attacco. Se anche "Agg. Modificatore Incantesimi" è settato sull'oggetto importato, sarà applicato anche alla caratteristica per i danni e per curare.</span><span class=ru>This will set the ability for saving throw DCs when importing a Spell or Attack. If "Add Casting Modifier" is also set on the importing item it will apply to the damage ability or heal ability as well.</span></div></div></div><select name=attr_default_ability><option value=0>&#8212;</option><option value=@{finesse_mod} data-i18n=FINESSE>Finesse</option><option value=@{strength_mod} data-i18n=STR>Str</option><option value=@{dexterity_mod} data-i18n=DEX>Dex</option><option value=@{constitution_mod} data-i18n=CON>Con</option><option value=@{intelligence_mod} data-i18n=INT>Int</option><option value=@{wisdom_mod} data-i18n=WIS>Wis</option><option value=@{charisma_mod} data-i18n=CHA>Cha</option></select><div class="wrap-box-title center" data-i18n=DEFAULT_ABILITY><span class=en>Default ability</span><span class=de>Standardfähigkeit</span><span class=fr>Carac par défaut</span><span class=it>Caratt. default</span><span class=ru>Default ability</span></div></div></div></div><div class="col-30 pad-l-sm"><div class="spell-slots-points wrap-box center mar-b-smd"><input type=checkbox name=attr_spell_slots_toggle class="toggle-spell-slots edit" checked><span class="toggle-spell-slots edit button" data-i18n=SPELL_SLOTS><span class=en>Spell slots</span><span class=de>Zauberslots</span><span class=fr>Emplacem.</span><span class=it>Slot inc.</span><span class=ru>Spell slots</span></span> <input type=checkbox name=attr_spell_points_toggle class="toggle-spell-points edit"><span class="toggle-spell-points edit button" data-i18n=SPELL_POINTS><span class=en>Spell points</span><span class=de>Zauberpunkte</span><span class=fr>Points</span><span class=it>Punti inc.</span><span class=ru>Spell points</span></span> <input type=checkbox name=attr_spell_slots_all class="toggle-spell-slots-all edit"><span class="toggle-spell-slots-all edit button" data-i18n=ALL><span class=en>All</span><span class=de>Alles</span><span class=fr>Tout</span><span class=it>Tutto</span><span class=ru>All</span></span><div class=spell-slots><div class="shaped-row spell-level-1 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=1st><span class=en>1st</span><span class=de>1.</span><span class=fr>1:</span><span class=it>1°</span><span class=ru>1st</span></div><div class=col-23><input type=number name=attr_spell_slots_l1 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l1_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l1_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l1_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-2 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=2nd><span class=en>2nd</span><span class=de>2.</span><span class=fr>2:</span><span class=it>2°</span><span class=ru>2nd</span></div><div class=col-23><input type=number name=attr_spell_slots_l2 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l2_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l2_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l2_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-3 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=3rd><span class=en>3rd</span><span class=de>3.</span><span class=fr>3:</span><span class=it>3°</span><span class=ru>3rd</span></div><div class=col-23><input type=number name=attr_spell_slots_l3 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l3_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l3_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l3_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-4 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=4th><span class=en>4th</span><span class=de>4.</span><span class=fr>4:</span><span class=it>4°</span><span class=ru>4th</span></div><div class=col-23><input type=number name=attr_spell_slots_l4 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l4_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l4_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l4_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-5 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=5th><span class=en>5th</span><span class=de>5.</span><span class=fr>5:</span><span class=it>5°</span><span class=ru>5th</span></div><div class=col-23><input type=number name=attr_spell_slots_l5 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l5_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l5_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l5_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-6 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=6th><span class=en>6th</span><span class=de>6.</span><span class=fr>6:</span><span class=it>6°</span><span class=ru>6th</span></div><div class=col-23><input type=number name=attr_spell_slots_l6 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l6_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l6_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l6_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-7 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=7th><span class=en>7th</span><span class=de>7.</span><span class=fr>7:</span><span class=it>7°</span><span class=ru>7th</span></div><div class=col-23><input type=number name=attr_spell_slots_l7 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l7_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l7_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l7_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-8 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=8th><span class=en>8th</span><span class=de>8.</span><span class=fr>8:</span><span class=it>8°</span><span class=ru>8th</span></div><div class=col-23><input type=number name=attr_spell_slots_l8 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l8_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l8_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l8_max class="pseudo-input center border-bottom"></span></div></div><div class="shaped-row spell-level-9 center vert-center"><div class="col-17 center pad-r-sm" data-i18n=9th><span class=en>9th</span><span class=de>9.</span><span class=fr>9:</span><span class=it>9°</span><span class=ru>9th</span></div><div class=col-23><input type=number name=attr_spell_slots_l9 value=0></div><div class="pad-l-sm pad-r-sm">&#47;</div><div class="pc edit col-13"><span name=attr_spell_slots_l9_calc class="pseudo-input center border-bottom"></span></div><div class="pc edit">+</div><div class="edit col-13"><input type=number name=attr_spell_slots_l9_bonus class=no-spin value=0 min=0></div><div class="pc edit">=</div><div class=col-17><span name=attr_spell_slots_l9_max class="pseudo-input center border-bottom"></span></div></div><button type=roll name=roll_shaped_spells class=wrapper-button value=@{spells_macro_var}><div class="wrap-box-title center" data-i18n=SPELL_SLOTS_TITLE><span class=en>Spell slots</span><span class=de>Zauberslots</span><span class=fr>Emplacement de sort</span><span class=it>Slot inc.</span><span class=ru>Spell slots</span></div></button></div><div class=spell-points><div class="shaped-row spell-level-1 center vert-center"><div class="col-20 center" data-i18n=1st><span class=en>1st</span><span class=de>1.</span><span class=fr>1:</span><span class=it>1°</span><span class=ru>1st</span></div><div class="col-20 center pad-l-sm"><span>2</span></div></div><div class="shaped-row spell-level-2 center vert-center"><div class="col-20 center" data-i18n=2nd><span class=en>2nd</span><span class=de>2.</span><span class=fr>2:</span><span class=it>2°</span><span class=ru>2nd</span></div><div class="col-20 center pad-l-sm"><span>3</span></div></div><div class="shaped-row spell-level-3 center vert-center"><div class="col-20 center" data-i18n=3rd><span class=en>3rd</span><span class=de>3.</span><span class=fr>3:</span><span class=it>3°</span><span class=ru>3rd</span></div><div class="col-20 center pad-l-sm"><span>5</span></div></div><div class="shaped-row spell-level-4 center vert-center"><div class="col-20 center" data-i18n=4th><span class=en>4th</span><span class=de>4.</span><span class=fr>4:</span><span class=it>4°</span><span class=ru>4th</span></div><div class="col-20 center pad-l-sm"><span>6</span></div></div><div class="shaped-row spell-level-5 center vert-center"><div class="col-20 center" data-i18n=5th><span class=en>5th</span><span class=de>5.</span><span class=fr>5:</span><span class=it>5°</span><span class=ru>5th</span></div><div class="col-20 center pad-l-sm"><span>7</span></div></div><div class="shaped-row spell-level-6 center vert-center"><div class="col-20 center" data-i18n=6th><span class=en>6th</span><span class=de>6.</span><span class=fr>6:</span><span class=it>6°</span><span class=ru>6th</span></div><div class="col-20 center pad-l-sm"><span>9</span></div></div><div class="shaped-row spell-level-7 center vert-center"><div class="col-20 center" data-i18n=7th><span class=en>7th</span><span class=de>7.</span><span class=fr>7:</span><span class=it>7°</span><span class=ru>7th</span></div><div class="col-20 center pad-l-sm"><span>10</span></div></div><div class="shaped-row spell-level-8 center vert-center"><div class="col-20 center" data-i18n=8th><span class=en>8th</span><span class=de>8.</span><span class=fr>8:</span><span class=it>8°</span><span class=ru>8th</span></div><div class="col-20 center pad-l-sm"><span>11</span></div></div><div class="shaped-row spell-level-9 center vert-center"><div class="col-20 center" data-i18n=9th><span class=en>9th</span><span class=de>9.</span><span class=fr>9:</span><span class=it>9°</span><span class=ru>9th</span></div><div class="col-20 center pad-l-sm"><span>13</span></div></div><div class="shaped-row center no-background"><div class="col-35 center pad-r-sm"><input type=number name=attr_spell_points value=0></div><div class="col-05 center">&#47;</div><div class="col-35 center pad-l-sm"><input type=number name=attr_spell_points_max value=0 min=0></div></div><div class="wrap-box-title center"><span class=spell-points data-i18n=SPELL_POINTS_TITLE><span class=en>Spell points</span><span class=de>Zauberpunkte</span><span class=fr>Points de sort</span><span class=it>Punti inc.</span><span class=ru>Spell points</span></span></div></div></div></div></div><div class="wrap-box appearance pc mar-b-smd"><div class="shaped-row mar-b-md"><div class="col-1-8 pad-r-sm"><input type=text name=attr_gender class=center><div class="small-label center" data-i18n=GENDER><span class=en>Gender</span><span class=de>Geschlecht</span><span class=fr>Sexe</span><span class=it>Sesso</span><span class=ru>Пол</span></div></div><div class="col-1-8 pad-l-sm pad-r-sm"><input type=text name=attr_size class=center><div class="small-label center" data-i18n=SIZE><span class=en>Size</span><span class=de>Größe</span><span class=fr>Catégorie de taille</span><span class=it>Taglia</span><span class=ru>Размер</span></div></div><div class="col-1-8 pad-l-sm pad-r-sm"><input type=number name=attr_age class=center><div class="small-label center" data-i18n=AGE><span class=en>Age</span><span class=de>Alter</span><span class=fr>Age</span><span class=it>Età</span><span class=ru>Возраст</span></div></div><div class="col-1-8 pad-l-sm pad-r-sm"><input type=text name=attr_height class=center><div class="small-label center" data-i18n=HEIGHT><span class=en>Height</span><span class=de>Höhe</span><span class=fr>Taille</span><span class=it>Altezza</span><span class=ru>Рост</span></div></div><div class="col-1-8 pad-l-sm pad-r-sm"><input type=text name=attr_weight class=center><div class="small-label center" data-i18n=WEIGHT><span class=en>Weight</span><span class=de>Gewicht</span><span class=fr>Poids</span><span class=it>Peso</span><span class=ru>Вес</span></div></div><div class="col-1-8 pad-l-sm pad-r-sm"><input type=text name=attr_eyes class=center><div class="small-label center" data-i18n=EYES><span class=en>Eyes</span><span class=de>Augen</span><span class=fr>Yeux</span><span class=it>Occhi</span><span class=ru>Глаза</span></div></div><div class="col-1-8 pad-l-sm pad-r-sm"><input type=text name=attr_skin class=center><div class="small-label center" data-i18n=SKIN><span class=en>Skin</span><span class=de>Hautfarbe</span><span class=fr>Peau</span><span class=it>Pelle</span><span class=ru>Кожа</span></div></div><div class="col-1-8 pad-l-sm"><input type=text name=attr_hair class=center><div class="small-label center" data-i18n=HAIR><span class=en>Hair</span><span class=de>Haar</span><span class=fr>Cheveux</span><span class=it>Capelli</span><span class=ru>Волосы</span></div></div></div><div class="wrap-box-title center" data-i18n=APPEARANCE><span class=en>Appearance</span><span class=de>Aussehen</span><span class=fr>Apparence</span><span class=it>Aspetto</span><span class=ru>Внешний Вид</span></div></div><div class="shaped-row mar-b-smd"><div class="col-50 pad-r-sm"><div class="wrap-box vision"><div class=shaped-row><div class="col-25 sense relative pad-r-sm"><label class="checkbox-label-sm absolute"><input type=checkbox name=attr_blindsight_blind_beyond><span data-i18n=BLIND_BEYOND><span class=en>Blind beyond</span><span class=de>Blind danach</span><span class=fr>Aveugle au-delà</span><span class=it>Cieco oltre</span><span class=ru>Blind beyond</span></span></label> <input type=text name=attr_blindsight class="center mar-t-md"><div class="small-label center" data-i18n=BLINDSIGHT><span class=en>Blindsight</span><span class=de>Blindsicht</span><span class=fr>Vision aveugle</span><span class=it>Vista cieca</span><span class=ru>Слеповидение</span></div></div><div class="col-25 sense mar-t-md pad-l-sm pad-r-sm"><input type=text name=attr_darkvision class=center><div class="small-label center" data-i18n=DARKVISION><span class=en>Darkvision</span><span class=de>Dunkelsicht</span><span class=fr>Vision dans le noir</span><span class=it>Scurovisione</span><span class=ru>Темновидение</span></div></div><div class="col-25 sense mar-t-md pad-l-sm pad-r-sm"><input type=text name=attr_tremorsense class=center><div class="small-label center" data-i18n=TREMORSENSE><span class=en>Tremorsense</span><span class=de>Erschütterungssinn</span><span class=fr>Perception des vibrations</span><span class=it>Senso tellurico</span><span class=ru>Чувство вибрации</span></div></div><div class="col-25 sense mar-t-md pad-l-sm"><input type=text name=attr_truesight class=center><div class="small-label center" data-i18n=TRUESIGHT><span class=en>Truesight</span><span class=de>Wahrsicht</span><span class=fr>Vision véritable</span><span class=it>Visione del vero</span><span class=ru>Истинное зрение</span></div></div></div><div class="wrap-box-title center" data-i18n=VISION><span class=en>Vision</span><span class=de>Sicht</span><span class=fr>Vision</span><span class=it>Vista</span><span class=ru>Vision</span></div></div></div><div class="col-50 pad-l-sm"><div class="wrap-box movement"><div class=shaped-row><div class="col-25 speed mar-t-md pad-r-sm"><input type=text name=attr_speed_burrow class=center><div class="small-label center" data-i18n=BURROW><span class=en>Burrow</span><span class=de>Graben</span><span class=fr>Vitesse de creusement</span><span class=it>Scavare</span><span class=ru>Ползание</span></div></div><div class="col-25 speed mar-t-md pad-l-sm pad-r-sm"><input type=text name=attr_speed_climb class=center><div class="small-label center" data-i18n=CLIMB><span class=en>Climb</span><span class=de>Klettern</span><span class=fr>Vitesse d'escalade</span><span class=it>Scalare</span><span class=ru>Climb</span></div></div><div class="col-25 speed relative pad-l-sm pad-r-sm"><label class="checkbox-label-sm absolute"><input type=checkbox name=attr_speed_fly_hover><span data-i18n=HOVER><span class=en>Hover</span><span class=de>Schweben</span><span class=fr>Plane</span><span class=it>Stazionare</span><span class=ru>Hover</span></span></label> <input type=text name=attr_speed_fly class="center mar-t-md"><div class="small-label center" data-i18n=FLY><span class=en>Fly</span><span class=de>Fliegen</span><span class=fr>Vitesse de vol</span><span class=it>Volare</span><span class=ru>Fly</span></div></div><div class="col-25 speed mar-t-md pad-l-sm"><input type=text name=attr_speed_swim class=center><div class="small-label center" data-i18n=SWIM><span class=en>Swim</span><span class=de>Schwimmen</span><span class=fr>Vitesse de nage</span><span class=it>Nuotare</span><span class=ru>Swim</span></div></div></div><div class="wrap-box-title center" data-i18n=MOVEMENT><span class=en>Movement</span><span class=de>Bewegung</span><span class=fr>Mouvement</span><span class=it>Movimento</span><span class=ru>Movement</span></div></div></div></div><div class="wrap-box center mar-b-smd"><div class=shaped-row><div class=col-80><input type=hidden name=attr_jack_of_all_trades> <input type=checkbox name=attr_jack_of_all_trades_toggle value=@{jack_of_all_trades} class=toggle-jack-of-all-trades><span class="toggle-jack-of-all-trades button" data-i18n=JACK_OF_ALL_TRADES><span class=en>Jack of all trades</span><span class=de>Jack of all trades</span><span class=fr>Touche-à-tout</span><span class=it>Tuttofare</span><span class=ru>Мастер на все руки</span></span> <input type=hidden name=attr_remarkable_athlete> <input type=checkbox name=attr_remarkable_athlete_toggle value=@{remarkable_athlete} class=toggle-remarkable-athlete><span class="toggle-remarkable-athlete button" data-i18n=REMARKABLE_ATHLETE><span class=en>Remarkable Athlete</span><span class=de>Herausragender Athlet</span><span class=fr>Athlète remarquable</span><span class=it>Atleta impressionante</span><span class=ru>Remarkable Athlete</span></span> <input type=hidden name=attr_d20_mod> <input type=checkbox name=attr_halfling_luck class=toggle-halfling-luck><span class="toggle-halfling-luck button" data-i18n=HALFLING_LUCK><span class=en>Halfling Luck</span><span class=de>Halblings Glück</span><span class=fr>Chance (Half)</span><span class=it>Fortuna halfling</span><span class=ru>Halfling Luck</span></span></div></div><div class="col-20 has-sorcerer-levels"><div class="wrap-box-label light-label" data-i18n=SORCERER><span class=en>Sorcerer</span><span class=de>Hexenmeister</span><span class=fr>Ensorceleur</span><span class=it>Stregone</span><span class=ru>Чародей</span></div><div><input type=hidden name=attr_careful_spell_toggle_var> <input type=checkbox name=attr_careful_spell_toggle value=@{careful_spell_toggle_var}><span><span class=en>Careful Spell</span><span class=de>Careful Spell</span><span class=fr>Sort prudent</span><span class=it>Incantesimo attento</span><span class=ru>Careful Spell</span></span></div><div><input type=hidden name=attr_distant_spell_toggle_var> <input type=checkbox name=attr_distant_spell_toggle value=@{distant_spell_toggle_var}><span><span class=en>Distant Spell</span><span class=de>Distant Spell</span><span class=fr>Sort distant</span><span class=it>Incantesimo distante</span><span class=ru>Distant Spell</span></span></div><div><input type=hidden name=attr_empowered_spell_toggle_var> <input type=checkbox name=attr_empowered_spell_toggle value=@{empowered_spell_toggle_var}><span><span class=en>Empowered Spell</span><span class=de>Empowered Spell</span><span class=fr>Sort puissant</span><span class=it>Incantesimo potenziato</span><span class=ru>Empowered Spell</span></span></div><div><input type=hidden name=attr_extended_spell_toggle_var> <input type=checkbox name=attr_extended_spell_toggle value=@{extended_spell_toggle_var}><span><span class=en>Extended Spell</span><span class=de>Extended Spell</span><span class=fr>Sort étendu</span><span class=it>Incantesimo esteso</span><span class=ru>Extended Spell</span></span></div><div><input type=hidden name=attr_heightened_spell_toggle_var> <input type=checkbox name=attr_heightened_spell_toggle value=@{heightened_spell_toggle_var}><span><span class=en>Heightened Spell</span><span class=de>Heightened Spell</span><span class=fr>Sort intensifié</span><span class=it>Incantesimo intensificato</span><span class=ru>Heightened Spell</span></span></div><div><input type=hidden name=attr_quickened_spell_toggle_var> <input type=checkbox name=attr_quickened_spell_toggle value=@{quickened_spell_toggle_var}><span><span class=en>Quickened Spell</span><span class=de>Quickened Spell</span><span class=fr>Sort rapide</span><span class=it>Incantesimo rapido</span><span class=ru>Quickened Spell</span></span></div><div><input type=hidden name=attr_subtle_spell_toggle_var> <input type=checkbox name=attr_subtle_spell_toggle value=@{subtle_spell_toggle_var}><span><span class=en>Subtle Spell</span><span class=de>Subtle Spell</span><span class=fr>Sort subtil</span><span class=it>Incantesimo impercettibile</span><span class=ru>Subtle Spell</span></span></div><div><input type=hidden name=attr_twinned_spell_toggle_var> <input type=checkbox name=attr_twinned_spell_toggle value=@{twinned_spell_toggle_var}><span><span class=en>Twinned Spell</span><span class=de>Twinned Spell</span><span class=fr>Sort jumeau</span><span class=it>Incantesimo gemellato</span><span class=ru>Twinned Spell</span></span></div></div><div class=wrap-box-title data-i18n=FEATURES><span class=en>Features</span><span class=de>Talente</span><span class=fr>Capacités spéciales</span><span class=it>Caratteristiche</span><span class=ru>Features</span></div></div><div class="wrap-box center"><textarea name=attr_miscellaneous_notes class=eight-line-textarea></textarea><div class=wrap-box-title data-i18n=MISCELLANEOUS_NOTES><span class=en>Miscellaneous notes</span><span class=de>Sonstige Notizen</span><span class=fr>Notes diverses</span><span class=it>Note</span><span class=ru>Miscellaneous notes</span></div></div></div><div class=section-settings><input type=hidden name=attr_npc_whisper><div class="shaped-row mar-b-smd"><div class=pad-r-sm><div class=wrap-box><div class="shaped-row vert-center"><div class="center pad-l-sm pad-r-sm"><select name=attr_initiative_output_option><option value=@{output_to_all} data-i18n=PUBLIC_FOR_ALL selected>Public for all to see</option><option value=@{output_to_gm} data-i18n=WHISPERED_TO_GM>Whispered to the GM</option></select><div class=small-label data-i18n=OUTPUT><span class=en>Output</span><span class=de>Ausgabe</span><span class=fr>Options d'affichage</span><span class=it>Output</span><span class=ru>Результат</span></div></div><div class="center pad-l-sm pad-r-sm"><input type=hidden name=attr_advantage_on_initiative value="{{roll1=[[2d20kh1"> <input type=hidden name=attr_disadvantage_on_initiative value="{{roll1=[[2d20kl1"> <input type=hidden name=attr_normal_initiative value="{{roll1=[[d20"><select name=attr_initiative_roll><option value=@{normal_initiative} data-i18n=NORMAL>Normal</option><option value=@{advantage_on_initiative} data-i18n=ADVANTAGE>Advantage</option><option value=@{disadvantage_on_initiative} data-i18n=DISADVANTAGE>Disadvantage</option></select><div class=small-label data-i18n=ROLL_OPTIONS><span class=en>Roll options</span><span class=de>Roll options</span><span class=fr>Option de jet</span><span class=it>Opzioni tiro</span><span class=ru>Roll options</span></div></div><div class="center pad-l-sm pad-r-sm"><input type=hidden name=attr_initiative_to_tracker_yes value="@{selected|initiative_formula} &{tracker}"> <input type=hidden name=attr_initiative_to_tracker_no value=@{initiative_formula}><select name=attr_initiative_to_tracker><option value=@{initiative_to_tracker_yes} data-i18n=TO_TRACKER selected>Send to Tracker</option><option value=@{initiative_to_tracker_no} data-i18n=DONT>Don't</option></select><div class=small-label data-i18n=TRACKER><span class=en>Tracker</span><span class=de>Tracker</span><span class=fr>Turn Order</span><span class=it>Contatore</span><span class=ru>Tracker</span></div></div><div class="center pad-l-sm pad-r-sm"><input type=hidden name=attr_initiative_tie_breaker_var value="[[@{initiative} / 100]][tie breaker]"> <input type=checkbox name=attr_initiative_tie_breaker value=@{initiative_tie_breaker_var}><div class=small-label data-i18n=BREAK_TIES><span class=en>Break ties</span><span class=de>Break ties</span><span class=fr>Pas d'égalité</span><span class=it>Ignora parità</span><span class=ru>Break ties</span></div></div></div><div class="wrap-box-title center" data-i18n=INITIATIVE><span class=en>Initiative</span><span class=de>Initiative</span><span class=fr>Initiative</span><span class=it>Iniziativa</span><span class=ru>Initiative</span></div></div></div><div class=pad-l-sm><div class=wrap-box><div class="shaped-row vert-center"><div class="center pad-r-sm"><input type=hidden name=attr_output_to_all> <input type=hidden name=attr_output_to_gm value="/w GM"><select name=attr_output_option><option value=@{output_to_all} data-i18n=PUBLIC_FOR_ALL selected>Public for all to see</option><option value=@{output_to_gm} data-i18n=WHISPERED_TO_GM>Whispered to the GM</option></select><div class=small-label data-i18n=OUTPUT_SHEET><span class=en>Sheet</span><span class=de>Bogen Ausgabe</span><span class=fr>Option d'affichage</span><span class=it>Output scheda</span><span class=ru>Sheet</span></div></div><div class="center pad-l-sm pad-r-sm"><select name=attr_death_save_output_option><option value=@{output_to_all} data-i18n=PUBLIC_FOR_ALL selected>Public for all to see</option><option value=@{output_to_gm} data-i18n=WHISPERED_TO_GM>Whispered to the GM</option></select><div class=small-label data-i18n=OUTPUT_DEATH_SAVING_THROWS><span class=en>Death saving throws</span><span class=de>Todesrettungswürfe</span><span class=fr>Affichage des jets de mort</span><span class=it>Output TS vs Morte</span><span class=ru>Death saving throws</span></div></div><div class="center pad-l-sm pad-r-sm"><select name=attr_hit_dice_output_option><option value=@{output_to_all} data-i18n=PUBLIC_FOR_ALL selected>Public for all to see</option><option value=@{output_to_gm} data-i18n=WHISPERED_TO_GM>Whispered to the GM</option></select><div class=small-label data-i18n=OUTPUT_HIT_DICE><span class=en>Hit dice</span><span class=de>Hit dice</span><span class=fr>Hit dice</span><span class=it>Hit dice</span><span class=ru>Hit dice</span></div></div></div><div class="wrap-box-title center" data-i18n=OUTPUT><span class=en>Output</span><span class=de>Ausgabe</span><span class=fr>Options d'affichage</span><span class=it>Output</span><span class=ru>Результат</span></div></div></div><div class=pad-l-md><div class="center pad-l-sm"><input type=hidden name=attr_preroll> <input type=hidden name=attr_postroll> <input type=hidden name=attr_roll_2 value="{{roll2=[[d20"> <input type=hidden name=attr_roll_advantage value="{{ignore=[[0"> <input type=hidden name=attr_roll_disadvantage value="{{ignore=[[0"> <input type=hidden name=attr_roll_1 value="{{ignore=[[0"> <input type=radio name=attr_roll_setting class=toggle-roll-two value=@{roll_2}><span class="toggle-roll-two button" data-i18n=ROLL_2><span class=en>Roll 2</span><span class=de>Roll 2</span><span class=fr>2 Jets</span><span class=it>Tira 2</span><span class=ru>Roll 2</span></span><div class=small-label data-i18n=ROLL_OPTIONS><span class=en>Roll options</span><span class=de>Roll options</span><span class=fr>Option de jet</span><span class=it>Opzioni tiro</span><span class=ru>Roll options</span></div></div></div></div><div class="shaped-row mar-b-smd"><div class=pad-r-sm><div class=wrap-box><div class="center mar-b-smd"><input type=hidden name=attr_show_character_name_no> <input type=hidden name=attr_show_character_name_yes value="{{show_character_name=1}}"><select name=attr_show_character_name><option value=@{show_character_name_no} data-i18n=NO selected>No</option><option value=@{show_character_name_yes} data-i18n=YES>Yes</option></select><div class=small-label data-i18n=CHARACTER_NAME_ON_ROLL_TEMPLATES><span class=en>Character Name on all roll templates</span><span class=de>Charaktername bei allen Würfen</span><span class=fr>Nom du perso sur tous les jets</span><span class=it>Nome del personaggio nei template di tiro</span><span class=ru>Character Name on all roll templates</span></div></div><div class="center mar-b-smd"><input type=hidden name=attr_attacks_vs_target_ac_no> <input type=hidden name=attr_attacks_vs_target_ac_yes value=[[@{target|AC}]]><select name=attr_attacks_vs_target_ac><option value=@{attacks_vs_target_ac_no} data-i18n=NO selected>No</option><option value=@{attacks_vs_target_ac_yes} data-i18n=YES>Yes</option></select><div class=small-label data-i18n=SHOW_TARGET_AC_ON_ATTACKS><span class=en>Target's AC on Attacks</span><span class=de>Zeige Ziel-RK bei Angriffen</span><span class=fr>CA de la cible sur les jets d'attaque</span><span class=it>CA bersaglio negli attacchi</span><span class=ru>Target's AC on Attacks</span></div></div><div class="center mar-b-smd"><input type=hidden name=attr_attacks_vs_target_name_no> <input type=hidden name=attr_attacks_vs_target_name_yes value=@{target|token_name}><select name=attr_attacks_vs_target_name><option value=@{attacks_vs_target_name_no} data-i18n=NO selected>No</option><option value=@{attacks_vs_target_name_yes} data-i18n=YES>Yes</option></select><div class=small-label data-i18n=SHOW_TARGET_NAME_ON_ATTACKS><span class=en>Target's name on Attacks and Saves</span><span class=de>Zeige Ziel-Name bei Angriffen</span><span class=fr>Nom de la cible sur les jets d'attaque/sauv.</span><span class=it>Nome bersaglio negli attacchi e TS</span><span class=ru>Target's name on Attacks and Saves</span></div></div><div class="wrap-box-title center" data-i18n=ROLL_TEMPLATE><span class=en>Roll template</span><span class=de>Roll template</span><span class=fr>Affichage des jets</span><span class=it>Template tiro</span><span class=ru>Roll template</span></div></div></div><div class="pad-l-sm pad-r-sm"><div class="wrap-box center"><div class="center pad-l-sm pad-r-sm"><input type=checkbox name=attr_saving_throws_half_proficiency><div class=small-label data-i18n=ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS><span class=en>Add half proficiency<br>to unproficient saving throws</span><span class=de>Add half proficiency<br>to unproficient saving throws</span><span class=fr>Ajoute demi maîtrise<br>aux jets de sauv. non maîtrisés</span><span class=it>Aggiungi metà competenza<br>ai tiri salvezza senza competenza</span><span class=ru>Add half proficiency<br>to unproficient saving throws</span></div></div><div><input type=number name=attr_medium_armor_max_dex value=2><div class="small-label center" data-i18n=MEDIUM_ARMOR_MAX_DEX><span class=en>Medium armor max dex</span><span class=de>Mittlere Rüstung Max Gesch.</span><span class=fr>Bonus dex max<br>(armure intermédaire)</span><span class=it>Armatura media max DES</span><span class=ru>Medium armor max dex</span></div></div><div class="wrap-box-title center" data-i18n=HOUSERULES><span class=en>Houserules</span><span class=de>Houserules</span><span class=fr>Règles maison</span><span class=it>Houserules</span><span class=ru>Houserules</span></div></div></div><div class="col-22 pad-l-sm pad-r-sm"><div class="wrap-box mar-b-smd"><div class="shaped-row vert-center"><div class=col-75 data-i18n=COIN_CONVERSION_GP_PER_CP><span class=en>Copper per Gold (100)</span><span class=de>Kupfer pro Gold (100)</span><span class=fr>Cuivre par Or (100)</span><span class=it>Rame per Oro (100)</span><span class=ru>Copper per Gold (100)</span>:</div><div class=col-25><input type=number name=attr_copper_per_gold value=100></div></div><div class="shaped-row vert-center"><div class=col-75 data-i18n=COIN_CONVERSION_GP_PER_SP><span class=en>Silver per Gold (10)</span><span class=de>Silber pro Gold (10)</span><span class=fr>Argent par Or (10)</span><span class=it>Argento per Oro(10)</span><span class=ru>Silver per Gold (10)</span>:</div><div class=col-25><input type=number name=attr_silver_per_gold value=10></div></div><div class="shaped-row vert-center"><div class=col-75 data-i18n=COIN_CONVERSION_GP_PER_EP><span class=en>Electrum per Gold (2)</span><span class=de>Elektrum pro Gold (2)</span><span class=fr>Electrum par Or (2)</span><span class=it>Electrum per Oro (2)</span><span class=ru>Electrum per Gold (2)</span>:</div><div class=col-25><input type=number name=attr_electrum_per_gold value=2></div></div><div class="shaped-row vert-center"><div class=col-75 data-i18n=COIN_CONVERSION_GP_PER_PP><span class=en>Gold per Platinum (10)</span><span class=de>Gold pro Platinum (10)</span><span class=fr>Or par Platine (10)</span><span class=it>Oro per Platino(10)</span><span class=ru>Gold per Platinum (10)</span>:</div><div class=col-25><input type=number name=attr_platinum_per_gold value=10></div></div><div class="wrap-box-title center" data-i18n=CUSTOM_GOLD_VALUES><span class=en>Custom gold values</span><span class=de>Benutzerdef. Gold-Werte</span><span class=fr>Valeur de l'or personnalisée</span><span class=it>Valori d'oro personalizzati</span><span class=ru>Custom gold values</span></div></div></div><div class=pad-l-sm><div class="wrap-box center relative"><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">A</div><div class="tooltip-content-left small-label" data-i18n=REQUIRES_API><span class=en>This feature requires the API</span><span class=de>This feature requires the API</span><span class=fr>Cette fonctionnalité nécessite l'usage de l'API</span><span class=it>Questa opzione richiede l'API</span><span class=ru>This feature requires the API</span></div></div></div><div class=center><input type=hidden name=attr_ammo_auto_use_var value=1> <input type=checkbox name=attr_ammo_auto_use value=@{ammo_auto_use_var}><div class=small-label data-i18n=AMMO_AUTO_USE><span class=en>Automatically use ammo</span><span class=de>Automatically use ammo</span><span class=fr>Utilisation auto des mun</span><span class=it>Usa munizioni automaticamente</span><span class=ru>Automatically use ammo</span></div></div><div class="wrap-box-title center" data-i18n=AMMO><span class=en>Ammo</span><span class=de>Munition</span><span class=fr>Mun</span><span class=it>Munizioni</span><span class=ru>Ammo</span></div></div></div><div class=pad-l-sm><div class="wrap-box center relative"><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">A</div><div class="tooltip-content-left small-label" data-i18n=REQUIRES_API><span class=en>This feature requires the API</span><span class=de>This feature requires the API</span><span class=fr>Cette fonctionnalité nécessite l'usage de l'API</span><span class=it>Questa opzione richiede l'API</span><span class=ru>This feature requires the API</span></div></div></div><div class=center><input type=checkbox name=attr_auto_revert_advantage><div class=small-label data-i18n=AUTO_REVERT_ADV><span class=en>Automatically revert (dis)advantage</span><span class=de>Automatically revert (dis)advantage</span><span class=fr>Enlever le (dés)avantage après chaque jet</span><span class=it>Ripristina (s)vantaggio automaticamente</span><span class=ru>Automatically revert (dis)advantage</span></div></div><div class="wrap-box-title center" data-i18n=ADVANTAGE><span class=en>Advantage</span><span class=de>Vorteil</span><span class=fr>Avantage</span><span class=it>Vantaggio</span><span class=ru>Advantage</span></div></div></div></div><div class=shaped-row><div class="col-40 pad-r-sm"><div class="general-bonuses wrap-box relative center mar-b-smd"><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=BONUSES_AND_PENALTIES_TOOLTIP><span class=en>Auto add a bonus/penalty to rolls made using the sheet macros.<br>Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter "d4cs0cf0" in both attack roll fields, and the saving throw one</span><span class=de>Auto add a bonus/penalty to rolls made using the sheet macros.<br>Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter "d4cs0cf0" in both attack roll fields, and the saving throw one</span><span class=fr>Ajoute automatiquement un bonus/malus aux jets effectués à l'aide des macros de la fiche de Personnage.<br>Utilisation: Vous trouvez un objet magique qui vous donne +1 à vos dommages, entrez 1 dans la case Dmg des Armes. Si vous êtes sous les effet du sort Bénediction, entrez "d4cs0cf0" dans les cases de jets d'attaque et de jets de sauvegarde.</span><span class=it>Aggiungi un bonus/penalità automaticamente ai tiri fatti usando le macro della scheda.<br>Utilizzo: se ottieni un oggetto magico che fornisce +1 al CD di salvezza dei tuoi incantesimi, inserisci 1 nel campo CD di salvezza incantesimi. Se sei sotto gli effetti dell'incantesimo Benedire, inserisci "d4cs0cf0" in entrambi i campi di tiro per colpire e tiri salvezza.</span><span class=ru>Auto add a bonus/penalty to rolls made using the sheet macros.<br>Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter "d4cs0cf0" in both attack roll fields, and the saving throw one</span></div></div></div><div class=shaped-row><div class="col-1-3 wrap-box-label light-label center" data-i18n=ATTACKS><span class=en>Attacks</span><span class=de>Angriffe</span><span class=fr>Attaques</span><span class=it>Attacchi</span><span class=ru>Нападки</span></div><div class="col-1-3 wrap-box-label light-label center" data-i18n=MELEE><span class=en>Melee</span><span class=de>Nahkampf</span><span class=fr>Mêlée</span><span class=it>Mischia</span><span class=ru>Melee</span></div><div class="col-1-3 wrap-box-label light-label center" data-i18n=RANGED><span class=en>Ranged</span><span class=de>Fernkampf</span><span class=fr>Tir</span><span class=it>A distanza</span><span class=ru>Ranged</span></div></div><div class="shaped-row mar-b-sm"><div class="col-1-6 center"><input type=text name=attr_global_attack_bonus class=center value=0><div class=small-label data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span></div></div><div class="col-1-6 center pad-r-sm"><input type=text name=attr_global_damage_bonus class=center value=0><div class=small-label data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span></div></div><div class="col-1-6 center pad-l-sm"><input type=text name=attr_global_melee_attack_bonus class=center value=0><div class=small-label data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span></div></div><div class="col-1-6 center pad-r-sm"><input type=text name=attr_global_melee_damage_bonus class=center value=0><div class=small-label data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span></div></div><div class="col-1-6 center pad-l-sm"><input type=text name=attr_global_ranged_attack_bonus class=center value=0><div class=small-label data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span></div></div><div class="col-1-6 center"><input type=text name=attr_global_ranged_damage_bonus class=center value=0><div class=small-label data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span></div></div></div><hr><div class="wrap-box-label light-label center" data-i18n=SPELLCASTING><span class=en>Spellcasting</span><span class=de>Zaubern</span><span class=fr>Lancement de sort</span><span class=it>Incantatore</span><span class=ru>Spellcasting</span></div><div class="shaped-row mar-b-sm"><div class="col-22 center pad-r-sm"><input type=text name=attr_global_spell_attack_bonus class=center value=0><div class=small-label data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span></div></div><div class="col-26 center"><input type=text name=attr_global_spell_damage_bonus class=center value=0><div class=small-label data-i18n=DAMAGE><span class=en>Damage</span><span class=de>Schaden</span><span class=fr>Dégâts</span><span class=it>Danno</span><span class=ru>Damage</span></div></div><div class="col-34 center pad-l-sm"><input type=text name=attr_global_spell_dc_bonus class=center value=0><div class=small-label data-i18n=SAVING_DC><span class=en>Saving DC</span><span class=de>Rettungs-SG</span><span class=fr>DD de sauv</span><span class=it>CD salvezza</span><span class=ru>Saving DC</span></div></div><div class="col-28 center pad-l-sm"><input type=text name=attr_global_spell_heal_bonus class=center value=0><div class=small-label data-i18n=HEAL><span class=en>Heal</span><span class=de>Heilung</span><span class=fr>Soins</span><span class=it>Cura</span><span class=ru>Heal</span></div></div></div><hr><div class=shaped-row><div class="col-33 pc center pad-r-sm"><input type=number name=attr_global_ability_bonus class=no-spin value=0 step=1><div class=small-label data-i18n=ABILITY_SCORES><span class=en>Ability scores</span><span class=de>Ability scores</span><span class=fr>Valeur de carac</span><span class=it>Punteggi di caratteristica</span><span class=ru>Ability scores</span></div></div><div class="col-34 center pad-r-sm"><input type=text name=attr_global_saving_throw_bonus class=center value=0><div class=small-label data-i18n=SAVING_THROWS><span class=en>Saving throws</span><span class=de>Rettungswürfe</span><span class=fr>Jets de sauvegarde</span><span class=it>Tiri salvezza</span><span class=ru>Saving throws</span></div></div><div class="col-33 center"><input type=text name=attr_global_check_bonus class=center value=0><div class=small-label data-i18n=ABILITY_CHECKS><span class=en>Ability checks</span><span class=de>Fähigkeits-Check</span><span class=fr>Jet de carac</span><span class=it>Prove di caratteristica</span><span class=ru>Ability checks</span></div></div></div><div class=wrap-box-title data-i18n=BONUSES_AND_PENALTIES><span class=en>Bonuses & Penalties</span><span class=de>Boni & Mali</span><span class=fr>Bonus & Malus</span><span class=it>Bonus e penalità</span><span class=ru>Bonuses & Penalties</span></div></div></div></div><div class="wrap-box relative mar-t-smd mar-b-smd"><fieldset class=repeating_attacher><div class=shaped-row><div class=col-95><input type=text class=action-name placeholder=name name=attr_name></div><input type=checkbox name=attr_toggle_details class=toggle-icon-settings checked><span class="toggle-icon-settings pictos">y</span></div><input type=checkbox name=attr_toggle_details class="toggle-icon-settings hidden" checked><div class="shaped-row details mar-b-lg"><div class="col-45 pad-r-sm"><div class=shaped-row><div class="col-50 center pad-l-sm pad-r-sm"><textarea class=eight-line-textarea name=attr_freetext></textarea><div class=small-label data-i18n=FREETEXT><span class=en>Freetext</span><span class=de>Freitext</span><span class=fr>Texte supplémentaire</span><span class=it>Testo</span><span class=ru>Freetext</span></div></div><div class="col-50 center pad-l-sm pad-r-sm"><textarea class=eight-line-textarea name=attr_freeform></textarea><div class=small-label data-i18n=FREEFORM><span class=en>Freeform</span><span class=de>Freiform</span><span class=fr>Entrée supplémentaire</span><span class=it>Freeform</span><span class=ru>Freeform</span></div></div></div></div><div class="col-55 pad-l-sm"><div class="shaped-row center"><div class="col-20 wrap-box-label light-label" data-i18n=ABILITY_CHECKS><span class=en>Ability checks</span><span class=de>Fähigkeits-Check</span><span class=fr>Jet de carac</span><span class=it>Prove di caratteristica</span><span class=ru>Ability checks</span></div><div class="col-20 wrap-box-label light-label" data-i18n=SAVING_THROWS><span class=en>Saving throws</span><span class=de>Rettungswürfe</span><span class=fr>Jets de sauvegarde</span><span class=it>Tiri salvezza</span><span class=ru>Saving throws</span></div><div class="col-20 wrap-box-label light-label" data-i18n=MISC><span class=en>Misc</span><span class=de>Sonstiges</span><span class=fr>Autre</span><span class=it>Varie</span><span class=ru>Misc</span></div><div class="col-40 wrap-box-label light-label" data-i18n=SKILLS_TITLE><span class=en>Skills</span><span class=de>Fertigkeiten</span><span class=fr>Compétences</span><span class=it>Abilità</span><span class=ru>Навыки</span></div></div><div class=shaped-row><div class="col-20 pad-l-lg"><div class=zebra-rows><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=STRENGTH><span class=en>Strength</span><span class=de>Stärke</span><span class=fr>Force</span><span class=it>Forza</span><span class=ru>Сила</span></div><div class=col-10><input type=checkbox name=attr_strength_check_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=DEXTERITY><span class=en>Dexterity</span><span class=de>Geschick</span><span class=fr>Dextérité</span><span class=it>Destrezza</span><span class=ru>Ловкость</span></div><div class=col-10><input type=checkbox name=attr_dexterity_check_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=CONSTITUTION><span class=en>Constitution</span><span class=de>Konstitution</span><span class=fr>Constitution</span><span class=it>Costituzione</span><span class=ru>Телосложение</span></div><div class=col-10><input type=checkbox name=attr_constitution_check_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=INTELLIGENCE><span class=en>Intelligence</span><span class=de>Intelligenz</span><span class=fr>Intelligence</span><span class=it>Intelligenza</span><span class=ru>Интеллект</span></div><div class=col-10><input type=checkbox name=attr_intelligence_check_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=WISDOM><span class=en>Wisdom</span><span class=de>Weisheit</span><span class=fr>Sagesse</span><span class=it>Saggezza</span><span class=ru>Мудрость</span></div><div class=col-10><input type=checkbox name=attr_wisdom_check_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=CHARISMA><span class=en>Charisma</span><span class=de>Charisma</span><span class=fr>Charisme</span><span class=it>Carisma</span><span class=ru>Харизма</span></div><div class=col-10><input type=checkbox name=attr_charisma_check_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=INITIATIVE><span class=en>Initiative</span><span class=de>Initiative</span><span class=fr>Initiative</span><span class=it>Iniziativa</span><span class=ru>Initiative</span></div><div class=col-10><input type=checkbox name=attr_initiative_attacher></div></div></div></div><div class="col-20 pad-l-lg"><div class=zebra-rows><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=STRENGTH><span class=en>Strength</span><span class=de>Stärke</span><span class=fr>Force</span><span class=it>Forza</span><span class=ru>Сила</span></div><div class=col-10><input type=checkbox name=attr_strength_saving_throw_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=DEXTERITY><span class=en>Dexterity</span><span class=de>Geschick</span><span class=fr>Dextérité</span><span class=it>Destrezza</span><span class=ru>Ловкость</span></div><div class=col-10><input type=checkbox name=attr_dexterity_saving_throw_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=CONSTITUTION><span class=en>Constitution</span><span class=de>Konstitution</span><span class=fr>Constitution</span><span class=it>Costituzione</span><span class=ru>Телосложение</span></div><div class=col-10><input type=checkbox name=attr_constitution_saving_throw_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=INTELLIGENCE><span class=en>Intelligence</span><span class=de>Intelligenz</span><span class=fr>Intelligence</span><span class=it>Intelligenza</span><span class=ru>Интеллект</span></div><div class=col-10><input type=checkbox name=attr_intelligence_saving_throw_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=WISDOM><span class=en>Wisdom</span><span class=de>Weisheit</span><span class=fr>Sagesse</span><span class=it>Saggezza</span><span class=ru>Мудрость</span></div><div class=col-10><input type=checkbox name=attr_wisdom_saving_throw_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=CHARISMA><span class=en>Charisma</span><span class=de>Charisma</span><span class=fr>Charisme</span><span class=it>Carisma</span><span class=ru>Харизма</span></div><div class=col-10><input type=checkbox name=attr_charisma_saving_throw_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=DEATH_SAVES><span class=en>Death saves</span><span class=de>Todesrettung</span><span class=fr>Sauv contre la mort</span><span class=it>TS vs Morte</span><span class=ru>Death saves</span></div><div class=col-10><input type=checkbox name=attr_death_saving_throw_attacher></div></div></div></div><div class="col-20 pad-l-lg"><div class=zebra-rows><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=HIT_DICE><span class=en>Hit dice</span><span class=de>Trefferwürfel</span><span class=fr>Dés de vie</span><span class=it>Dadi Vita</span><span class=ru>Кость Хитов</span></div><div class=col-10><input type=checkbox name=attr_hit_dice_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=ATTACK><span class=en>Attack</span><span class=de>Angriff</span><span class=fr>Attaque</span><span class=it>Attacco</span><span class=ru>Attack</span></div><div class=col-10><input type=checkbox name=attr_attack_attacher></div></div><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=SPELL><span class=en>Spell</span><span class=de>Zauber</span><span class=fr>Sort</span><span class=it>Incant.</span><span class=ru>Spell</span></div><div class=col-10><input type=checkbox name=attr_spell_attacher></div></div><div class="shaped-row mar-r-md"><div class="col-90 relative"><span data-i18n=CRIT><span class=en>Crit</span><span class=de>Krit</span><span class=fr>Crit</span><span class=it>Crit.</span><span class=ru>Crit</span></span><div class=tooltip-position-wrapper><div class=tooltip><div class="tooltip-toggle-text center">?</div><div class="tooltip-content-left small-label" data-i18n=CRIT_ATTACHER_TOOLTIP><span class=en>Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.</span><span class=de>Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.</span><span class=fr>Sélectionner une ou plusieurs autres catégories et crit pour avoir cette attache apparaitre uniquement lors d'un jet critique dans cette (ces) catégorie(s). Cela ne fonctionnera pas avec Entrée supplémentaire.</span><span class=it>Seleziona una o più categorie e critici ulteriori per mostrare questo messaggio solo quando si verifica un critico in quella categoria. Non funziona per Freeform.</span><span class=ru>Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.</span></div></div></div></div><div class=col-10><input type=checkbox name=attr_crit_attacher></div></div></div></div><div class="col-20 pad-l-lg"><div class=zebra-rows><div class="shaped-row mar-r-md"><div class=col-90 data-i18n=SKILL><span class=en>Skill</span><span class=de>Fertigkeit</span><span class=fr>Compétence</span><span class=it>Abilità</span><span class=ru>Skill</span></div><div class=col-10><input type=checkbox name=attr_skill_attacher></div></div></div></div></div></div></div></fieldset><div class="wrap-box-title center" data-i18n=ATTACHERS><span class=en>Attachers</span><span class=de>Attachers</span><span class=fr>Attaches</span><span class=it>Aggiunte</span><span class=ru>Attachers</span></div></div><input type=hidden name=attr_attacher_strength_saving_throw> <input type=hidden name=attr_attacher_dexterity_saving_throw> <input type=hidden name=attr_attacher_constitution_saving_throw> <input type=hidden name=attr_attacher_intelligence_saving_throw> <input type=hidden name=attr_attacher_wisdom_saving_throw> <input type=hidden name=attr_attacher_charisma_saving_throw> <input type=hidden name=attr_attacher_death_saving_throw> <input type=hidden name=attr_attacher_strength_check> <input type=hidden name=attr_attacher_dexterity_check> <input type=hidden name=attr_attacher_constitution_check> <input type=hidden name=attr_attacher_intelligence_check> <input type=hidden name=attr_attacher_wisdom_check> <input type=hidden name=attr_attacher_charisma_check> <input type=hidden name=attr_attacher_initiative> <input type=hidden name=attr_attacher_hit_dice> <input type=hidden name=attr_attacher_attack> <input type=hidden name=attr_attacher_spell> <input type=hidden name=attr_attacher_skill> <input type=hidden name=attr_attacher_crit><div class="wrap-box mar-b-smd"><div data-i18n=HIDE_NPC_INFO_NOTE><span class=en>Please see the wiki. You'll need to use a browser extension to change the css to show certain parts</span><span class=de>Please see the wiki. You'll need to use a browser extension to change the css to show certain parts</span><span class=fr>Merci de vous référer au wiki. Vous aurez besoin d'une extension de navigateur pour changer le css afin de montrer certaines parties.</span><span class=it>Please see the wiki. You'll need to use a browser extension to change the css to show certain parts</span><span class=ru>Please see the wiki. You'll need to use a browser extension to change the css to show certain parts</span></div><div class="shaped-row vert-center"><input type=hidden name=attr_hide_gm_info value="@{hide_attack} @{hide_damage} @{hide_saving_throw_dc} @{hide_spell_content} @{hide_action_freetext} @{hide_saving_throw_failure} @{hide_saving_throw_success} @{hide_recharge}"><div class="col-20 center"><span data-i18n=HIDE_NPC_INFO_ATTACK><span class=en>Hide attack</span><span class=de>Hide attack</span><span class=fr>Cacher attaque</span><span class=it>Nasc. attacco</span><span class=ru>Hide attack</span></span> <input type=hidden name=attr_hide_attack_var value="{{hide_attack=1}}"> <input type=checkbox name=attr_hide_attack value=@{hide_attack_var}></div><div class="col-20 center"><span data-i18n=HIDE_NPC_INFO_DAMAGE><span class=en>Hide damage</span><span class=de>Hide damage</span><span class=fr>Cacher dégâts</span><span class=it>Nasc. danni</span><span class=ru>Hide damage</span></span> <input type=hidden name=attr_hide_damage_var value="{{hide_damage=1}}"> <input type=checkbox name=attr_hide_damage value=@{hide_damage_var}></div><div class="col-20 center"><span data-i18n=HIDE_NPC_INFO_SAVING_THROW_DC><span class=en>Hide saving throw DC</span><span class=de>Verstecke Rettungswurf SG</span><span class=fr>Cacher DD de sauv</span><span class=it>Nasc. CD tiro salvezza</span><span class=ru>Hide saving throw DC</span></span> <input type=hidden name=attr_hide_saving_throw_dc_var value="{{hide_saving_throw_dc=1}}"> <input type=checkbox name=attr_hide_saving_throw_dc value=@{hide_saving_throw_dc_var}></div><div class="col-20 center"><span data-i18n=HIDE_NPC_INFO_SPELL_CONTENT><span class=en>Hide spell content</span><span class=de>Verstecke Zauberinfo</span><span class=fr>Cacher contenu des sorts</span><span class=it>Nasc. cont. incantesimo</span><span class=ru>Hide spell content</span></span> <input type=hidden name=attr_hide_spell_content_var value="{{hide_spell_content=1}}"> <input type=checkbox name=attr_hide_spell_content value=@{hide_spell_content_var}></div><div class="col-20 center"><span data-i18n=HIDE_NPC_INFO_ACTION_FREETEXT><span class=en>Hide action freetext</span><span class=de>Verstecke Action Freitexte</span><span class=fr>Cacher texte sup (action)</span><span class=it>Nasc. testo azione</span><span class=ru>Hide action freetext</span></span> <input type=hidden name=attr_hide_action_freetext_var value="{{hide_freetext=1}}"> <input type=checkbox name=attr_hide_action_freetext value=@{hide_action_freetext_var}></div><div class="col-20 center"><span data-i18n=HIDE_NPC_INFO_SAVING_THROW_FAILURE><span class=en>Hide saving throw failure</span><span class=de>Verstecke Rettungswurf Fehlschlag</span><span class=fr>Cacher échec sauv</span><span class=it>Nasc. fallimento tiro salvezza</span><span class=ru>Hide saving throw failure</span></span> <input type=hidden name=attr_hide_saving_throw_failure_var value="{{hide_saving_throw_failure=1}}"> <input type=checkbox name=attr_hide_saving_throw_failure value=@{hide_saving_throw_failure_var}></div><div class="col-20 center"><span data-i18n=HIDE_NPC_INFO_SAVING_THROW_SUCCESS><span class=en>Hide saving throw success</span><span class=de>Verstecke Rettungswurf Erfolg</span><span class=fr>Cacher succès sauv</span><span class=it>Nasc. successo tiro</span><span class=ru>Hide saving throw success</span></span> <input type=hidden name=attr_hide_saving_throw_success_var value="{{hide_saving_throw_success=1}}"> <input type=checkbox name=attr_hide_saving_throw_success value=@{hide_saving_throw_success_var}></div><div class="col-20 center"><span data-i18n=HIDE_NPC_INFO_RECHARGE><span class=en>Hide recharge</span><span class=de>Verstecke Wiederaufladung</span><span class=fr>Cacher recharge</span><span class=it>Nasc. ricarica</span><span class=ru>Hide recharge</span></span> <input type=hidden name=attr_hide_recharge_var value="{{hide_recharge=1}}"> <input type=checkbox name=attr_hide_recharge value=@{hide_recharge_var}></div></div><div class="wrap-box-title center" data-i18n=HIDE_NPC_INFO><span class=en>Hide NPC info</span><span class=de>Verstecke NPC Info</span><span class=fr>Cacher infos PNJ</span><span class=it>Nascondi info NPC</span><span class=ru>Hide NPC info</span></div></div><div class="wrap-box macros-for-consumption center"><div class=shaped-row><div class=col-20><div class="shaped-row center"><div class=col-40><select name=attr_ability_checks_text_size><option value=text data-i18n=NORMAL>Normal</option><option value=text_big selected data-i18n=BIG>Big</option></select><div class=small-label data-i18n=TEXT_SIZE><span class=en>Text size</span><span class=de>Text size</span><span class=fr>Text size</span><span class=it>Text size</span><span class=ru>Text size</span></div></div></div><div class=mar-t-sm></div><input type=checkbox name=attr_ability_checks_show_totals checked data-i18n=SHOW_TOTALS><span class=en>Show totals</span><span class=de>Show totals</span><span class=fr>Show totals</span><span class=it>Show totals</span><span class=ru>Show totals</span><div class=mar-t-sm></div><input type=hidden name=attr_ability_checks_macro_var> <button type=roll name=roll_shaped_ability_checks class=visible-button value="/w @{character_name} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Ability Checks}} {{@{ability_checks_text_size}=@{ability_checks_macro_var}}}" data-i18n=ABILITY_CHECKS><span class=en>Ability checks</span><span class=de>Fähigkeits-Check</span><span class=fr>Jet de carac</span><span class=it>Prove di caratteristica</span><span class=ru>Ability checks</span></button><div class=mar-t-sm></div><button type=roll name=roll_shaped_ability_checks_small class=hidden value="/w @{character_name} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Ability Checks}} {{text=@{ability_checks_macro_var}}}" data-i18n=ABILITY_CHECKS><span class=en>Ability checks</span><span class=de>Fähigkeits-Check</span><span class=fr>Jet de carac</span><span class=it>Prove di caratteristica</span><span class=ru>Ability checks</span></button> <input type=hidden name=attr_ability_checks_query_var> <button type=roll name=roll_shaped_ability_checks_query class=hidden value="@{output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{subheader=Ability Check}} @{roll_info} @{ability_checks_query_var}" data-i18n=ABILITY_CHECKS_QUERY><span class=en>Ability checks query</span><span class=de>Ability checks query</span><span class=fr>Jet de carac (popup)</span><span class=it>Query prove di caratteristica</span><span class=ru>Ability checks query</span></button></div><div class=col-20><div class=mar-t-sm></div><div class="shaped-row center"><div class=col-40><select name=attr_saving_throws_text_size><option value=text data-i18n=NORMAL>Normal</option><option value=text_big selected data-i18n=BIG>Big</option></select><div class=small-label data-i18n=TEXT_SIZE><span class=en>Text size</span><span class=de>Text size</span><span class=fr>Text size</span><span class=it>Text size</span><span class=ru>Text size</span></div></div></div><div class=mar-t-sm></div><input type=hidden name=attr_saving_throw_macro_var value="[Strength](~shaped_strength_saving_throw), [Dexterity](~shaped_dexterity_saving_throw), [Constitution](~shaped_constitution_saving_throw), [Intelligence](~shaped_intelligence_saving_throw), [Wisdom](~shaped_wisdom_saving_throw), [Charisma](~shaped_charisma_saving_throw), [Death](~shaped_death_saving_throw)"> <button type=roll name=roll_shaped_saving_throw class=visible-button value="/w @{character_name} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Saving Throws}} {{@{saving_throws_text_size}=@{saving_throw_macro_var}}}" data-i18n=SAVING_THROWS><span class=en>Saving throws</span><span class=de>Rettungswürfe</span><span class=fr>Jets de sauvegarde</span><span class=it>Tiri salvezza</span><span class=ru>Saving throws</span></button><div class=mar-t-sm></div><button type=roll name=roll_shaped_saving_throw_small class=hidden value="/w @{character_name} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=Saving Throws}} {{text=@{saving_throw_macro_var}}}" data-i18n=SAVING_THROWS><span class=en>Saving throws</span><span class=de>Rettungswürfe</span><span class=fr>Jets de sauvegarde</span><span class=it>Tiri salvezza</span><span class=ru>Saving throws</span></button> <input type=hidden name=attr_saving_throw_query_var value="?{Saving Throw|Strength, {{title=Strength&amp;#125;&amp;#125; {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{strength_saving_throw_mod}]]&amp;#125;&amp;#125; @{roll_setting}@{d20_mod} + @{strength_saving_throw_mod}]]&amp;#125;&amp;#125;|Dexterity, {{title=Dexterity&amp;#125;&amp;#125; {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{dexterity_saving_throw_mod}]]&amp;#125;&amp;#125; @{roll_setting}@{d20_mod} + @{dexterity_saving_throw_mod}]]&amp;#125;&amp;#125;|Constitution, {{title=Constitution&amp;#125;&amp;#125; {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{constitution_saving_throw_mod}]]&amp;#125;&amp;#125; @{roll_setting}@{d20_mod} + @{constitution_saving_throw_mod}]]&amp;#125;&amp;#125;|Intelligence, {{title=Intelligence&amp;#125;&amp;#125; {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{intelligence_saving_throw_mod}]]&amp;#125;&amp;#125; @{roll_setting}@{d20_mod} + @{intelligence_saving_throw_mod}]]&amp;#125;&amp;#125;|Wisdom, {{title=Wisdom&amp;#125;&amp;#125; {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{wisdom_saving_throw_mod}]]&amp;#125;&amp;#125; @{roll_setting}@{d20_mod} + @{wisdom_saving_throw_mod}]]&amp;#125;&amp;#125;|Charisma, {{title=Charisma&amp;#125;&amp;#125; {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{charisma_saving_throw_mod}]]&amp;#125;&amp;#125; @{roll_setting}@{d20_mod} + @{charisma_saving_throw_mod}]]&amp;#125;&amp;#125;}"> <button type=roll name=roll_shaped_saving_throw_query class=hidden value="@{output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{character_name}}} @{show_character_name} {{subheader=Saving Throw}} @{roll_info} @{saving_throw_query_var}" data-i18n=SAVING_THROWS_QUERY><span class=en>Saving throws query</span><span class=de>Saving throws query</span><span class=fr>Jets de sauvegarde (popup)</span><span class=it>Query tiri salvezza</span><span class=ru>Saving throws query</span></button></div><div class=col-20><div class=npc><input type=hidden name=attr_skills_macro_var> <input type=hidden name=attr_languages_chat_var> <input type=hidden name=attr_damage_resistances_var> <input type=hidden name=attr_traits_chat_var> <input type=hidden name=attr_actions_chat_var> <input type=hidden name=attr_reactions_chat_var> <input type=hidden name=attr_legendaryactions_chat_var> <input type=hidden name=attr_lairactions_chat_var> <input type=hidden name=attr_regionaleffects_chat_var> <button type=roll name=roll_shaped_statblock class=visible-button value="/w @{character_name} @{output_option} &{template:5e-shaped} {{title=@{character_name}}} {{subheader=@{size} @{type}, @{alignment}}} {{Armor Class=@{ac} (@{ac_note})}} {{Hit Points=@{HP} (@{hp_formula})}} {{Speed=@{npc_speed}}} {{Abilities=[Str @{strength} (@{strength_mod_with_sign})](~shaped_strength_check), [Dex @{dexterity} (@{dexterity_mod_with_sign})](~shaped_dexterity_check), [Con @{constitution} (@{constitution_mod_with_sign})](~shaped_constitution_check), [Int @{intelligence} (@{intelligence_mod_with_sign})](~shaped_intelligence_check), [Wis @{wisdom} (@{wisdom_mod_with_sign})](~shaped_wisdom_check), [Cha @{charisma} (@{charisma_mod_with_sign})](~shaped_charisma_check)}} {{Saving Throws=[Str @{strength_saving_throw_mod_with_sign}](~shaped_strength_saving_throw), [Dex @{dexterity_saving_throw_mod_with_sign}](~shaped_dexterity_saving_throw), [Con @{constitution_saving_throw_mod_with_sign}](~shaped_constitution_saving_throw), [Int @{intelligence_saving_throw_mod_with_sign}](~shaped_intelligence_saving_throw), [Wis @{wisdom_saving_throw_mod_with_sign}](~shaped_wisdom_saving_throw), [Cha @{charisma_saving_throw_mod_with_sign}](~shaped_charisma_saving_throw)}} {{Skills=@{skills_macro_var}}} @{damage_resistances_var} {{Senses=@{senses}}} @{languages_chat_var} {{Challenge=@{challenge} (@{xp_readable})}} @{traits_chat_var} @{actions_chat_var} @{reactions_chat_var} @{legendaryactions_chat_var} @{lairactions_chat_var} @{regionaleffects_chat_var}" data-i18n=STATBLOCK><span class=en>Statblock</span><span class=de>Statblock</span><span class=fr>Bloc de stats</span><span class=it>Statistiche</span><span class=ru>Statblock</span></button></div><div class=mar-t-sm></div><input type=hidden name=attr_traits_exist class=item-toggle><div class=item-to-toggle><input type=hidden name=attr_traits_macro_var> <button type=roll name=roll_shaped_traits class=visible-button value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Traits}} {{text_big=@{traits_macro_var}}}" data-i18n=TRAITS><span class=en>Traits</span><span class=de>Traits</span><span class=fr>Traits</span><span class=it>Tratti</span><span class=ru>Traits</span></button></div><div class=mar-t-sm></div><div class=pc><input type=hidden name=attr_attacks_macro_var> <button type=roll name=roll_shaped_attacks class=visible-button value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Attacks}} {{text_big=@{attacks_macro_var}}}" data-i18n=ATTACKS><span class=en>Attacks</span><span class=de>Angriffe</span><span class=fr>Attaques</span><span class=it>Attacchi</span><span class=ru>Нападки</span></button></div><input type=hidden name=attr_actions_exist class=item-toggle><div class="npc item-to-toggle"><input type=hidden name=attr_actions_macro_var> <button type=roll name=roll_shaped_actions class=visible-button value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Actions}} {{text_big=@{actions_macro_var}}}" data-i18n=ACTIONS><span class=en>Actions</span><span class=de>Aktionen</span><span class=fr>Actions</span><span class=it>Azioni</span><span class=ru>Actions</span></button></div><div class="mar-t-sm npc"></div><input type=hidden name=attr_reactions_exist class=item-toggle><div class="npc item-to-toggle"><input type=hidden name=attr_reactions_macro_var> <button type=roll name=roll_shaped_reactions class=visible-button value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Reactions}} {{text_big=@{reactions_macro_var}}}" data-i18n=REACTIONS><span class=en>Reactions</span><span class=de>Reaktionen</span><span class=fr>Réactions</span><span class=it>Reazioni</span><span class=ru>Reactions</span></button></div><div class="mar-t-sm npc"></div><input type=hidden name=attr_legendaryactions_exist class=item-toggle><div class="npc item-to-toggle"><input type=hidden name=attr_legendaryactions_macro_var> <button type=roll name=roll_shaped_legendaryactions class=visible-button value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Legendary Actions}} {{text_big=@{legendaryactions_macro_var}}}" data-i18n=LEGENDARY_ACTIONS><span class=en>Legendary Actions</span><span class=de>Legendäre Aktionen</span><span class=fr>Actions légendaires</span><span class=it>Azioni Leggendarie</span><span class=ru>Legendary Actions</span></button></div><div class="mar-t-sm npc"></div><input type=hidden name=attr_lairactions_exist class=item-toggle><div class="npc item-to-toggle"><input type=hidden name=attr_lairactions_macro_var> <button type=roll name=roll_shaped_lairactions class=visible-button value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Lair Actions}} {{text_big=@{lairactions_macro_var}}}" data-i18n=LAIR_ACTIONS><span class=en>Lair Actions</span><span class=de>Lair Actions</span><span class=fr>Actions de repaire</span><span class=it>Azioni della Tana</span><span class=ru>Lair Actions</span></button></div><div class="mar-t-sm npc"></div><input type=hidden name=attr_regionaleffects_exist class=item-toggle><div class="npc item-to-toggle"><input type=hidden name=attr_regionaleffects_macro_var> <button type=roll name=roll_shaped_regionaleffects class=visible-button value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Regional Effects}} {{text_big=@{regionaleffects_macro_var}}}" data-i18n=REGIONAL_EFFECTS><span class=en>Regional Effects</span><span class=de>Regional Effects</span><span class=fr>Effets régionaux</span><span class=it>Effetti regionali</span><span class=ru>Regional Effects</span></button></div></div><div class=col-20><input type=hidden name=attr_spells_level_0_macro_var><input type=hidden name=attr_spells_level_1_macro_var><input type=hidden name=attr_spells_level_2_macro_var><input type=hidden name=attr_spells_level_3_macro_var><input type=hidden name=attr_spells_level_4_macro_var><input type=hidden name=attr_spells_level_5_macro_var><input type=hidden name=attr_spells_level_6_macro_var><input type=hidden name=attr_spells_level_7_macro_var><input type=hidden name=attr_spells_level_8_macro_var><input type=hidden name=attr_spells_level_9_macro_var> <input type=hidden name=attr_spells_macro_var value="/w @{character_name} &{template:5e-shaped} {{character_name=@{character_name}}} @{show_character_name} {{title=Spells}} {{spell=1}} {{cantrips=@{spells_level_0_macro_var}}} {{spells_level_1=@{spells_level_1_macro_var}}} {{spells_level_1_uses=@{spell_slots_l1}/@{spell_slots_l1|max}}} {{spells_level_1_show=@{spells_level_1_show}}} {{spells_level_2=@{spells_level_2_macro_var}}} {{spells_level_2_uses=@{spell_slots_l2}/@{spell_slots_l2|max}}} {{spells_level_2_show=@{spells_level_2_show}}} {{spells_level_3=@{spells_level_3_macro_var}}} {{spells_level_3_uses=@{spell_slots_l3}/@{spell_slots_l3|max}}} {{spells_level_3_show=@{spells_level_3_show}}} {{spells_level_4=@{spells_level_4_macro_var}}} {{spells_level_4_uses=@{spell_slots_l4}/@{spell_slots_l4|max}}} {{spells_level_4_show=@{spells_level_4_show}}} {{spells_level_5=@{spells_level_5_macro_var}}} {{spells_level_5_uses=@{spell_slots_l5}/@{spell_slots_l5|max}}} {{spells_level_5_show=@{spells_level_5_show}}} {{spells_level_6=@{spells_level_6_macro_var}}} {{spells_level_6_uses=@{spell_slots_l6}/@{spell_slots_l6|max}}} {{spells_level_6_show=@{spells_level_6_show}}} {{spells_level_7=@{spells_level_7_macro_var}}} {{spells_level_7_uses=@{spell_slots_l7}/@{spell_slots_l7|max}}} {{spells_level_7_show=@{spells_level_7_show}}} {{spells_level_8=@{spells_level_8_macro_var}}} {{spells_level_8_uses=@{spell_slots_l8}/@{spell_slots_l8|max}}} {{spells_level_8_show=@{spells_level_8_show}}} {{spells_level_9=@{spells_level_9_macro_var}}} {{spells_level_9_uses=@{spell_slots_l9}/@{spell_slots_l9|max}}} {{spells_level_9_show=@{spells_level_9_show}}} {{spells_text_size=@{spells_text_size}}}"><div class="shaped-row center"><div class=col-40><select name=attr_spells_text_size><option></option><option value=big>Big</option></select><div class=small-label data-i18n=TEXT_SIZE><span class=en>Text size</span><span class=de>Text size</span><span class=fr>Text size</span><span class=it>Text size</span><span class=ru>Text size</span></div></div></div><div class=mar-t-sm></div><input type=checkbox name=attr_spells_show_unprepared checked data-i18n=SHOW_UNPREPARED_SPELLS><span class=en>Show unprepared spells</span><span class=de>Show unprepared spells</span><span class=fr>Show unprepared spells</span><span class=it>Show unprepared spells</span><span class=ru>Show unprepared spells</span><div class=mar-t-sm></div><input type=checkbox name=attr_spells_show_spell_level_if_all_slots_are_used checked data-i18n=SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED><span class=en>Show levels if all slots are used</span><span class=de>Show levels if all slots are used</span><span class=fr>Show levels if all slots are used</span><span class=it>Show levels if all slots are used</span><span class=ru>Show levels if all slots are used</span><div class=mar-t-sm></div><button type=roll name=roll_shaped_spells class=visible-button value=@{spells_macro_var} data-i18n=SPELLS><span class=en>Spells</span><span class=de>Zauber</span><span class=fr>Sorts</span><span class=it>Incantesimi</span><span class=ru>Магия</span></button></div></div><div class=wrap-box-title data-i18n=MACROS><span class=en>Macros</span><span class=de>Makros</span><span class=fr>Macros</span><span class=it>Macro</span><span class=ru>Macros</span></div></div></div><hr><div class="center footer"><div><input type=checkbox name=attr_edit_mode class="toggle-edit-mode negative-mar-t-eight"><span class="toggle-edit-mode pictos negative-mar-t-eight">p</span></div><div>Documentation: <span class=selectable>https://docs.google.com/document/d/1yPcIZ_bIc3JlnWsKZt2tAB0EQSIVEfeMtT0GifbpJIg</span></div></div><input type=checkbox name=attr_import_data_present class="import-data-present hidden"><div class="overlay absolute"><div class="shaped-row fixed pad-l-hundred pad-t-hundred"><div class=pad-r-md><input type=checkbox name=attr_reject_import class=toggle-pseudo-button><span class="toggle-pseudo-button button" data-i18n=CANCEL><span class=en>Cancel</span><span class=de>Cancel</span><span class=fr>Annuler</span><span class=it>Cancella</span><span class=ru>Cancel</span></span></div><div class=pad-l-md><input type=checkbox name=attr_accept_import class=toggle-pseudo-button><span class="toggle-pseudo-button button" data-i18n=IMPORT><span class=en>Import</span><span class=de>Import</span><span class=fr>Importer</span><span class=it>Importa</span><span class=ru>Import</span></span></div></div></div></div>
<script type="text/worker">'use strict';var _typeof=typeof Symbol==="function"&&typeof Symbol.iterator==="symbol"?function(obj){return typeof obj;}:function(obj){return obj&&typeof Symbol==="function"&&obj.constructor===Symbol?"symbol":typeof obj;};var currentVersion='4.0.0';var TRANSLATIONS={"de":{"1st":"1.","2nd":"2.","3rd":"3.","4th":"4.","5th":"5.","6th":"6.","7th":"7.","8th":"8.","9th":"9.","ABILITY":"Fähigkeit","ABILITY_CHECKS":"Fähigkeits-Check","ABJURATION":"Bannzauber","AC":"RK","ACROBATICS":"Akrobatik","ACTION":"Aktion","ACTIONS":"Aktionen","AC_ARMORED":"Gepanzerte-RK","AC_UNARMORED":"Ungepanzerte-RK","AC_UNARMORED_ABILITY":"Ungepanzerte Fähigkeit","ADVANTAGE":"Vorteil","AGE":"Alter","ALIGNMENT":"Gesinnung","ALL":"Alles","AMMO":"Munition","AMMO_WEIGHT":"Munitionsgewicht","ANIMALHANDLING":"Umgang mit Tieren","APPEARANCE":"Aussehen","ARCANA":"Arkanes","ARMOR":"Rüstung","ARMORED_AND_UNARMORED":"Panzer und Ungepanzerten","ARMOR_CLASS":"Rüstungsklasse","ATHLETICS":"Athletik","ATK":"ATT","ATTACHERS":"Attachers","ATTACK":"Angriff","ATTACKS":"Angriffe","BACKGROUND":"Hintergrund","BARBARIAN":"Barbar","BARD":"Barde","BLINDSIGHT":"Blindsicht","BLIND_BEYOND":"Blind danach","BONDS":"Verpflichtungen","BONUS":"Bonus","BONUSES":"Boni","BONUSES_AND_PENALTIES":"Boni & Mali","BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus/penalty to rolls made using the sheet macros.<br>Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one","BURROW":"Graben","CANTRIP":"Zaubertrick","CANTRIPS":"Zaubertricks","CANTRIPS_KNOWN":"Zaubertricks bekannt","CAN_HAVE":"Kann haben","CARRIED":"Getragen","CARRYING_CAPACITY":"Trage-Kapazität","CARRYING_PUSH_DRAG_LIFT":"Ziehen/Schieben/Heben","CASTERS_FULL":"Voll (9. ebene: Barde, Kleriker, Druide, Hexenmeister, Zauberer)","CASTERS_HALF":"Hälfte (5. ebene: Paladin, Waldläufer)","CASTERS_THIRD":"Dritte (3. ebene: Arcane Urbilder)","CASTING_TIME":"Zauberzeit","CHA":"Cha","CHALLENGE":"Herausforderung","CHARACTER":"Charakter","CHARACTER_NAME":"Charaktename","CHARACTER_NAME_ON_ROLL_TEMPLATES":"Charaktername bei allen Würfen","CHARISMA":"Charisma","CHECK":"Check","CHECK_BONUS":"Check-Bonus","CLASS":"Klasse","CLASS_AND_LEVEL":"Klasse & Stufe","CLASS_LEVELS":"Klassenstufen","CLERIC":"Kleriker","CLIMB":"Klettern","COINAGE":"Münzen","COINS_CP":"KM","COINS_EP":"EM","COINS_GP":"GM","COINS_PP":"PM","COINS_SP":"SM","COIN_CONVERSION_GP_PER_CP":"Kupfer pro Gold (100)","COIN_CONVERSION_GP_PER_EP":"Elektrum pro Gold (2)","COIN_CONVERSION_GP_PER_PP":"Gold pro Platinum (10)","COIN_CONVERSION_GP_PER_SP":"Silber pro Gold (10)","COMPONENTS":"Komponenten","CON":"Kon","CONC":"Konz.","CONCENTRATION":"Konzentration","CONDITION_IMMUNITIES":"Konditionen Immunitäten","CONJURATION":"Beschwörung","CONSTITUTION":"Konstitution","CONTENT":"Inhalt","CORE":"Kern","CRIT":"Krit","CRIT_RANGE":"Krit-Ab","CURRENT":"Aktuell","CUSTOM":"Benutzerdef.","CUSTOM_GOLD_VALUES":"Benutzerdef. Gold-Werte","CUSTOM_NAME":"Benutzerdef. Name","DAMAGE":"Schaden","DAMAGE_IMMUNITIES":"Schadens-Immunitäten","DAMAGE_RESISTANCES":"Schadens-Resistenzen","DAMAGE_VULNERABILITIES":"Schadens-Verwundbarkeiten","DARKVISION":"Dunkelsicht","DC":"SG","DEATH_SAVES":"Todesrettung","DECEPTION":"Täuschung","DEFAULT_ABILITY":"Standardfähigkeit","DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.","DEX":"Ges","DEXTERITY":"Geschick","DICE":"Würfel","DIE":"Würfel","DISADVANTAGE":"Nachteil","DIVINATION":"Erkenntniszauber","DMG":"DMG","DONT":"Nacht","DRUID":"Druide","DURATION":"Dauer","EFFECT":"Effekt","EMOTE":"Emote","ENCHANTMENT":"Verzauberung","ENCUMBERED":"Beladen","ENCUMBERED_HEAVILY":"Schw. Beladen","EQUIPMENT":"Ausrüstung","EVOCATION":"Hervorrufung","EXHAUSTION_LEVEL":"Erschöpfungsstufe","EXHAUSTION_LEVEL_1":"Nachteil auf Fähigkeitschecks","EXHAUSTION_LEVEL_2":"Geschwindigkeit halbiert","EXHAUSTION_LEVEL_3":"Nachteil auf Angriffswürfe & Rettungswürfe","EXHAUSTION_LEVEL_4":"Trefferpunkte-Maximum halbiert","EXHAUSTION_LEVEL_5":"Geschwindigkeit reduziert auf 0","EXHAUSTION_LEVEL_6":"Tod","EXPERIENCE_POINTS":"Erfahrungspunkte","EXPERTISE":"Sachverstand","EXTRAS":"Extras","EYES":"Augen","FAILURES":"Fehlschläge","FEATURES":"Talente","FEATURES_AND_TRAITS":"Talente & Fertigkeiten","FIGHTER":"Kämpfer","FINESSE":"Finesse","FLAT_HEAL":"Einfache Heilung","FLAWS":"Schwachstellen","FLY":"Fliegen","FREEFORM":"Freiform","FREETEXT":"Freitext","GARGANTUAN":"Gargantuan","GENDER":"Geschlecht","GENERATE_SKILLS":"Fertigkeiten erzeugen","HAIR":"Haar","HALFLING_LUCK":"Halblings Glück","HEAL":"Heilung","HEAVY_ARMOR":"Schwere Rüstung","HEIGHT":"Höhe","HIDE_NPC_INFO":"Verstecke NPC Info","HIDE_NPC_INFO_ACTION_FREETEXT":"Verstecke Action Freitexte","HIDE_NPC_INFO_EFFECT":"Verstecke Effekt","HIDE_NPC_INFO_NOTE":"Please see the wiki. You'll need to use a browser extension to change the css to show certain parts","HIDE_NPC_INFO_RECHARGE":"Verstecke Wiederaufladung","HIDE_NPC_INFO_SAVING_THROW_DC":"Verstecke Rettungswurf SG","HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Verstecke Rettungswurf Fehlschlag","HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Verstecke Rettungswurf Erfolg","HIDE_NPC_INFO_SPELL_CONTENT":"Verstecke Zauberinfo","HIGHER_LEVEL":"Höhere Stufe","HISTORY":"Geschichte","HIT_DICE":"Trefferwürfel","HIT_POINTS":"Trefferpunkte","HIT_POINTS_TEMP":"Temp TP","HOVER":"Schweben","HUGE":"Enorm","IDEALS":"Ideale","ILLUSION":"Illusion","INITIATIVE":"Initiative","INITIATIVE_BONUS":"Initiative bonus","INSIGHT":"Einschätzen","INSPIRATION":"Inspiration","INT":"Int","INTELLIGENCE":"Intelligenz","INTIMIDATION":"Einschüchtern","INVESTIGATION":"Untersuchung","JACK_OF_ALL_TRADES":"Jack of all trades","LAIR_ACTIONS":"Lair Actions","LANGUAGES":"Sprachen","LARGE":"Groß","LEGENDARY_ACTIONS":"Legendäre Aktionen","LEGENDARY_ACTIONS_TEXT_1":"The","LEGENDARY_ACTIONS_TEXT_2":"can take","LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The","LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.","LEVEL":"Stufe","LIGHT_ARMOR":"Leichte Rüstung","MACROS":"Makros","MATERIAL_M":"M","MAX":"Max","MEDICINE":"Medizin","MEDIUM":"Mittel","MEDIUM_ARMOR":"Mittlere Rüstung","MEDIUM_ARMOR_MAX_DEX":"Mittlere Rüstung Max Gesch.","MELEE":"Nahkampf","MISC":"Sonstiges","MISCELLANEOUS_NOTES":"Sonstige Notizen","MONK":"Mönch","MOVEMENT":"Bewegung","NAME":"Name","NATURE":"Natur","NECROMANCY":"Nekromantie","NO":"Nein","NORMAL":"Normalerweise","NPC":"NPC","OTHER":"Andere","OTHER_ARMOR":"Andere Rüstung","OTHER_PROFICIENCIES_AND_LANGUAGES":"Andere Befähigungen","OUTPUT":"Ausgabe","OUTPUT_DEATH_SAVING_THROWS":"Todesrettungswürfe","OUTPUT_SHEET":"Bogen Ausgabe","PALADIN":"Paladin","PC":"PC","PERCEPTION":"Wahrnehmung","PERFORMANCE":"Auftreten","PERSONALITY_TRAITS":"Persönlichkeitsmerkmale","PERSUASION":"Überzeugen","PREPARED":"Vorbereitet","PROF":"Befähigt","PROFICIENCIES":"Befähigungen","PROFICIENCY_BONUS":"Befähigungsbonus","PROFICIENT":"Tüchtig","PUBLIC_FOR_ALL":"Öffentliche für alle zu sehen","QTY":"Menge","QUERY":"Query","RACE":"Rasse","RANGE":"Reichweite","RANGED":"Fernkampf","RANGER":"Waldläufer","REACH":"Bereich","REACTION":"Reaktion","REACTIONS":"Reaktionen","RECHARGE":"Aufladung","RELIGION":"Religion","REMARKABLE_ATHLETE":"Herausragender Athlet","RESISTANCES_AND_IMMUNITIES":"Resistenzen & Immunitäten","RESOURCES":"Ressourcen","RITUAL":"Ritual","ROGUE":"Schurke","ROLL_ADVANTAGE":"Würfel-Vorteil","SAVING_DC":"Rettungs-SG","SAVING_THROW":"Rettungswurf","SAVING_THROWS":"Rettungswürfe","SAVING_THROW_BONUS":"Rettungswurfbonus","SAVING_THROW_DC":"Rettungswurf-SG","SENSES":"Sinne","SHIELD":"Schild","SHOW_ALL":"Zeige alles","SHOW_TARGET_AC_ON_ATTACKS":"Zeige Ziel-RK bei Angriffen","SHOW_TARGET_NAME_ON_ATTACKS":"Zeige Ziel-Name bei Angriffen","SIZE":"Größe","SKILL":"Fertigkeit","SKILLS_TITLE":"Fertigkeiten","SKIN":"Hautfarbe","SLEIGHTOFHAND":"Fingerfertigkeit","SMALL":"Klein","SOMATIC_S":"S","SORCERER":"Hexenmeister","SOURCE":"Source","SPEED":"Geschw.","SPELL":"Zauber","SPELLCASTING":"Zaubern","SPELLS":"Zauber","SPELL_LEVEL":"Zauberstufe","SPELL_MUST_HAVE":"Zauber muss haben","SPELL_POINTS":"Zauberpunkte","SPELL_POINTS_TITLE":"Zauberpunkte","SPELL_SLOTS":"Zauberslots","SPELL_SLOTS_TITLE":"Zauberslots","STEALTH":"Heimlichkeit","STR":"Str","STRENGTH":"Stärke","SUCCESSES":"Erfolge","SURVIVAL":"Überleben","SWIM":"Schwimmen","TARGET":"Ziel","TINY":"Sehr klein","TOTAL":"Gesamt","TO_TRACKER":"Schicken Tracker","TRANSMUTATION":"Verwandlung","TREMORSENSE":"Erschütterungssinn","TRUESIGHT":"Wahrsicht","TYPE":"Typ","UNARMORED":"Ungepanzerten","UNPROFICIENT":"Fehlt Tüchtig","VERBAL_V":"V","VISION":"Sicht","WARLOCK":"Hexer","WARLOCK_SLOTS_RECHARGE_TOOLTIP":"Recharges on a long or short rest and are all of the same level","WARLOCK_SPELL_SLOTS":"Hexer Zauberslots","WEIGHT":"Gewicht","WHISPERED_TO_GM":"Raunte der GM","WIS":"Wei","WISDOM":"Weisheit","WIZARD":"Zauberer","YES":"Ja"},"en":{"1st":"1st","2nd":"2nd","3rd":"3rd","4th":"4th","5th":"5th","6th":"6th","7th":"7th","8th":"8th","9th":"9th","ABILITY":"Ability","ABILITY_CHECKS":"Ability checks","ABILITY_CHECKS_QUERY":"Ability checks query","ABILITY_SCORES":"Ability scores","ABJURATION":"Abjuration","AC":"AC","ACID":"acid","ACROBATICS":"Acrobatics","ACTION":"Action","ACTIONS":"Actions","AC_ARMORED":"Armored AC","AC_UNARMORED":"Unarmored AC","AC_UNARMORED_ABILITY":"Unarmored ability","ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency<br>to unproficient saving throws","ADVANTAGE":"Advantage","AGE":"Age","ALIGNMENT":"Alignment","ALL":"All","AMMO":"Ammo","AMMO_AUTO_USE":"Automatically use ammo","AMMO_WEIGHT":"Ammo weight","ANIMALHANDLING":"Animal Handling","APPEARANCE":"Appearance","ARCANA":"Arcana","ARMOR":"Armor","ARMORED_AND_UNARMORED":"Armored and Unarmored","ARMOR_CLASS":"Armor class","ATHLETICS":"Athletics","ATK":"ATK","ATTACHERS":"Attachers","ATTACK":"Attack","ATTACKS":"Attacks","AUTO_REVERT_ADV":"Automatically revert (dis)advantage","BACKGROUND":"Background","BARBARIAN":"Barbarian","BARD":"Bard","BIG":"Big","BLINDSIGHT":"Blindsight","BLIND_BEYOND":"Blind beyond","BLUDGEONING":"bludgeoning","BONDS":"Bonds","BONUS":"Bonus","BONUSES":"Bonuses","BONUSES_AND_PENALTIES":"Bonuses & Penalties","BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus/penalty to rolls made using the sheet macros.<br>Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one","BREAK_TIES":"Break ties","BURROW":"Burrow","CANCEL":"Cancel","CANTRIP":"Cantrip","CANTRIPS":"Cantrips","CAN_HAVE":"Can have","CARRIED":"Carried","CARRYING_CAPACITY":"Carrying capacity","CARRYING_PUSH_DRAG_LIFT":"Push/Drag/Lift","CASTERS_FULL":"Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)","CASTERS_HALF":"Half (5th level: Paladin, Ranger)","CASTERS_THIRD":"Third (3rd level: Arcane Archetypes)","CASTING_TIME":"Casting Time","CHA":"Cha","CHALLENGE":"Challenge","CHARACTER":"Character","CHARACTER_NAME":"Character name","CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates","CHARISMA":"Charisma","CHECK":"Check","CHECK_BONUS":"Check bonus","CLASS":"Class","CLASS_AND_LEVEL":"Class & Level","CLASS_FEATURES":{"ACTION_SURGE":"Action Surge","ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.","ARCANE_RECOVERY":"Arcane Recovery","ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} / 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.","ARCHDRUID":"Archdruid","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.","AURA_OF_COURAGE":"Aura of Courage","AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.","AURA_OF_PROTECTION":"Aura of Protection","AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.","BARDIC_INSPIRATION":"Bardic Inspiration","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.","BEAST_SPELLS":"Beast Spells","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","BLINDSENSE":"Blindsense","BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.","BRUTAL_CRITICAL":"Brutal Critical","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.","CHANNEL_DIVINITY":"Channel Divinity","CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description","CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.","CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)","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.","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","CLEANSING_TOUCH":"Cleaning Touch","CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.","COUNTERCHARM":"Countercharm","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).","CUNNING_ACTION":"Cunning Action","CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.","DANGER_SENSE":"Danger Sense","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.","DEFLECT_MISSILES":"Deflect Missiles","DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet","DIAMOND_SOUL":"Diamond Soul","DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.","DIVINE_HEALTH":"Divine Health","DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.","DIVINE_INTERVENTION":"Divine Intervention","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.","DIVINE_SENSE":"Divine Sense","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.","DIVINE_SMITE":"Divine Smite","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.","ELDRITCH_INVOCATIONS":"Eldritch Invocations","ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.","ELDRITCH_MASTER":"Eldritch Master","ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.","ELUSIVE":"Elusive","ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.","EMPTY_BODY":"Empty Body","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.","EVASION":"Evasion","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.","EXPERTISE":"Expertise","EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.","EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.","EXTRA_ATTACK":"Extra Attack","EXTRA_ATTACK_FOUR":"four times","EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.","EXTRA_ATTACK_THREE":"three times","EXTRA_ATTACK_TWICE":"twice","FAST_MOVEMENT":"Fast Movement","FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.","FAVORED_ENEMY":"Favored Enemy","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.","FERAL_INSTINCT":"Feral Instinct","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.","FERAL_SENSES":"Feral Senses","FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.","FIGHTING_STYLE":"Fighting Style","FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.","FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.","FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.","FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.","FLEXIBLE_CASTING":"Flexible Casting","FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.","FLURRY_OF_BLOWS":"Flurry of Blows","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.","FOE_SLAYER":"Foe Slayer","FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.","HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight","HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.","IMPROVED_DIVINE_SMITE":"Improved Divine Smite","IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.","INDOMITABLE":"Indomitable","INDOMITABLE_MIGHT":"Indomitable Might","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.","INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.","JACK_OF_ALL_TRADES":"Jack of All Trades","JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.","KI":"Ki","KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes","KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.","LANDS_STRIDE":"Land's Stride","LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.","LAY_ON_HANDS":"Lay on Hands","LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.","MAGICAL_SECRETS":"Magical Secrets","MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.","MARTIAL_ARTS":"Martial Arts","MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.","METAMAGIC":"Metamagic","METAMAGIC_CAREFUL_SPELL":"Careful Spell","METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.","METAMAGIC_DISTANT_SPELL":"Distant Spell","METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.","METAMAGIC_EMPOWERED_SPELL":"Empowered Spell","METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.","METAMAGIC_EXTENDED_SPELL":"Extended Spell","METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.","METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell","METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.","METAMAGIC_QUICKENED_SPELL":"Quickened Spell","METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.","METAMAGIC_SUBTLE_SPELL":"Subtle Spell","METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.","METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.","METAMAGIC_TWINNED_SPELL":"Twinned Spell","METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.","MYSTIC_ARCANUM":"Mystic Arcanum","MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.","NATURAL_EXPLORER":"Natural Explorer","NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level","PACT_BOON":"Pact Boon","PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome","PATIENT_DEFENSE":"Patient Defense","PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.","PERFECT_SELF":"Perfect Self","PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.","PERSISTENT_RAGE":"Persistent Rage","PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.","PRIMAL_CHAMPION":"Primal Champion","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.","PRIMEVAL_AWARENESS":"Primeval Awareness","PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.","PURITY_OF_BODY":"Purity of Body","PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.","RAGE":"Rage","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.","RECKLESS_ATTACK":"Reckless Attack","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.","RELENTLESS_RAGE":"Relentless Rage","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","RELIABLE_TALENT":"Reliable Talent","RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.","SECOND_WIND":"Second Wind","SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.","SIGNATURE_SPELLS":"Signature Spells","SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.","SLIPPERY_MIND":"Slippery Mind","SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.","SLOW_FALL":"Slow Fall","SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].","SNEAK_ATTACK":"Sneak Attack","SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.","SONG_OF_REST":"Song of Rest","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.","SORCEROUS_RESTORATION":"Sorcerous Restoration","SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.","SORCERY_POINTS":"Sorcery Points","SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.","SPELL_MASTERY":"Spell Mastery","SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.","STEP_OF_THE_WIND":"Step of the Wind","STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.","STILLNESS_OF_MIND":"Stillness of Mind","STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.","STROKE_OF_LUCK":"Stroke of Luck","STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.","STUNNING_STRIKE":"Stunning Strike","STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn","STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.","SUPERIOR_INSPIRATION":"Superior Inspiration","SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.","THIEVES_CANT":"Thieves' Cant","THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.","TIMELESS_BODY":"Timeless Body","TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.","TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.","TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon","TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.","UNARMORED_DEFENSE":"Unarmored Defense","UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.","UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.","UNARMORED_MOVEMENT":"Unarmored Movement","UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.","UNCANNY_DODGE":"Uncanny Dodge","UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you","VANISH":"Vanish","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.","WARLOCK_SPELL_SLOTS":"Warlock Spell Slots","WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.","WILD_SHAPE":"Wild Shape","WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed","WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed","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_FEATURES_TITLE":"Class features","CLASS_LEVELS":"Class levels","CLERIC":"Cleric","CLIMB":"Climb","COINAGE":"Coinage","COINS_CP":"CP","COINS_EP":"EP","COINS_GP":"GP","COINS_PP":"PP","COINS_SP":"SP","COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)","COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)","COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)","COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)","COLD":"cold","COLOR":"Color","COMPONENTS":"Components","CON":"Con","CONC":"Conc","CONCENTRATION":"Concentration","CONDENSE":"Condense","CONDITION_IMMUNITIES":"Condition Immunities","CONJURATION":"Conjuration","CONSTITUTION":"Constitution","CONTENT":"Content","CORE":"Core","CRIT":"Crit","CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.","CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.","CRIT_RANGE":"Crit range","CURRENT":"Current","CUSTOM":"Custom","CUSTOM_GOLD_VALUES":"Custom gold values","CUSTOM_NAME":"Custom name","DAMAGE":"Damage","DAMAGE_IMMUNITIES":"Damage Immunities","DAMAGE_RESISTANCES":"Damage Resistances","DAMAGE_VULNERABILITIES":"Damage Vulnerabilities","DARKVISION":"Darkvision","DC":"DC","DEATH_SAVES":"Death saves","DECEPTION":"Deception","DEFAULT_ABILITY":"Default ability","DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.","DEX":"Dex","DEXTERITY":"Dexterity","DICE":"Dice","DIE":"Die","DISADVANTAGE":"Disadvantage","DISPLAY_TEXT":"Display text","DIVINATION":"Divination","DMG":"DMG","DONT":"Don't","DRUID":"Druid","DURATION":"Duration","EFFECT":"Effect","EMOTE":"Emote","ENCHANTMENT":"Enchantment","ENCUMBERED":"Encumbered","ENCUMBERED_HEAVILY":"H. Encumbered","EQUIPMENT":"Equipment","EVERY":"every","EVOCATION":"Evocation","EXHAUSTION_LEVEL":"Exhaustion level","EXHAUSTION_LEVEL_1":"Disadvantage on ability checks","EXHAUSTION_LEVEL_2":"Speed halved","EXHAUSTION_LEVEL_3":"Disadvantage on attack rolls and saving throws","EXHAUSTION_LEVEL_4":"Hit point maximum halved","EXHAUSTION_LEVEL_5":"Speed reduced to 0","EXHAUSTION_LEVEL_6":"Death","EXPERIENCE_POINTS":"Experience Points","EXPERTISE":"Expertise","EXTRAS":"Extras","EYES":"Eyes","FAILURES":"Failures","FEATURES":"Features","FEATURES_AND_TRAITS":"Features & Traits","FIELD":"Field","FIGHTER":"Fighter","FILTERS":"Filters","FINESSE":"Finesse","FIRE":"fire","FLAT_HEAL":"Flat heal","FLAWS":"Flaws","FLY":"Fly","FORCE":"force","FREEFORM":"Freeform","FREETEXT":"Freetext","GARGANTUAN":"Gargantuan","GENDER":"Gender","GENERATE_SKILLS":"Generate skills","HAIR":"Hair","HALFLING_LUCK":"Halfling Luck","HEAL":"Heal","HEAVY_ARMOR":"Heavy Armor","HEIGHT":"Height","HIDE_NPC_INFO":"Hide NPC info","HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext","HIDE_NPC_INFO_ATTACK":"Hide attack","HIDE_NPC_INFO_DAMAGE":"Hide damage","HIDE_NPC_INFO_EFFECT":"Hide effect","HIDE_NPC_INFO_NOTE":"Please see the wiki. You'll need to use a browser extension to change the css to show certain parts","HIDE_NPC_INFO_RECHARGE":"Hide recharge","HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC","HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure","HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success","HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content","HIGHER_LEVEL":"Higher level","HISTORY":"History","HIT_DICE":"Hit dice","HIT_POINTS":"Hit points","HIT_POINTS_TEMP":"Temp HP","HOUSERULES":"Houserules","HOVER":"Hover","HUGE":"Huge","IDEALS":"Ideals","ILLUSION":"Illusion","IMPORT":"Import","INITIATIVE":"Initiative","INITIATIVE_BONUS":"Initiative bonus","INSIGHT":"Insight","INSPIRATION":"Inspiration","INT":"Int","INTELLIGENCE":"Intelligence","INTIMIDATION":"Intimidation","INVESTIGATION":"Investigation","JACK_OF_ALL_TRADES":"Jack of all trades","LAIR_ACTIONS":"Lair Actions","LANGUAGES":"Languages","LARGE":"Large","LBS":"lbs","LEGENDARY_ACTIONS":"Legendary Actions","LEGENDARY_ACTIONS_TEXT_1":"The","LEGENDARY_ACTIONS_TEXT_2":"can take","LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The","LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.","LEVEL":"Level","LEVELS":"levels","LIGHTNING":"lightning","LIGHT_ARMOR":"Light Armor","LONG_REST":"Long Rest","MACROS":"Macros","MATERIAL_M":"M","MAX":"Max","MEDICINE":"Medicine","MEDIUM":"Medium","MEDIUM_ARMOR":"Medium Armor","MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex","MELEE":"Melee","MISC":"Misc","MISCELLANEOUS":"Miscellaneous","MISCELLANEOUS_NOTES":"Miscellaneous notes","MONK":"Monk","MOVEMENT":"Movement","MULTIPLIER":"Multiplier","NAME":"Name","NATURE":"Nature","NECROMANCY":"Necromancy","NECROTIC":"necrotic","NO":"No","NORMAL":"Normal","NPC":"NPC","OTHER":"Other","OTHER_ARMOR":"Other Armor","OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages","OUTPUT":"Output","OUTPUT_DEATH_SAVING_THROWS":"Death saving throws","OUTPUT_HIT_DICE":"Hit dice","OUTPUT_SHEET":"Sheet","PALADIN":"Paladin","PC":"PC","PERCEPTION":"Perception","PERFORMANCE":"Performance","PERSONALITY_TRAITS":"Personality traits","PERSUASION":"Persuasion","PIERCING":"piercing","POINTS_OF_ORIGIN":"Points of origin","POISON":"poison","PREPARED":"Prepared","PROF":"Prof","PROFICIENCIES":"Proficiencies","PROFICIENCY_BONUS":"Proficiency Bonus","PROFICIENT":"Proficient","PSYCHIC":"psychic","PUBLIC_FOR_ALL":"Public for all to see","QTY":"Qty","QUERY":"Query","RACE":"Race","RADIANT":"radiant","RANGE":"Range","RANGED":"Ranged","RANGER":"Ranger","REACH":"Reach","REACTION":"Reaction","REACTIONS":"Reactions","RECHARGE":"Recharge","REGIONAL_EFFECTS":"Regional Effects","RELIGION":"Religion","REMARKABLE_ATHLETE":"Remarkable Athlete","REQUIRES_API":"This feature requires the API","RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities","RESOURCES":"Resources","RESTS":"Rests","RITUAL":"Ritual","ROGUE":"Rogue","ROLL_2":"Roll 2","ROLL_OPTIONS":"Roll options","ROLL_TEMPLATE":"Roll template","SAVING_DC":"Saving DC","SAVING_THROW":"Saving throw","SAVING_THROWS":"Saving throws","SAVING_THROWS_QUERY":"Saving throws query","SAVING_THROW_DC":"Saving throw DC","SENSES":"Senses","SHIELD":"Shield","SHORT_REST":"Short Rest","SHOW_ALL":"Show all","SHOW_PASSIVE":"Show passive","SHOW_RESTS":"Show Rests","SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used","SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks","SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves","SHOW_TOTALS":"Show totals","SHOW_UNPREPARED_SPELLS":"Show unprepared spells","SIZE":"Size","SKILL":"Skill","SKILLS_TITLE":"Skills","SKIN":"Skin","SLASHING":"slashing","SLEIGHTOFHAND":"Sleight of Hand","SMALL":"Small","SOMATIC_S":"S","SORCERER":"Sorcerer","SOURCE":"Source","SPECIAL_EFFECTS":"Special effects","SPEED":"Speed","SPELL":"Spell","SPELLCASTING":"Spellcasting","SPELLCASTING_LEVEL":"Spellcasting level","SPELLS":"Spells","SPELL_LEVEL":"Spell level","SPELL_MUST_HAVE":"Spells must have","SPELL_POINTS":"Spell points","SPELL_POINTS_TITLE":"Spell points","SPELL_SLOTS":"Spell slots","SPELL_SLOTS_TITLE":"Spell slots","STATBLOCK":"Statblock","STEALTH":"Stealth","STR":"Str","STRENGTH":"Strength","SUCCESSES":"Successes","SURVIVAL":"Survival","SWIM":"Swim","TARGET":"Target","TEXT_SIZE":"Text size","THUNDER":"thunder","TINY":"Tiny","TOTAL":"Total","TO_TRACKER":"Send to Tracker","TRACKER":"Tracker","TRAITS":"Traits","TRANSMUTATION":"Transmutation","TREMORSENSE":"Tremorsense","TRUESIGHT":"Truesight","TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"","TYPE":"Type","UNARMORED":"Unarmored","UNPROFICIENT":"Unproficient","USED":"Used","USES":"Uses","VERBAL_V":"V","VISION":"Vision","VS_FIEND_OR_UNDEAD":"vs undead or fiend","WARLOCK":"Warlock","WARLOCK_SPELL_SLOTS":"Warlock spell slots","WEIGHT":"Weight","WHISPERED_TO_GM":"Whispered to the GM","WIS":"Wis","WISDOM":"Wisdom","WIZARD":"Wizard","YES":"Yes"},"fr":{"1st":"1:","2nd":"2:","3rd":"3:","4th":"4:","5th":"5:","6th":"6:","7th":"7:","8th":"8:","9th":"9:","ABILITY":"Caractéristique","ABILITY_CHECKS":"Jet de carac","ABILITY_CHECKS_QUERY":"Jet de carac (popup)","ABILITY_SCORES":"Valeur de carac","ABJURATION":"Abjuration","AC":"CA","ACID":"acide","ACROBATICS":"Acrobaties","ACTION":"Action","ACTIONS":"Actions","AC_ARMORED":"CA (armure)","AC_UNARMORED":"CA (sans armure)","AC_UNARMORED_ABILITY":"Bonus de carac (CA sans armure)","ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Ajoute demi maîtrise<br>aux jets de sauv. non maîtrisés","ADVANTAGE":"Avantage","AGE":"Age","ALIGNMENT":"Alignement","ALL":"Tout","AMMO":"Mun","AMMO_AUTO_USE":"Utilisation auto des mun","AMMO_WEIGHT":"Poids des mun","ANIMALHANDLING":"Dressage","APPEARANCE":"Apparence","ARCANA":"Arcanes","ARMOR":"Armure","ARMORED_AND_UNARMORED":"Bonus avec et sans armure","ARMOR_CLASS":"Armure","ATHLETICS":"Athlétisme","ATK":"ATQ","ATTACHERS":"Attaches","ATTACK":"Attaque","ATTACKS":"Attaques","AUTO_REVERT_ADV":"Enlever le (dés)avantage après chaque jet","BACKGROUND":"Background","BARBARIAN":"Barbare","BARD":"Barde","BIG":"Gros","BLINDSIGHT":"Vision aveugle","BLIND_BEYOND":"Aveugle au-delà","BLUDGEONING":"contondant","BONDS":"Liens","BONUS":"Bonus","BONUSES":"Bonus","BONUSES_AND_PENALTIES":"Bonus & Malus","BONUSES_AND_PENALTIES_TOOLTIP":"Ajoute automatiquement un bonus/malus aux jets effectués à l'aide des macros de la fiche de Personnage.<br>Utilisation: Vous trouvez un objet magique qui vous donne +1 à vos dommages, entrez 1 dans la case Dmg des Armes. Si vous êtes sous les effet du sort Bénediction, entrez \"d4cs0cf0\" dans les cases de jets d'attaque et de jets de sauvegarde.","BREAK_TIES":"Pas d'égalité","BURROW":"Vitesse de creusement","CANCEL":"Annuler","CANTRIP":"Cantrip","CANTRIPS":"Cantrips","CAN_HAVE":"Peuvent avoir","CARRIED":"Porté","CARRYING_CAPACITY":"Capacité de charge","CARRYING_PUSH_DRAG_LIFT":"Pousse/Tire/Lève","CASTERS_FULL":"Total (9ème niveau: Barde, Clerc, Druide, Ensorceleur, Magicien)","CASTERS_HALF":"Moitié (5ème niveau: Paladin, Rôdeur)","CASTERS_THIRD":"Tiers (3ème niveau: Archetypes d'Arcane)","CASTING_TIME":"Temps d'incantation","CHA":"Cha","CHALLENGE":"FP","CHARACTER":"Personnage","CHARACTER_NAME":"Nom du personnage","CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nom du perso sur tous les jets","CHARISMA":"Charisme","CHECK":"Jet","CHECK_BONUS":"Bonus Jet de Carac","CLASS":"Classe","CLASS_AND_LEVEL":"Classes & Niveaux","CLASS_FEATURES":{"ACTION_SURGE":"Sursaut","ACTION_SURGE_TEXT":"A votre tour, vous pouvez réaliser une action supplémentaire en plus de votre action normale et de votre éventuelle action bonus.","ARCANE_RECOVERY":"Récupération de la magie","ARCANE_RECOVERY_TEXT":"Vous avez appris à regagner une partie de votre énergie magique par l'étude de votre grimoire. Une fois par jour, lorsque vous terminez un repos court, vous pouvez choisir des emplacements de sorts dépensés à récupérer. Les emplacements de sorts peuvent avoir un niveau combiné égal ou inférieur à la moitié de votre niveau de magicien (arrondi au supérieur), et aucun de ces emplacements ne peut être de niveau 6 ou supérieur.\nPar exemple, si vous êtes un magicien de niveau 4, vous pouvez récupérer jusqu'à l'équivalent de deux niveaux d'emplacements de sorts. Vous pouvez récupérer soit un emplacement de sort de niveau 2 ou deux emplacements de sorts de niveau 1.","ARCHDRUID":"Archidruide","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.","AURA_OF_COURAGE":"Aura de courage","AURA_OF_COURAGE_TEXT":"Vous et toutes créatures amicales situées à AURA_RANGE feet ou moins de vous ne pouvez être effrayés tant que vous êtes conscient.","AURA_OF_PROTECTION":"Aura de protection","AURA_OF_PROTECTION_TEXT":"Si vous ou une créature alliée située à AURA_RANGE feet ou moins de vous doit effectuer un jet de sauvegarde, la créature gagne un bonus égal à [[@{charisma_mod}]] (minimum +1). Vous devez être conscient pour accorder ce bonus.","BARDIC_INSPIRATION":"Inspiration bardique","BARDIC_INSPIRATION_TEXT":"Vous pouvez inspirer les autres en maniant les mots ou la musique. Pour ce faire, utilisez une action bonus à votre tour pour choisir une créature autre que vous-même dans un rayon de 18 mètres (60 feet) autour de vous et qui peut vous entendre. Cette créature gagne un dé d'Inspiration bardique (d6).\nUne fois dans les 10 minutes suivantes, la créature peut lancer le dé et ajouter le nombre obtenu à un jet de caractéristique, d'attaque ou de sauvegarde qu'elle vient de faire. La créature peut attendre de voir le résultat de jet de caractéristique, d'attaque ou de sauvegarde avant de décider d'appliquer le dé d'Inspiration bardique, mais elle doit se décider avant que le MD ne dise si le jet est un succès ou un échec. Une fois le dé d'Inspiration bardique lancé, il est consommé. Une créature ne peut avoir qu'un seul dé d'Inspiration bardique à la fois.","BEAST_SPELLS":"Incantation animale","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.","BLINDSENSE":"Sens de l'aveugle","BLINDSENSE_TEXT":"Si vous êtes capable d'entendre, vous pouvez assumer l'emplacement de n'importe quelle créature cachée ou invisible à 3 mètres (10 feet) ou moins de vous.","BRUTAL_CRITICAL":"Critique brutal","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.","CHANNEL_DIVINITY":"Canalisation divine","CHANNEL_DIVINITY_CLERIC_TEXT":"Vous gagnez la possibilité de canaliser l'énergie divine directement depuis votre divinité et d'utiliser cette énergie pour alimenter des effets magiques. Vous commencez avec deux effets : Renvoi de morts-vivants et un effet déterminé par votre domaine. Certains domaines vous accordent des effets supplémentaires lorsque vous montez de niveau, comme indiqué dans la description du domaine.","CHANNEL_DIVINITY_PALADIN_TEXT":"Votre serment vous permet de canaliser de l’énergie divine qui alimente des effets magiques. Chaque canalisation divine proposée par votre serment en détaille les options d'utilisation.","CHANNEL_DIVINITY_TURN_UNDEAD":"Renvoi de morts-vivants (Canalisation divine)","CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"Au prix d'une action, vous présentez votre symbole sacré en psalmodiant une prière contre les morts-vivants. Chaque mort-vivant qui peut vous voir ou vous entendre et qui se trouve à 9 mètres (30 feet) ou moins de vous doit effectuer un jet de sauvegarde de Sagesse. Si la créature rate son jet de sauvegarde, elle est renvoyée pendant 1 minute ou jusqu'à ce qu'elle prenne des dégâts.\nUne créature renvoyée doit passer ses actions à essayer de s'éloigner le plus loin possible de vous et ne peut volontairement se rapprocher à moins de 9 mètres (30 feet) de vous. Elle ne peut pas avoir de réactions et peut utiliser ses actions seulement pour courir ou essayer de s'échapper d'un effet immobilisant. S'il n'y a nulle part où aller, la créature peut utiliser l'action d'esquive.","CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"Quand un mort-vivant rate son jet de sauvegarde contre votre capacité de Renvoi de morts-vivants, la créature est immédiatement détruite si son CR est égal ou inférieur à CHALLENGE_RATING.","CLEANSING_TOUCH":"Toucher purificateur","CLEANSING_TOUCH_TEXT":"Vous pouvez utiliser votre action pour mettre fin à un sort sur vous ou une créature consentante que vous touchez.","COUNTERCHARM":"Contre charme","COUNTERCHARM_TEXT":"Vous gagnez la possibilité d'utiliser des notes de musique ou des mots de pouvoir pour perturber les effets qui affectent la pensée. Par une action, vous pouvez commencer une représentation qui durera jusqu'à la fin de votre prochain tour. Pendant ce temps, vous et toute créature amie dans un rayon de 9 mètres (30 feet) autour de vous avez avantage aux jets de sauvegarde contre le fait d'être effrayé ou charmé. Une créature doit être en mesure de vous entendre pour obtenir cet avantage. La représentation se termine plus tôt si vous êtes incapable d'agir ou réduit au silence, ou si vous y mettez volontairement un terme (aucune action n'est requise pour cela).","CUNNING_ACTION":"Action fourbe","CUNNING_ACTION_TEXT":"Votre vivacité d'esprit et votre agilité vous permettent de vous déplacer et d'agir rapidement. Vous pouvez effectuer une action bonus à chacun de vos tours en combat. Cette action ne peut être utilisée que pour vous désengager, vous cacher ou courir.","DANGER_SENSE":"Sens du danger","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.","DEFLECT_MISSILES":"Parade de projectiles","DEFLECT_MISSILES_TEXT":"Vous pouvez utiliser votre réaction pour dévier ou attraper les projectiles lorsque vous êtes touché lors d'une attaque d'arme à distance. Lorsque vous choisissez d'utiliser la parade de projectiles, les dégâts que vous subissez de l'attaque sont réduits de [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nSi vous réduisez les dégâts à 0, vous pouvez attraper le projectile s'il est suffisamment petit pour que vous puissiez le tenir à une main et si bien sûr vous avez une main de libre. Si vous attrapez le projectile de cette façon, vous pouvez dépenser 1 point ki pour effectuer une attaque à distance avec cette arme ou cette munition, attque qui fait partie de votre réaction. Vous effectuez cette attaque avec votre bonus de maîtrise, que vous maîtrisiez ou non l'arme en question, et le projectile compte comme arme de moine pour cette attaque, et a une portée de 6/18 mètres (20/60 feet).","DIAMOND_SOUL":"Âme de diamant","DIAMOND_SOUL_TEXT":"Votre maîtrise du ki vous confère la maîtrise de tous les jets de sauvegarde.\nDe plus, lorsque vous effectuez un jet de sauvegarde et l'échouez, vous pouvez dépenser 1 point ki pour le retenter ; vous devez prendre ce second résultat.","DIVINE_HEALTH":"Santé divine","DIVINE_HEALTH_TEXT":"La magie divine qui coule en vous vous immunise contre les maladies.","DIVINE_INTERVENTION":"Intervention divine","DIVINE_INTERVENTION_TEXT":"Vous pouvez faire appel à votre divinité pour qu'elle intervienne en cas de besoin réel.\nImplorer l'aide de votre divinité vous oblige à utiliser votre action. Décrivez l'aide que vous recherchez, et lancez un dé de pourcentage. Si vous obtenez un nombre égal ou inférieur à votre niveau de clerc, votre divinité intervient. Le MD choisit la nature de l'intervention ; l'effet d'un sort de clerc ou d'un sort de domaine est approprié.\nSi votre divinité intervient, vous ne pouvez plus utiliser cette capacité durant les 7 prochains jours. Dans le cas contraire, vous pouvez l'utiliser à nouveau après avoir terminé un repos long.\nAu niveau 20, l'appel à votre divinité réussit automatiquement ; aucun jet n'est nécessaire.","DIVINE_SENSE":"Sens divins","DIVINE_SENSE_TEXT":"Une forte présence maléfique éveille vos sens, comme une odeur nocive, et un bien puissant fait résonner dans vos oreilles une musique céleste. Par une action, vous pouvez éveiller votre conscience pour détecter de telles forces. Jusqu'à la fin de votre prochain tour, vous connaissez l’emplacement de toute créature céleste, fiélon ou mort-vivante dans un rayon de 18 mètres (60 feet) autour de vous, et qui ne se trouve pas derrière un abri total. Vous connaissez le type (céleste, fiélon ou mort-vivant) et le nombre de tous les êtres dont vous sentez la présence, mais pas leur identité (le vampire comte von Strahd Zarovich, par exemple). Dans ce même rayon, vous détectez également la présence d'un lieu ou d'un objet qui a été consacré ou profané, comme avec le sort sanctification.","DIVINE_SMITE":"Châtiment divin","DIVINE_SMITE_TEXT":"À partir du niveau 2, quand vous touchez une créature avec une arme de corps à corps, vous pouvez utiliser n'importe quel emplacement de sort (de paladin ou autre) pour châtier cette créature et lui infliger des dommages supplémentaires de type radiant. Les dommages supplémentaires infligés sont de 2d8 pour un emplacement de sort de niveau 1, plus 1d8 supplémentaire pour chaque niveau de sort supérieur à 1, jusqu’à un maximum de 5d8. Si la créature est un mort-vivant ou un fiélon, les dommages augmentent de 1d8.","ELDRITCH_INVOCATIONS":"Invocations occultes","ELDRITCH_INVOCATIONS_TEXT":"Durant vos recherches, vous avez exhumé des invocations occultes, fragments d’un savoir interdit qui vous confère une capacité magique permanente.\nVous connaissez NUMBER_OF_INVOCATIONS_KNOWN invocations occultes.\nEn outre, lorsque vous gagnez un niveau dans cette classe, vous pouvez choisir de remplacer une invocation déjà connue par une autre que vous pouvez apprendre à ce niveau.","ELDRITCH_MASTER":"Maîtrise de l'occulte","ELDRITCH_MASTER_TEXT":"vous pouvez puiser dans vos réserves mystiques internes pour supplier votre patron afin de récupérer vos emplacements de sorts dépensés. Vous pouvez passer 1 minute à supplier votre patron pour regagner tous vos emplacements de sorts dépensés de votre Magie du pacte.","ELUSIVE":"Insaisissable","ELUSIVE_TEXT":"Les attaquants gagnent rarement le dessus sur vous. Aucun jet d'attaque n'a l'avantage contre vous tant que vous n'êtes pas incapable d'agir.","EMPTY_BODY":"Corps vide","EMPTY_BODY_TEXT":"Vous pouvez utiliser votre action pour dépenser 4 points ki et ainsi devenir invisible pendant 1 minute. Au cours de cette période, vous obtenez également la résistance à tous les dégâts, à l'exception des dégâts de force.\nDe plus, vous pouvez dépenser 8 points de ki pour lancer le sort projection astral, sans avoir besoin des composantes matérielles. De cette manière, vous ne pouvez pas prendre d'autres créatures avec vous.","EVASION":"Esquive","EVASION_TEXT":"Vous pouvez esquiver certains effets de zone, tels le souffle ardent d'un dragon rouge ou un sort de tempête de glace. Lorsque vous êtes sujet à un effet qui vous permet de faire un jet de sauvegarde de Dextérité pour ne prendre que la moitié des dégâts, vous ne prenez aucun dégât si vous réussissez le jet de sauvegarde, et seulement la moitié des dégâts si vous échouez.","EXPERTISE":"Expertise","EXPERTISE_BARD_TEXT":"Choisissez deux compétences que vous maîtrisez. Votre bonus de maîtrise est doublé pour tout jet de caractéristique que vous faites et qui implique une de ces deux compétences.\nAu niveau 10, vous pouvez choisir deux autres compétences maîtrisées et obtenir le même avantage.","EXPERTISE_ROGUE_TEXT":"Choisissez deux compétences que vous maîtrisez, ou l'une d'elles et votre maîtrise des outils de voleurs. Votre bonus de maîtrise est doublé pour tout jet de caractéristique que vous réalisez et qui utilise l'une des compétences choisies.\nAu niveau 6, vous pouvez choisir deux maîtrises supplémentaires (compétences ou outils de voleurs) et obtenir le même avantage.","EXTRA_ATTACK":"Attaque supplémentaire","EXTRA_ATTACK_FOUR":"quatre fois","EXTRA_ATTACK_TEXT":"Vous pouvez attaquer NUMBER_OF_TIMES, au lieu d'une, chaque fois que vous réalisez l’action Attaquer durant votre tour.","EXTRA_ATTACK_THREE":"trois fois","EXTRA_ATTACK_TWICE":"deux fois","FAST_MOVEMENT":"Mouvement rapide","FAST_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres (10 feet) tant que vous ne portez pas d'armure lourde.","FAVORED_ENEMY":"Ennemi favori","FAVORED_ENEMY_TEXT":"Vous avez des compétences significatives pour pister, chasser et même communiquer avec un certain type d'ennemi. \nChoisissez un type d'ennemi favori : aberrations, bêtes, célestes, créatures artificielles, dragons, élémentaires, fées, créatures monstrueuses, géants, vases, fiélons, plantes ou morts-vivants. Sinon, vous pouvez sélectionner deux races d’humanoïde (comme gnolls et orques) comme ennemis favoris.\nVous avez l'avantage aux jets de Sagesse (Survie) pour pister vos ennemis favoris, ainsi qu'aux jets d'Intelligence pour obtenir des renseignements sur ceux-ci.\nQuand vous obtenez cette capacité, vous apprenez également une langue de votre choix qui est parlée par vos ennemis favoris, s’ils en parlent une.\nVous choisissez un ennemi favori supplémentaire, ainsi qu'un langage associé, aux niveaux 6 et 14. À ces niveaux, vos choix devraient refléter les types de monstres que vous avez rencontrés au cours de vos aventures.","FERAL_INSTINCT":"Instinct sauvage","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.","FERAL_SENSES":"Sens sauvages","FERAL_SENSES_TEXT":"Vous gagnez un sens surnaturel qui vous aide à combattre les créatures que vous ne pouvez pas voir. Lorsque vous attaquez une créature que vous ne pouvez pas voir, votre incapacité à voir ne vous impose pas un désavantage à vos jets d'attaque contre elle.\nVous êtes également au courant de l'emplacement d'une créature invisible dans un rayon de 9 mètres (30 feet) autour de vous, à condition que la créature ne se soit pas cachée vis-à-vis de vous et que vous ne soyez pas aveuglé ou assourdi.","FIGHTING_STYLE":"Style de combat","FIGHTING_STYLE_FIGHTER_OPTIONS":"Archer, Défense, Duel, Arme à deux mains, Protection, ou Combat à deux armes.","FIGHTING_STYLE_PALADIN_OPTIONS":"Défense, Duel, Arme à deux mains, ou Protection.","FIGHTING_STYLE_RANGER_OPTIONS":"Archer, Défense, Duel, ou Combat à deux armes.","FIGHTING_STYLE_TEXT":"Vous adoptez un style particulier de combat qui sera votre spécialité. Choisissez l'une des options suivantes. Vous ne pouvez pas prendre une même option plus d'une fois, même si vous obtenez plus tard la possibilité d'en choisir une nouvelle.","FLEXIBLE_CASTING":"Flexibilité des sorts","FLEXIBLE_CASTING_TEXT":"Création d'emplacements de sorts: Vous pouvez transformer des points de sorcellerie inutilisés en un emplacement de sort par une action bonus à votre tour. Vous ne pouvez pas créer d’emplacements de sorts d'un niveau supérieur à 5, et tout emplacement créé de cette façon disparait après un repos long.\nEmplacement Points de sorcellerie\n 1er 2\n 2ème 3\n 3ème 5\n 4ème 6\n 5ème 7\nConvertir un emplacement en points de sorcellerie: Par une action bonus à votre tour, vous pouvez dépenser un emplacement de sort et gagner un nombre de points de sorcellerie égal au niveau de l'emplacement.","FLURRY_OF_BLOWS":"Déluge de coups","FLURRY_OF_BLOWS_TEXT":"Immédiatement après avoir utilisé une action Attaquer au cours de votre tour, vous pouvez dépenser 1 point ki pour effectuer deux attaques à mains nues via une action bonus.","FOE_SLAYER":"Tueur d'ennemis","FOE_SLAYER_TEXT":"Vous devenez un chasseur hors pair pour vos ennemis. Une fois à chacun de vos tours, vous pouvez ajouter votre modificateur de Sagesse au jet d'attaque ou de dégâts d'une attaque que vous effectuez contre l'un de vos ennemis favoris. Vous pouvez choisir d'utiliser cette capacité avant ou après le jet, mais avant que les effets du jet ne soient appliqués.","HIDE_IN_PLAIN_SIGHT":"Camouflage naturel","HIDE_IN_PLAIN_SIGHT_TEXT":"Vous pouvez passer 1 minute pour vous créer un camouflage. Vous devez avoir accès à de la boue fraîche, de la crasse, des plantes, de la suie et d'autres matériaux naturels avec lesquels vous pouvez créer votre camouflage.\nUne fois que vous êtes camouflé de cette façon, vous pouvez essayer de vous cacher en vous appuyant contre une surface solide, comme un arbre ou un mur, s'il est au moins aussi grand et aussi large que vous. Vous bénéficiez d'un bonus de +10 aux jets de Dextérité (Discrétion) aussi longtemps que vous restez sans bouger et sans effectuer d'actions. Une fois que vous vous déplacez ou prenez une action ou une réaction, vous devez vous camoufler à nouveau pour regagner cet avantage.","IMPROVED_DIVINE_SMITE":"Châtiment divin amélioré","IMPROVED_DIVINE_SMITE_TEXT":"Vous êtes tellement imprégné de vertus que toutes vos armes de corps à corps portent la puissance divine en elles. Lorsque vous réussissez une attaque avec une arme de corps à corps, la créature cible subit 1d8 de dommages supplémentaires de type radiant. Cette capacité se cumule avec le Châtiment divin.","INDOMITABLE":"Indomptable","INDOMITABLE_MIGHT":"Puissance indomptable","INDOMITABLE_MIGHT_TEXT":"Si le résultat d'un de vos jets de Force est inférieur à votre valeur de Force, vous pouvez utiliser votre valeur de Force à la place de votre résultat.","INDOMITABLE_TEXT":"Vous pouvez relancer un jet de sauvegarde que vous avez raté. Si vous le faites, vous devez obligatoirement utiliser le nouveau résultat.","JACK_OF_ALL_TRADES":"Touche-à-tout","JACK_OF_ALL_TRADES_TEXT":"Vous pouvez ajouter la moitié de votre bonus de maîtrise (arrondi au chiffre inférieur) à tout jet de caractéristique qui n'applique pas déjà votre bonus de maîtrise.","KI":"Ki","KI_EMPOWERED_STRIKES":"Coups imprégnés de ki","KI_EMPOWERED_STRIKES_TEXT":"Vos attaques à mains nues sont considérées comme des attaques magiques pour ce qui est de vaincre la résistance et l'immunité aux attaques et dégâts non-magiques.","KI_TEXT":"Votre entrainement vous permet d'exploiter cette mystérieuse énergie qu'est le ki. Votre accès à cette énergie est représenté par un nombre de points ki.\nVous pouvez dépenser ces points pour déclencher diverses capacités ki. Vous débutez en connaissant trois de ces capacités ki : Déluge de coups, Défense patiente et Pas aérien. Vous apprendrez de nouvelles capacités ki en gagnant des niveaux de moine.\nLorsque vous dépensez un point ki, il n'est plus disponible jusqu'à ce que vous finissiez un repos court ou long, à la fin desquels vous récupérez tous les points ki utilisés. Vous devez passer au moins 30 minutes de votre repos à méditer pour pouvoir regagner vos points ki.","LANDS_STRIDE":"Déplacement fluide","LANDS_STRIDE_TEXT":"Vos déplacements à travers un terrain difficile non magique ne vous coûte pas de mouvement supplémentaire. Vous pouvez également passer à travers des plantes non magiques sans être ralenti et sans subir de dégâts par leurs épines, ou un risque semblable.\nEn outre, vous avez l'avantage aux jets de sauvegarde contre les plantes qui sont créés ou manipulés par magie afin d’entraver les mouvements, comme celles créées par le sort enchevêtrement.","LAY_ON_HANDS":"Imposition des mains","LAY_ON_HANDS_TEXT":"Votre toucher béni peut guérir les blessures. Au prix d’une action, vous pouvez toucher une créature pour soigner autant de points de vie que vous dépenser de points.\nVous pouvez également dépenser 5 points de vie de votre réserve pour guérir la cible d'une maladie ou neutraliser un poison qui l'affecte. Vous pouvez soigner plusieurs maladies et neutraliser plusieurs poisons avec une seule imposition des mains en dépensant les points de vie séparément pour chacun d’entre eux.\nL’imposition des mains n’a aucun effet sur les morts-vivants ou les créatures artificielles.","MAGICAL_SECRETS":"Secrets magiques","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.","MARTIAL_ARTS":"Arts martiaux","MARTIAL_ARTS_TEXT":"Votre pratique des arts martiaux vous donne la maîtrise des styles de combat utilisant les attaques à mains nues et les armes de moine, qui sont l'épée courte et toutes les armes de corps à corps courantes qui n'ont ni la propriété à deux mains, ni la propriété lourde.\nVous gagnez les avantages suivants lorsque vous êtes à mains nues ou ne maniez que des armes de moine et que vous n'êtes équipé ni d'armure ni de bouclier :\n•Vous pouvez utiliser la Dextérité à la place de la Force aux jets d'attaque et de dégâts de vos attaques à mains nues et avec des armes de moine.\n•Vous pouvez lancer un d4 à la place des dégâts normaux de votre attaque à mains nues ou de vos armes de moine. Ce dé change lorsque vous gagnez des niveaux de moine, comme indiqué dans la colonne Arts martiaux de la table ci-dessus.\n•Lorsque vous utilisez l'action Attaquer avec une attaque à mains nues ou une arme de moine au cours de votre tour, vous pouvez effectuer une attaque à mains nues au prix d'une action bonus. Par exemple, si vous prenez l'action Attaque et attaquez avec un bâton, vous pouvez également effectuer une attaque à mains nues avec votre action bonus, à la condition que vous n'ayez pas déjà utilisé votre action bonus pour ce tour.\nCertains monastères utilisent des versions spéciales des armes de moine. Par exemple, vous pourriez utiliser un gourdin dont les deux manches en bois sont reliés par une chaîne de fer (cette arme est alors appelée un nunchaku) ou bien une serpe possédant une lame plus courte et plus droite (on parle alors de kama). Quel que soit le nom que vous utilisiez pour votre arme de moine, vous pouvez utiliser les statistiques de jeu fournies pour l'arme.","METAMAGIC":"Métamagie","METAMAGIC_CAREFUL_SPELL":"Sort prudent","METAMAGIC_CAREFUL_SPELL_TEXT":"Lorsque vous lancez un sort qui force les autres créatures à faire un jet de sauvegarde, vous pouvez libérer de cette obligation du sort certaines de ces créatures. Pour ce faire, dépensez 1 point de sorcellerie et choisissez un nombre de créatures égal à [[@{charisma_mod}]] (minimum 1 créature). Une créature choisie réussie automatiquement sur son jet de sauvegarde contre le sort.","METAMAGIC_DISTANT_SPELL":"Sort distant","METAMAGIC_DISTANT_SPELL_TEXT":"Quand vous lancez un sort qui a une portée de 1,50 mètre ou plus, vous pouvez dépenser 1 point de sorcellerie pour doubler la portée du sort. Si le sort a une portée de contact, vous pouvez dépenser 1 point de sorcellerie pour faire passer sa portée à 9 mètres.","METAMAGIC_EMPOWERED_SPELL":"Sort puissant","METAMAGIC_EMPOWERED_SPELL_TEXT":"Lorsque vous jetez les dégâts pour un sort, vous pouvez dépenser 1 point de sorcellerie pour relancer un nombre de dés de dégâts égal à [[@{charisma_mod}]] (minimum 1). Vous devez forcément utiliser les nouveaux dégâts. Vous pouvez utiliser Sort puissant même si vous avez déjà utilisé une option différente de métamagie lors du lancer de ce sort.","METAMAGIC_EXTENDED_SPELL":"Sort étendu","METAMAGIC_EXTENDED_SPELL_TEXT":"Lorsque vous lancez un sort qui a une durée de 1 minute ou plus, vous pouvez dépenser 1 point de sorcellerie pour doubler sa durée (maximum 24 heures).","METAMAGIC_HEIGHTENED_SPELL":"Sort intensifié","METAMAGIC_HEIGHTENED_SPELL_TEXT":"Lorsque vous lancez un sort qui oblige une créature à faire un jet de sauvegarde pour résister à ses effets, vous pouvez dépenser 3 points de sorcellerie pour donner à une cible du sort un désavantage à son premier jet de sauvegarde contre le sort.","METAMAGIC_QUICKENED_SPELL":"Sort rapide","METAMAGIC_QUICKENED_SPELL_TEXT":"Lorsque vous lancez un sort qui a un temps d'incantation de 1 action, vous pouvez dépenser 2 points de sorcellerie pour changer le temps d'incantation à 1 action bonus pour lancer ce sort.","METAMAGIC_SUBTLE_SPELL":"Sort subtil","METAMAGIC_SUBTLE_SPELL_TEXT":"Lorsque vous lancez un sort, vous pouvez dépenser 1 point de sorcellerie pour le lancer sans composantes somatiques ou verbales.","METAMAGIC_TEXT":"Vous gagnez la possibilité d’altérer vos sorts en fonction de vos besoins. Vous gagnez deux des options de métamagie suivantes de votre choix. Vous en gagnez une autre aux niveaux 10 et 17.\nSauf indication contraire, vous ne pouvez utiliser sur un sort qu'une seule option de métamagie lorsque vous le lancez.\nSort prudent, Sort distant, Sort puissant, Sort étendu, Sort intensifié, Sort rapide, Sort subtil, Sort jumeau.","METAMAGIC_TWINNED_SPELL":"Sort jumeau","METAMAGIC_TWINNED_SPELL_TEXT":"Quand vous jetez un sort qui vise seulement une seule créature et n'a pas de portée personnelle, vous pouvez dépenser un nombre de points de sorcellerie égal au niveau du sort pour viser une deuxième créature dans la portée avec le même sort (1 point de sorcellerie si le sort est un sort mineur).\nCette capacité ne peut affecter que des sorts qui sont incapable de cibler plus d'une créature au niveau lancé. Par exemple, projectile magique et rayon ardent ne peuvent bénéficier de cette capacité, mais rayon de givre et orbe chromatique peuvent.","MYSTIC_ARCANUM":"Arcanum mystique","MYSTIC_ARCANUM_TEXT":"votre patron vous gratifie d’un secret magique appelé Arcanum. Choisissez un sort de niveau 6 dans la liste du sorcier, lequel sera votre Arcanum.\n Vous pouvez lancer votre Arcanum une fois sans utiliser un emplacement de sort. Vous ne pouvez le lancer de nouveau avant d’avoir terminé un repos long.\nAux niveaux supérieurs, vous bénéficiez d’autres sorts de sorcier de votre choix qui peuvent être utilisés de cette façon : un sort de niveau 7 au niveau 13, un sort de niveau 8 au niveau 15 et un sort de niveau 9 au niveau 17. Vous regagnez l’usage de tous vos Arcanums après un repos long.","NATURAL_EXPLORER":"Explorateur naturel","NATURAL_EXPLORER_TEXT":"Vous êtes particulièrement familier avec un type de milieu naturel et êtes apte à voyager et à survivre dans ces régions. Choisissez un type de terrain favori : arctique, désert, forêt, littoral, marais, montagne, plaine ou Outreterre. Lorsque vous faites un jet d’Intelligence ou de Sagesse lié à votre terrain favori, votre bonus de maîtrise est doublé si vous utilisez une compétence que vous maîtrisez.\nLors d'un voyage d'une heure ou plus dans votre terrain favori, vous obtenez les avantages suivants :\n•Le terrain difficile ne ralentit pas le voyage de votre groupe.\n•Votre groupe ne peut pas se perdre, sauf par des moyens magiques.\n•Même lorsque vous êtes engagé dans une autre activité tout en voyageant (comme la recherche de nourriture, la navigation ou le pistage), vous restez alerte face au danger.\n•Si vous voyagez seul, vous pouvez vous déplacer furtivement à un rythme normal.\n•Lorsque vous cherchez de la nourriture, vous en trouvez deux fois plus que normalement.\n•Lorsque vous pistez d'autres créatures, vous découvrez aussi leur nombre exact, leurs tailles, et depuis combien de temps elles sont passées dans la zone.\nVous choisissez un terrain favori supplémentaire aux niveaux 6 et 10.","PACT_BOON":"Faveur pactisée","PACT_BOON_TEXT":"Votre patron vous gratifie d’une aptitude pour votre loyauté. Vous gagnez une des capacités suivante de votre choix.\nPacte de la Chaînen\nPacte de la Lame\nPacte du Tome","PATIENT_DEFENSE":"Défense patiente","PATIENT_DEFENSE_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l'action Esquiver via une action bonus au cours de votre tour.","PERFECT_SELF":"Perfection de l'être","PERFECT_SELF_TEXT":"Lorsque vous lancez l'initiative et n'avez plus de points de ki disponibles, vous regagnez 4 points ki.","PERSISTENT_RAGE":"Rage persistante","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.","PRIMAL_CHAMPION":"Champion primitif","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.","PRIMEVAL_AWARENESS":"Sens primitifs","PRIMEVAL_AWARENESS_TEXT":"Vous pouvez utiliser votre action et dépenser un emplacement de sort de rôdeur afin de concentrer votre attention sur la région autour de vous. Pour 1 minute par niveau d'emplacement de sort que vous dépensez, vous pouvez sentir si les types de créatures suivants sont présents à 1,6 kilomètre de vous (ou jusqu'à 10 kilomètres si vous êtes dans votre terrain favori) : aberrations, célestes, dragons, élémentaires, fées, démons et morts-vivants. Cette capacité ne révèle pas l'emplacement ou le nombre des créatures.","PURITY_OF_BODY":"Pureté physique","PURITY_OF_BODY_TEXT":"Votre maîtrise du flux de ki qui vous parcourt vous immunise aux maladies et aux poisons.","RAGE":"Rage","RAGE_TEXT":"Durant votre tour, vous pouvez entrer en rage en utilisant une action bonus. En rage, vous gagnez les bénéfices suivants si vous ne portez pas d'armure lourde :\n•Vous avez l'avantage aux jets de Force et aux jets de sauvegarde de Force.\n•Quand vous effectuez une attaque d'arme de corps à corps utilisant la Force, vous gagnez un bonus aux jets de dégâts qui dépend de votre niveau de barbare, comme indiqué dans la colonne Dégâts de la table ci-dessus.\n•Vous avez la résistance aux dégâts contondants, perforants et tranchants.\nSi vous êtes capable de lancer des sorts, vous ne pouvez les lancer ou vous concentrer sur eux pour toute la durée de la rage.\nVotre rage dure 1 minute. Elle finit prématurément si vous devenez inconscient, ou si votre tour se termine et que vous n'avez pas attaqué une créature hostile ou avez subit des dégâts depuis votre précédent tour. Vous pouvez également mettre fin à votre rage durant votre tour par une action bonus.","RECKLESS_ATTACK":"Attaque téméraire","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.","RELENTLESS_RAGE":"Rage implacable","RELENTLESS_RAGE_TEXT":"votre rage vous permet de continuer à combattre en dépit des graves blessures qui vous affectent. Si vous tombez à 0 point de vie pendant votre rage et que vous ne mourrez pas sur le coup, vous pouvez faire un jet de sauvegarde de Constitution DD 10. Si vous le réussissez, vous retournez immédiatement à 1 point de vie.\nChaque fois que vous utilisez cette capacité après la première, le DD augmente de 5. Quand vous terminez un repos court ou long le DD retombe à 10.","RELIABLE_TALENT":"Talent","RELIABLE_TALENT_TEXT":"Les compétences que vous avez choisies sont si affinées qu'elles approchent la perfection. Chaque fois que vous faites un jet de caractéristique qui vous permet d'ajouter votre bonus de maîtrise, vous pouvez traiter un résultat au dé de 9 ou moins comme un 10.","SECOND_WIND":"Second souffle","SECOND_WIND_TEXT":"À votre tour vous pouvez utiliser une action bonus pour regagner des points de vie.","SIGNATURE_SPELLS":"Sorts de signature","SIGNATURE_SPELLS_TEXT":"Vous gagnez la maîtrise de deux sorts puissants et pouvez les jeter avec peu d'effort. Choisissez deux sorts de magicien de niveau 3 de votre grimoire comme sorts de signature. Ces sorts sont toujours préparés, ils ne comptent pas dans le nombre de sorts que vous avez préparé, et vous pouvez jeter chacun d'eux une fois au niveau 3 sans dépenser un emplacement de sort. Une fois un sort lancé de cette manière, vous devez terminer un repos court ou long pour pouvoir le lancer de nouveau.\nSi vous voulez lancer un de ces sorts à un niveau supérieur, vous devez dépenser un emplacement de sort, de manière normale.","SLIPPERY_MIND":"Esprit insaisissable","SLIPPERY_MIND_TEXT":"Vous avez acquis une plus grande force mentale. Vous gagnez la maîtrise aux jets de sauvegarde de Sagesse.","SLOW_FALL":"Chute ralentie","SLOW_FALL_TEXT":"vous pouvez utiliser votre réaction lorsque vous tombez pour réduire les dégâts consécutifs à une chute de [[5 * @{monk_level}]].","SNEAK_ATTACK":"Attaque sournoise","SNEAK_ATTACK_TEXT":"vous savez comment trouver et exploiter subtilement la distraction d'un ennemi. Une fois par tour, vous pouvez infliger des dégâts supplémentaires à une créature que vous réussissez à toucher avec un avantage au jet d'attaque. L'attaque doit utiliser une arme de finesse ou une arme à distance.\nVous n'avez pas besoin d'avoir l'avantage au jet d'attaque si un autre ennemi de la cible est à 1,50 mètre ou moins de celle-ci, que cet ennemi n'est pas incapable d'agir, et que vous n'avez pas un désavantage au jet d'attaque.","SONG_OF_REST":"Chant de repos","SONG_OF_REST_TEXT":"Vous pouvez utiliser de la musique ou une oraison apaisante lors d'un repos court pour aider à revitaliser vos alliés blessés. Si vous ou toute créature amie qui peut entendre votre représentation récupérez des points de vie à la fin d'un repos court, chacune de ces créatures récupère dse points de vie supplémentaires.","SORCEROUS_RESTORATION":"Restauration","SORCEROUS_RESTORATION_TEXT":"Vous regagnez 4 points de sorcellerie dépensés chaque fois que vous terminez un repos court.","SORCERY_POINTS":"Points de sorcellerie","SORCERY_POINTS_TEXT":"Vos points de sorcellerie sont utiliser pour alimenter vos capacités de métamagie.\nVous pouvez également utiliser des points de sorcellerie pour gagner des emplacements de sort additionnels, ou sacrifier des emplacements pour gagner des points de sorcellerie.","SPELL_MASTERY":"Maîtrise des sorts","SPELL_MASTERY_TEXT":"Vous avez atteint une telle maîtrise sur certains sorts que vous pouvez les jeter à volonté. Choisissez un sort de magicien de niveau 1 et un sort de magicien de niveau 2 de votre grimoire. Vous pouvez lancer ces sorts à leur niveau le plus bas sans dépenser un emplacement de sort lorsque vous les avez préparés. Si vous voulez lancer l'un de ses sorts à un niveau supérieur, vous devez dépenser un emplacement de sort, de manière normale.\nEn passant 8 heures à étudier, vous pouvez échanger l'un ou les deux sorts que vous avez choisis par d'autres sorts de même niveau.","STEP_OF_THE_WIND":"Pas aérien","STEP_OF_THE_WIND_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l'action Se Désengager ou l'action Courir via une action bonus au cours de votre tour, de plus votre distance de saut est doublée pour le tour.","STILLNESS_OF_MIND":"Immobilité de l'esprit","STILLNESS_OF_MIND_TEXT":"Vous pouvez utiliser votre action pour mettre fin à un effet qui vous affecte et vous inflige la condition charmé ou effrayé.","STROKE_OF_LUCK":"Coup de chance","STROKE_OF_LUCK_TEXT":"Vous avez un talent surnaturel pour réussir quand vous en avez besoin. Si votre attaque échoue contre une cible à portée, vous pouvez transformer l'échec en succès. Ou bien si vous échouez à un jet de caractéristique, vous pouvez traiter le résultat du d20 comme un 20.","STUNNING_STRIKE":"Frappe étourdissante","STUNNING_STRIKE_SAVING_THROW_FAILURE":"ou est étourdi jusqu'à la fin de mon prochain tour","STUNNING_STRIKE_TEXT":"Vous pouvez perturber le flux du ki du corps de votre adversaire. Lorsque vous touchez une autre créature lors d'une attaque d'arme de corps à corps, vous pouvez dépenser 1 point ki pour tenter d'effectuer une frappe étourdissante.","SUPERIOR_INSPIRATION":"Inspiration supérieure","SUPERIOR_INSPIRATION_TEXT":"Quand vous jetez l'initiative et n'avez plus d'Inspiration bardique, vous regagnez une utilisation.","THIEVES_CANT":"Jargon des voleurs","THIEVES_CANT_TEXT":"Au cours de votre formation de roublard, vous avez appris le jargon des voleurs, un mélange secret de dialecte, de jargon et de codes, qui vous permet de cacher des messages dans une conversation apparemment normale. Seule une autre créature qui connaît le jargon des voleurs comprend ces messages. Il faut quatre fois plus de temps pour transmettre un tel message qu'il ne le faudrait pour transmettre la même idée clairement.\nEn outre, vous comprenez un ensemble de signes et de symboles secrets utilisés pour transmettre des messages courts et simples, comme pour indiquer qu'une zone est dangereuse ou qu'elle fait partie du territoire d'une guilde des voleurs, qu'un butin est à proximité, ou que les gens d'une région sont des proies faciles ou qu'ils fourniront une maison sûre pour des voleurs en fuite.","TIMELESS_BODY":"Éternelle jeunesse","TIMELESS_BODY_DRUID_TEXT":"La magie primordiale qui vous parcourt ralentit le vieillissement de votre corps. Vous ne prenez qu'un an d'âge toutes les dix années écoulées.","TIMELESS_BODY_MONK_TEXT":"Votre ki vous sustente, ce qui fait que vous ne souffrez plus des affres de la vieillesse, et vous ne pouvez plus être vieilli par magie. Vous pouvez cependant toujours mourir de vieillesse. Enfin, vous n'avez plus besoin de manger ni de boire.","TONGUE_OF_THE_SUN_AND_MOON":"Langue du soleil et de la lune","TONGUE_OF_THE_SUN_AND_MOON_TEXT":"Vous apprenez à entrer en contact avec le ki d'autres consciences, ce qui vous permet de comprendre toutes les langues parlées. De plus, toute créature qui peut comprendre un langage peut comprendre ce que vous dites.","UNARMORED_DEFENSE":"Défense sans armure","UNARMORED_DEFENSE_BARBARIAN_TEXT":"Tant que vous ne portez pas d'armure, votre classe d'armure est égale à 10 + votre modificateur de Dextérité + votre modificateur de Constitution. Vous pouvez utiliser un bouclier et en gagner les avantages.","UNARMORED_DEFENSE_MONK_TEXT":"Tant que vous n'êtes équipé ni d'une armure, ni d'un bouclier, votre CA est égale à 10 + votre modificateur de Dextérité + votre modificateur de Sagesse.","UNARMORED_MOVEMENT":"Mouvement sans armure","UNARMORED_MOVEMENT_TEXT":"Votre vitesse augmente de UNARMORED_MOVEMENT_FEET feet tant que vous n'êtes équipé ni d'une armure, ni d'un bouclier.\nAu niveau 9, vous gagnez la capacité de vous déplacer, durant votre tour, le long de parois verticales et à la surface des liquides sans que vous ne tombiez au cours de votre mouvement.","UNCANNY_DODGE":"Esquive","UNCANNY_DODGE_TEXT":"Quand un attaquant que vous pouvez voir vous touche avec une attaque, vous pouvez utiliser votre réaction pour réduire de moitié les dégâts de l'attaque contre vous.","VANISH":"Disparition","VANISH_TEXT":"Vous pouvez utiliser l’action Se cacher en tant qu'action bonus à votre tour. En outre, vous ne pouvez pas être suivi par des moyens non magiques, sauf si vous choisissez de laisser des traces.","WARLOCK_SPELL_SLOTS":"Emplacement de sort du sorcier","WARLOCK_SPELL_SLOTS_TEXT":"Sorts lancés au niveau maximum.","WILD_SHAPE":"Forme animale","WILD_SHAPE_NO_FLYING":" et qui n'a pas de vitesse de vol","WILD_SHAPE_NO_FLYING_OR_SWIMMING":" et qui n'a ni vitesse de vol, ni vitesse de nage","WILD_SHAPE_TEXT":"Vous pouvez utiliser votre action pour prendre par magie la forme d'une bête que vous avez déjà vue auparavant. Vous pouvez vous transformez en une bète qui a un facteur de puissance de CHALLENGE_RATING ou moinsLIMITATIONS.\nVous pouvez rester en forme animale pendant WILD_SHAPE_HOURS[moitié de votre niveau de druide(arrondi inférieur)]]] heures. Une fois le temps écoulé, vous reprenez votre forme normale à moins que vous ne dépensiez une nouvelle utilisation de cette capacité. Vous pouvez également revenir plus tôt à votre forme normale en utilisant votre action lors de votre tour de jeu. Vous revenez automatiquement à votre forme normale si vous tombez inconscient, si vous tombez à 0 point de vie ou si vous mourrez.\nTant que vous êtes transformé, les règles suivantes s'appliquent :\n•Vos statistiques de jeu sont remplacées par celles de la bête, mais vous conservez votre alignement, votre personnalité et vos valeurs de Charisme, Intelligence et Sagesse. Vous conservez également vos maîtrises de jets de sauvegarde et de compétences, en plus de gagner celles de la créature. Si la créature a les mêmes maîtrises que vous et que son bonus dans ce bloc de statistique est supérieur au vôtre, utilisez son bonus. Si la créature possède des actions légendaires ou des actions de repaire, vous ne pouvez pas les utiliser.\n•Quand vous vous transformez, vous endossez également les points de vie de la bête et ses dés de vie. Lorsque vous reprenez votre forme vous récupérez le nombre de points de vie que vous aviez avant votre transformation. De plus, si vous vous retransformez parce que vous êtes tombé à 0 point de vie, tous les dégâts supplémentaires sont encaissés par les points de vie de votre forme normale. Par exemple, si vous subissez 10 points de dégâts sous forme animale alors que vous n'aviez plus qu'un point de vie, vous retournez à votre forme normale et encaissez 9 points de dégâts. Tant que ces dégâts résiduels ne font pas tomber les points de vie de votre forme normale à 0, vous ne sombrez pas dans l'inconscience.\n•Vous ne pouvez pas lancer de sorts, et votre capacité à parler ou effectuer toute action qui nécessite des mains est limitée aux possibilités qu'offre votre forme animale. Toutefois, vous transformer ne brise pas votre concentration sur un sort que vous aviez déjà lancé, ni ne vous empêche d'utiliser une action pour rediriger un sort, comme le sort appel de la foudre, que vous auriez déjà lancé.\n•Vous conservez les bénéfices de toutes vos capacités de classe, de race, ou de n'importe quelle autre origine, et vous pouvez les utiliser si vous en êtes physiquement capable. Cependant, vous ne pouvez pas utiliser de sens spéciaux, comme la vision dans le noir, sauf si votre forme animale les possède également.\n•Vous choisissez si votre équipement tombe sur le sol, fusionne avec votre nouvelle forme ou est porté par votre nouvelle forme. L'équipement porté fonctionne correctement, mais le MD décide pour chaque pièce d'équipement s'il est possible pour votre nouvelle forme de la porter, en fonction de la morphologie et de la taille de la bête. Votre équipement ne change pas de taille ou de forme pour s'adapter à votre nouvelle forme, et tout l'équipement que la nouvelle forme ne peut pas porter tombe sur le sol ou fusionne avec vous. L'équipement qui fusionne avec la nouvelle forme n'a aucun effet tant que vous restez sous cette forme."},"CLASS_FEATURES_TITLE":"Capacités de classe","CLASS_LEVELS":"Niveaux de classe","CLERIC":"Clerc","CLIMB":"Vitesse d'escalade","COINAGE":"Monnaie","COINS_CP":"PC","COINS_EP":"PE","COINS_GP":"PO","COINS_PP":"PP","COINS_SP":"PA","COIN_CONVERSION_GP_PER_CP":"Cuivre par Or (100)","COIN_CONVERSION_GP_PER_EP":"Electrum par Or (2)","COIN_CONVERSION_GP_PER_PP":"Or par Platine (10)","COIN_CONVERSION_GP_PER_SP":"Argent par Or (10)","COLD":"froid","COLOR":"Couleur","COMPONENTS":"Composantes","CON":"Con","CONC":"Conc","CONCENTRATION":"Concentration","CONDENSE":"Condensé","CONDITION_IMMUNITIES":"Immunité<br>aux conditions","CONJURATION":"Invocation","CONSTITUTION":"Constitution","CONTENT":"Contenu","CORE":"Base","CRIT":"Crit","CRIT_ATTACHER_TOOLTIP":"Sélectionner une ou plusieurs autres catégories et crit pour avoir cette attache apparaitre uniquement lors d'un jet critique dans cette (ces) catégorie(s). Cela ne fonctionnera pas avec Entrée supplémentaire.","CRIT_DAMAGE_TOOLTIP":"Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.","CRIT_RANGE":"Coup Crit","CURRENT":"Actuel","CUSTOM":"Perso.","CUSTOM_GOLD_VALUES":"Valeur de l'or personnalisée","CUSTOM_NAME":"Nom perso","DAMAGE":"Dégâts","DAMAGE_IMMUNITIES":"Immunité<br>aux dégâts","DAMAGE_RESISTANCES":"Résistance<br>aux dégâts","DAMAGE_VULNERABILITIES":"Vulnérabilité<br>aux dégâts","DARKVISION":"Vision dans le noir","DC":"DD","DEATH_SAVES":"Sauv contre la mort","DECEPTION":"Tromperie","DEFAULT_ABILITY":"Carac par défaut","DEFAULT_ABILITY_TOOLTIP":"Ceci ajoutera automatiquement la caractéristique pour déterminer le DD de sauvegarde lors de l'importation d'un sort ou d'une attaque. Si \"Ajoutez la carac de lancement de sort\" est également activé sur l'objet importé, la caractéristique de dégâts ou de soins changera en conséquence.","DEX":"Dex","DEXTERITY":"Dextérité","DICE":"Dés","DIE":"Dé","DISADVANTAGE":"Désavantage","DISPLAY_TEXT":"Texte affiché","DIVINATION":"Divination","DMG":"DMG","DONT":"Ne pas envoyer","DRUID":"Druide","DURATION":"Durée","EFFECT":"Effets","EMOTE":"Emote","ENCHANTMENT":"Enchantement","ENCUMBERED":"Encombré","ENCUMBERED_HEAVILY":"L. Encombré","EQUIPMENT":"Équipement","EVERY":"chaque","EVOCATION":"Evocation","EXHAUSTION_LEVEL":"Niveau d'épuisement","EXHAUSTION_LEVEL_1":"Désavantage aux jets de caractéristiques","EXHAUSTION_LEVEL_2":"Vitesse diminuée de moitié","EXHAUSTION_LEVEL_3":"Désavantage aux jets d'attaque et de sauvegarde","EXHAUSTION_LEVEL_4":"Points de vie maximums diminués de moitié","EXHAUSTION_LEVEL_5":"Vitesse réduite à 0","EXHAUSTION_LEVEL_6":"Mort","EXPERIENCE_POINTS":"Points d'Expérience","EXPERTISE":"Expertise","EXTRAS":"Extras","EYES":"Yeux","FAILURES":"Échecs","FEATURES":"Capacités spéciales","FEATURES_AND_TRAITS":"Traits Raciaux & Capacités","FIELD":"Champ","FIGHTER":"Guerrier","FILTERS":"Filtres","FINESSE":"Finesse","FIRE":"feu","FLAT_HEAL":"Bonus soin","FLAWS":"Défauts","FLY":"Vitesse de vol","FORCE":"force","FREEFORM":"Entrée supplémentaire","FREETEXT":"Texte supplémentaire","GARGANTUAN":"Gargantuan","GENDER":"Sexe","GENERATE_SKILLS":"Générer","HAIR":"Cheveux","HALFLING_LUCK":"Chance (Half)","HEAL":"Soins","HEAVY_ARMOR":"Armure Lourde","HEIGHT":"Taille","HIDE_NPC_INFO":"Cacher infos PNJ","HIDE_NPC_INFO_ACTION_FREETEXT":"Cacher texte sup (action)","HIDE_NPC_INFO_ATTACK":"Cacher attaque","HIDE_NPC_INFO_DAMAGE":"Cacher dégâts","HIDE_NPC_INFO_EFFECT":"Cacher effets","HIDE_NPC_INFO_NOTE":"Merci de vous référer au wiki. Vous aurez besoin d'une extension de navigateur pour changer le css afin de montrer certaines parties.","HIDE_NPC_INFO_RECHARGE":"Cacher recharge","HIDE_NPC_INFO_SAVING_THROW_DC":"Cacher DD de sauv","HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Cacher échec sauv","HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Cacher succès sauv","HIDE_NPC_INFO_SPELL_CONTENT":"Cacher contenu des sorts","HIGHER_LEVEL":"Niveau Sup","HISTORY":"Histoire","HIT_DICE":"Dés de vie","HIT_POINTS":"Points de vie","HIT_POINTS_TEMP":"PV Temp","HOUSERULES":"Règles maison","HOVER":"Plane","HUGE":"Très Grande","IDEALS":"Idéaux","ILLUSION":"Illusion","IMPORT":"Importer","INITIATIVE":"Initiative","INITIATIVE_BONUS":"Bonus initiative","INSIGHT":"Intuition","INSPIRATION":"Inspiration","INT":"Int","INTELLIGENCE":"Intelligence","INTIMIDATION":"Intimidation","INVESTIGATION":"Investigation","JACK_OF_ALL_TRADES":"Touche-à-tout","LAIR_ACTIONS":"Actions de repaire","LANGUAGES":"Langues","LARGE":"Grande","LBS":"lbs","LEGENDARY_ACTIONS":"Actions légendaires","LEGENDARY_ACTIONS_TEXT_1":"Un(e)","LEGENDARY_ACTIONS_TEXT_2":"peut prendre","LEGENDARY_ACTIONS_TEXT_3":"actions légendaires, en choix parmi les options suivantes. Une seule action légendaire peut être utilisée à la fois et uniquement à la fin du tour d'une autre créature. Un(e)","LEGENDARY_ACTIONS_TEXT_4":"récupère les actions légendaires dépensées au début de son tour de jeu.","LEVEL":"Niveau","LEVELS":"niveaux","LIGHTNING":"foudre","LIGHT_ARMOR":"Armure Légère","LONG_REST":"Repos Long","MACROS":"Macros","MATERIAL_M":"M","MAX":"Max","MEDICINE":"Médecine","MEDIUM":"Moyenne","MEDIUM_ARMOR":"Armure Intermédiaire","MEDIUM_ARMOR_MAX_DEX":"Bonus dex max<br>(armure intermédaire)","MELEE":"Mêlée","MISC":"Autre","MISCELLANEOUS":"Divers","MISCELLANEOUS_NOTES":"Notes diverses","MONK":"Moine","MOVEMENT":"Mouvement","MULTIPLIER":"Multiplicateur","NAME":"Nom","NATURE":"Nature","NECROMANCY":"Necromancie","NECROTIC":"nécrotique","NO":"Non","NORMAL":"Normal","NPC":"PNJ","OTHER":"Autre","OTHER_ARMOR":"Autre type d'Armure","OTHER_PROFICIENCIES_AND_LANGUAGES":"Maîtrises & Langues","OUTPUT":"Options d'affichage","OUTPUT_DEATH_SAVING_THROWS":"Affichage des jets de mort","OUTPUT_SHEET":"Option d'affichage","PALADIN":"Paladin","PC":"PJ","PERCEPTION":"Perception","PERFORMANCE":"Représentation","PERSONALITY_TRAITS":"Traits de personnalité","PERSUASION":"Persuasion","PIERCING":"perforant","POINTS_OF_ORIGIN":"Point d'origine","POISON":"poison","PREPARED":"Préparé","PROF":"Maît","PROFICIENCIES":"Maîtrises","PROFICIENCY_BONUS":"Bonus de maîtrise","PROFICIENT":"Maîtrise","PSYCHIC":"psychique","PUBLIC_FOR_ALL":"Public","QTY":"Qté","QUERY":"Varie","RACE":"Race","RADIANT":"radiant","RANGE":"Portée","RANGED":"Tir","RANGER":"Rôdeur","REACH":"Allonge","REACTION":"Réaction","REACTIONS":"Réactions","RECHARGE":"Recharge","REGIONAL_EFFECTS":"Effets régionaux","RELIGION":"Religion","REMARKABLE_ATHLETE":"Athlète remarquable","REQUIRES_API":"Cette fonctionnalité nécessite l'usage de l'API","RESISTANCES_AND_IMMUNITIES":"Résistances & Immunités","RESOURCES":"Resources","RESTS":"Repos","RITUAL":"Rituel","ROGUE":"Roublard","ROLL_2":"2 Jets","ROLL_OPTIONS":"Option de jet","ROLL_TEMPLATE":"Affichage des jets","SAVING_DC":"DD de sauv","SAVING_THROW":"Jet de sauv","SAVING_THROWS":"Jets de sauvegarde","SAVING_THROWS_QUERY":"Jets de sauvegarde (popup)","SAVING_THROW_DC":"DD jet de sauv","SENSES":"Sens","SHIELD":"Bouclier","SHORT_REST":"Repos court","SHOW_ALL":"Tout voir","SHOW_PASSIVE":"Voir passif","SHOW_RESTS":"Voir repos","SHOW_TARGET_AC_ON_ATTACKS":"CA de la cible sur les jets d'attaque","SHOW_TARGET_NAME_ON_ATTACKS":"Nom de la cible sur les jets d'attaque/sauv.","SIZE":"Catégorie de taille","SKILL":"Compétence","SKILLS_TITLE":"Compétences","SKIN":"Peau","SLASHING":"tranchant","SLEIGHTOFHAND":"Escamotage","SMALL":"Petite","SOMATIC_S":"S","SORCERER":"Ensorceleur","SOURCE":"Source","SPECIAL_EFFECTS":"Effects spéciaux","SPEED":"Vitesse","SPELL":"Sort","SPELLCASTING":"Lancement de sort","SPELLCASTING_LEVEL":"Niveau de lanceur de sort","SPELLS":"Sorts","SPELL_LEVEL":"Niveau du sort","SPELL_MUST_HAVE":"Soirts doivent avoir","SPELL_POINTS":"Points","SPELL_POINTS_TITLE":"Points de sort","SPELL_SLOTS":"Emplacem.","SPELL_SLOTS_TITLE":"Emplacement de sort","STATBLOCK":"Bloc de stats","STEALTH":"Discrétion","STR":"For","STRENGTH":"Force","SUCCESSES":"Réussites","SURVIVAL":"Survie","SWIM":"Vitesse de nage","TARGET":"Cible","THUNDER":"tonnerre","TINY":"Très Petite","TOTAL":"Total","TO_TRACKER":"Envoyer au \"Turn Order\"","TRACKER":"Turn Order","TRAITS":"Traits","TRANSMUTATION":"Transmutation","TREMORSENSE":"Perception des vibrations","TRUESIGHT":"Vision véritable","TURN_OFF_FILTERING":"Décochez \"filtres\" si vous ne voyez pas les sorts récement créés","TYPE":"Type","UNARMORED":"Pas une armure","UNPROFICIENT":"Non Maîtrisée","USED":"Utilisé","USES":"Charges","VERBAL_V":"V","VISION":"Vision","VS_FIEND_OR_UNDEAD":"contre démons ou mort-vivants","WARLOCK":"Sorcier","WARLOCK_SPELL_SLOTS":"Emplacement de sort (Sorcier)","WEIGHT":"Poids","WHISPERED_TO_GM":"Chuchoter au MJ","WIS":"Sag","WISDOM":"Sagesse","WIZARD":"Magicien","YES":"Oui"},"it":{"1st":"1°","2nd":"2°","3rd":"3°","4th":"4°","5th":"5°","6th":"6°","7th":"7°","8th":"8°","9th":"9°","ABILITY":"Caratteristica","ABILITY_CHECKS":"Prove di caratteristica","ABILITY_CHECKS_QUERY":"Query prove di caratteristica","ABILITY_SCORES":"Punteggi di caratteristica","ABJURATION":"Abiurazione","AC":"CA","ACID":"acido","ACROBATICS":"Acrobazia","ACTION":"Azione","ACTIONS":"Azioni","AC_ARMORED":"CA in armatura","AC_UNARMORED":"CA senza armatura","AC_UNARMORED_ABILITY":"Bonus difesa senza armatura","ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Aggiungi metà competenza<br>ai tiri salvezza senza competenza","ADVANTAGE":"Vantaggio","AGE":"Età","ALIGNMENT":"Allineamento","ALL":"Tutto","AMMO":"Munizioni","AMMO_AUTO_USE":"Usa munizioni automaticamente","AMMO_WEIGHT":"Peso munizioni","ANIMALHANDLING":"Addestrare Animali","APPEARANCE":"Aspetto","ARCANA":"Arcani","ARMOR":"Armatura","ARMORED_AND_UNARMORED":"Armatura e senza armatura","ARMOR_CLASS":"Classe armatura","ATHLETICS":"Atletica","ATK":"ATT","ATTACHERS":"Aggiunte","ATTACK":"Attacco","ATTACKS":"Attacchi","AUTO_REVERT_ADV":"Ripristina (s)vantaggio automaticamente","BACKGROUND":"Background","BARBARIAN":"Barbaro","BARD":"Bardo","BIG":"Grande","BLINDSIGHT":"Vista cieca","BLIND_BEYOND":"Cieco oltre","BLUDGEONING":"contundente","BONDS":"Legami","BONUS":"Bonus","BONUSES":"Bonus","BONUSES_AND_PENALTIES":"Bonus e penalità","BONUSES_AND_PENALTIES_TOOLTIP":"Aggiungi un bonus/penalità automaticamente ai tiri fatti usando le macro della scheda.<br>Utilizzo: se ottieni un oggetto magico che fornisce +1 al CD di salvezza dei tuoi incantesimi, inserisci 1 nel campo CD di salvezza incantesimi. Se sei sotto gli effetti dell'incantesimo Benedire, inserisci \"d4cs0cf0\" in entrambi i campi di tiro per colpire e tiri salvezza.","BREAK_TIES":"Ignora parità","BURROW":"Scavare","CANCEL":"Cancella","CANTRIP":"Trucchetto","CANTRIPS":"Trucchetti","CAN_HAVE":"Può avere","CARRIED":"Portato","CARRYING_CAPACITY":"Capacità di carico","CARRYING_PUSH_DRAG_LIFT":"Spingere/Trascinare/Sollevare","CASTERS_FULL":"Completo (9° livello: Bardo, Chierico, Druido, Stregone, Mago)","CASTERS_HALF":"Medio (5° livello: Paladino, Ranger)","CASTERS_THIRD":"Terzo (3° livello: Archetipi arcani)","CASTING_TIME":"Tempo di lancio","CHA":"Car","CHALLENGE":"GS","CHARACTER":"Personaggio","CHARACTER_NAME":"Nome del personaggio","CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nome del personaggio nei template di tiro","CHARISMA":"Carisma","CHECK":"Prova","CHECK_BONUS":"Bonus alla prova","CLASS":"Classe","CLASS_AND_LEVEL":"Classe e livello","CLASS_FEATURES":{"ACTION_SURGE":"Slancio d'azione","ACTION_SURGE_TEXT":"Durante il tuo turno puoi eseguire un'altra azione dopo la tua azione normale e la tua azione bonus.","ARCANE_RECOVERY":"Recupero arcano","ARCANE_RECOVERY_TEXT":"Hai imparato a recuperare parte della tua energia arcana studiando il tuo libro di incantesimi. Una volta al giorno al termine di un riposo breve, puoi scegliere degli slot incantesimo da recuperare. Gli slot possono essere di un livello cumulativo di [[round(@{wizard_level} / 2)]] (metà del tuo livello da mago, arrotondato per eccesso), ma nessuno degli slot può essere di VI livello o superiore.\nAd esempio, se sei un mago di quarto livello, puoi recuperare fino a due livelli di slot incantesimi. Puoi recuperare uno slot di secondo livello o due slot di primo livello.","ARCHDRUID":"Arcidruido","ARCHDRUID_TEXT":"Puoi usare la tua Forma Selvatica un numero illimitato di volte.\nIn aggiunta, puoi ignorare le componenti verbali e somatiche dei tuoi incantesimi da druido, così come qualsiasi componente materiale che non abbia costo né che sia consumata da un incantesimo. Ricevi questo benefit sia nella tua forma normale che nella tua forma animale da Forma Selvatica.","AURA_OF_COURAGE":"Aura di coraggio","AURA_OF_COURAGE_TEXT":"Tu e le creature tue alleate entro AURA_RANGE metri da te non potete essere spaventati mentre sono coscienti.","AURA_OF_PROTECTION":"Aura di protezione","AURA_OF_PROTECTION_TEXT":"Ogni volta che tu o una creatura alleata entro AURA_RANGE metri da te deve fare un tiro salvezza, ricevete un bonus al tiro salvezza pari a [[@{charisma_mod}]] (con un bonus minimo di +1). Devi essere cosciente per dare questo bonus.","BARDIC_INSPIRATION":"Ispirazione bardica","BARDIC_INSPIRATION_TEXT":"Puoi ispirare gli altri usando musica o parole stimolanti. Per farlo, usi un'azione bonus durante il tuo turno per scegliere un'altra creatura che sia entro 18 metri da te che sia in grado di sentirti. Questa creatura riceve un dado di Ispirazione bardica, un d6.\nEntro i prossimi 10 minuti, la creatura può tirare una volta il dado e aggiugerne il risultato a una prova di abilità, un tiro per colpire o un tiro salvezza che esegue. La creatura può decidere di usare il dado di Ispirazione bardica anche dopo aver visto il risultato del d20, ma prima che il DM abbia annunciato il successo o il fallimento del tiro. Una volta che il dado di Ispirazione bardica è stato usato, è perso. Una creatura può avere un solo dado di Ispirazione bardica per volta.","BEAST_SPELLS":"Incantesimi bestiali","BEAST_SPELLS_TEXT":"Puoi lanciare molti dei tuoi incantesimi da druido in qualunque forma tu assuma usando Forma selvatica. Puoi eseguire le componenti verbali e somatiche di un incantesimo da druido mentre sei in forma selvatica, ma non puoi fornire le componenti materiali.","BLINDSENSE":"Vista cieca","BLINDSENSE_TEXT":"Se sei in grado di sentire, riesci a percepire la posizione di ogni creatura nascosta o invisibile entro 3 metri da te.","BRUTAL_CRITICAL":"Critico brutale","BRUTAL_CRITICAL_TEXT":"Puoi tirare un dado aggiuntivo per il danno da arma quando si determinano i danni extra causati da un colpo critico con un'arma da mischia. \nQuesto valore sale a due dadi aggiunti al livello 13 e a tre dadi aggiuntivi al livello 17.","CHANNEL_DIVINITY":"Incanalare divinità","CHANNEL_DIVINITY_CLERIC_TEXT":"Hai l'abilità di incanalare energia divina direttamente dalla tua divinità, usando questa energia per alimentare effetti magici. All'inizio puoi usare due di questi effetti: Scacciare Non Morti e un effetto determinato dal tuo dominio. Alcuni domini ti forniscono effetti aggiuntivi avanzando di livello, come specificato nella descrizione del dominio.","CHANNEL_DIVINITY_PALADIN_TEXT":"Il tuo giuramento ti permette di incanalare energia divina per alimentare effetti magici. Ogni opzione di Incanalare divinità fornita dal tuo giuramento ne spiega il funzionamento.","CHANNEL_DIVINITY_TURN_UNDEAD":"Scacciare Non Morti (Incanalare divinità)","CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"Usando un'azione, mostri il tuo simbolo sacro e reciti una preghiera che condanni i non morti. Ogni non morto che ti può vedere o sentire entro 9 metri da te deve eseguire un tiro salvezza sulla Saggezza. Se la creatura fallisce il tiro salvezza, è scacciata per 1 minuto o finché non subisce danno.\nUna creatura scacciata deve usare il suo turno a cercare di allontanarsi da te il più possibile e non può muoversi di propria volontà in uno spazio che sia entro 9 metri da te. In aggiunta non può usare reazioni. Può usare la sua azione per Scattare o per provare a liberarsi da un effetto che le impedisca di muoversi. Se non può muoversi, la creatura può usare l'azione Schivare.","CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"Se un non morto fallisce il suo tiro salvezza contro la tua capacità di Scacciare Non Morti è distrutto istantaneamente se il suo grado di sfida è CHALLENGE_RATING o meno.","CLEANSING_TOUCH":"Tocco purificatore","CLEANSING_TOUCH_TEXT":"Puoi usare la tua azione per porre termine ad un incantesimo su di te o una creatura consenziente con cui sei in contatto.","COUNTERCHARM":"Controaffascinare","COUNTERCHARM_TEXT":"Ottieni l'abilità di usare le note musicali o le parole di potere per distruggere gli effetti di influenza mentale. Con un'azione, puoi iniziare un'esibizione che dura fino al termine del tuo prossimo turno. Per tutta la durata, tu, e qualsiasi creatura amica entro 9 metri da te, avete vantaggio sui tiri salvezza vs. l’esser spaventati o affascinati. Per ottenere questo beneficio, una creatura ti deve poter udire. L'esibizione termina prima qualora tu fossi reso inabile o silenziato o se gli poni fine volontariamente (non c'è bisogno di alcuna azione).","CUNNING_ACTION":"Azione astuta","CUNNING_ACTION_TEXT":"Pensiero rapido e grande coordinazione ti permettono di muoverti e agire velocemente. Puoi effettuare un'azione bonus durante ciascun turno di combattimento per effettuare le azioni Disimpegnarsi, Nascondersi o Scattare.","DANGER_SENSE":"Senso del pericolo","DANGER_SENSE_TEXT":"Hai vantaggio sui tiri salvezza di Destrezza contro effetti che puoi vedere, come trappole e incantesimi. Per ottenere questo beneficio, non devi essere accecato, assordato né inabile.","DEFLECT_MISSILES":"Deviare proiettili","DEFLECT_MISSILES_TEXT":"Puoi usare la tua reazione per deviare o afferrare un proiettile quando sei colpito da un attacco da arma a distanza. Facendolo, il danno che ricevi dall'attacco è ridotto di [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nSe il danno viene ridotto a 0, puoi afferrare il proiettile se è abbastanza piccolo perché tu lo possa reggere in una mano e hai almeno una mano libera. Se afferri un proiettile in questo modo, puoi spendere 1 punto ki per effettuare un attacco a distanza con l'arma o pezzo di munizione che hai appena afferrato, come parte della stessa reazione. Effettui questo attacco applicando il bonus di competenza, quali che siano le tue competenze nelle armi, e il proiettile, per questo attacco, viene considerato un'arma da monaco. L'attacco ha gittata 6/18 metri.","DIAMOND_SOUL":"Anima adamantina","DIAMOND_SOUL_TEXT":"La tua maestria del ki ti conferisce la competenza in tutti i tiri salvezza. Inoltre, ogni qualvolta effettui un tiro salvezza e fallisci, puoi spendere 1 punto ki per ritirarlo e tenere il secondo risultato.","DIVINE_HEALTH":"Salute divina","DIVINE_HEALTH_TEXT":"La magia divina che ti fluisce attraverso ti rende immune alle malattie.","DIVINE_INTERVENTION":"Intervento divino","DIVINE_INTERVENTION_TEXT":"Puoi invocare la tua divinità perché intervenga in tuo favore nel momento del bisogno.\nImplorare l'aiuto della tua divinità richiede l'uso di un'azione. Descrivi l'assistenza di cui hai bisogno e tira un dado percentuale. Se il risultato è uguale o minore al tuo livello, la tua divinità interviene. Il DM sceglie la natura dell'intervento; l'effetto di un qualunque incantesimo da chierico o di un dominio potrebbe essere appropriato.\nSe la tua divinità interviene, non puoi usare questa capacità per 7 giorni. Altrimenti, la puoi usare di nuovo una volta che hai terminato un riposo lungo.\nAl livello 20, la tua richiesta di intervento riesce automaticamente senza bisogno di tirare dadi.","DIVINE_SENSE":"Percezione divina","DIVINE_SENSE_TEXT":"Con un'azione puoi espandere la tua consapevolezza per individuare le forze del bene e del male. Fino al termine del tuo prossimo turno, conosci la posizione di qualsiasi celestiale, immondo o non morto che si trovi entro 18 metri da te e che non sia dietro copertura totale. Riconosci il tipo (celestiale, immondo o non morto) di qualsiasi creatura di cui avverti la presenza, ma non la sua esatta identità. All'interno della stessa gittata, puoi anche individuare la presenza di qualsiasi luogo o oggetto che sia stato consacrato o dissacrato, come per l'incantesimo venerare.","DIVINE_SMITE":"Punizione divina","DIVINE_SMITE_TEXT":"Quando colpisci una creatura con un attacco con arma da mischia, puoi spendere uno slot incantesimo per infliggere danno radiante extra al bersaglio in aggiunta al danno dell'arma. Il danno aggiuntivo è 2d8 per uno slot incantesimo di 1° livello, più 1d8 per ogni livello dell'incantesimo sopra al 1°, massimo 5d8. Il danno aumenta di 1d8 se il bersaglio è un non morto o un immondo.","ELDRITCH_INVOCATIONS":"Invocazioni arcane","ELDRITCH_INVOCATIONS_TEXT":"Nel tuo studio del sapere occulto, hai scoperto delle invocazioni arcane, frammenti di conoscenze proibite che ti forniscono un'abilità magica duratura.\nConosci NUMBER_OF_INVOCATIONS_KNOWN invocazioni arcane.\nInoltre, quando ottieni un livello in questa classe, puoi scegliere una delle invocazioni da te conosciute e rimpiazzarla con un'altra invocazione che puoi imparare a quel livello.","ELDRITCH_MASTER":"Maestro dell'arcano","ELDRITCH_MASTER_TEXT":"Puoi attingere alla tua riserva interiore di potere mistico mentre supplichi il tuo patrono per recuperare gli slot incantesimo spesi. Puoi passare 1 minuto a supplicare l'aiuto del tuo patrono per recuperare tutti gli slot incantesimo spesi tramite il tuo privilegio Magia del Patto.","ELUSIVE":"Sfuggente","ELUSIVE_TEXT":"Sei così sfuggente che raramente chi ti attacca riesce ad avere la meglio su di te. Non puoi essere attaccato con vantaggio a meno che tu non sia incapacitato.","EMPTY_BODY":"Corpo vuoto","EMPTY_BODY_TEXT":"Puoi usare la tua azione per spendere 4 punti ki e diventare invisibile per 1 minuto. Durante questo tempo hai anche resistenza a tutti i danni, tranne quelli da forza.\nIn aggiunta, puoi spendere 8 punti ki per lanciare l'incantesimo Proiezione astrale senza aver bisogno di componenti materiali. Facendo questo non puoi portare altre creature con te.","EVASION":"Evasione","EVASION_TEXT":"La tua agilità istintiva ti permette di schivare alcuni effetti ad area, come il soffio di fulmini di un drago blu o un incantesimo di Palla di fuoco. Quando sei soggetto a un effetto che ti permette di fare un tiro salvezza sulla Destrezza per dimezzare i danni, non subisci danni se riesci nel tiro salvezza e dimezzi i danni se lo fallisci.","EXPERTISE":"Perizia","EXPERTISE_BARD_TEXT":"Scegli due delle tue competenze nelle abilità, il tuo bonus di competenza è raddoppiato per ogni prova di caratteristica che esegui in una delle due competenze scelte.\nAl livello 10, puoi scegliere altre due competenze che guadagnano questo beneficio.","EXPERTISE_ROGUE_TEXT":"Scegli due delle tue competenze nelle abilità, o una delle tue competenze nelle abilità e la tua competenza con gli attrezzi da ladro. Il tuo bonus di competenza è raddoppiato per ogni prova di caratteristica che esegui in una delle due competenze scelte.\nAl livello 6, puoi scegliere due ulteriori competenze (nelle abilità o negli attrezzi da ladro) che guadagnano questo beneficio.","EXTRA_ATTACK":"Attacco extra","EXTRA_ATTACK_FOUR":"quattro volte","EXTRA_ATTACK_TEXT":"Puoi attaccare NUMBER_OF_TIMES invece di una quando usi la tua azione di attacco nel tuo turno.","EXTRA_ATTACK_THREE":"tre volte","EXTRA_ATTACK_TWICE":"due volte","FAST_MOVEMENT":"Movimento veloce","FAST_MOVEMENT_TEXT":"La tua velocità aumenta di 3 m se non indossi un'armatura pesante.","FAVORED_ENEMY":"Nemico preferito","FAVORED_ENEMY_TEXT":"Hai sviluppato una considerevole esperienza nello studiare, seguire, cacciare e anche comunicare con un certo tipo di nemico.\nScegli un tipo di nemico preferito: aberrazioni, animali, celestiali, costrutti, draghi, elementali, fatati, giganti, immondi, melme, mostruosità, non morti o piante. Alternativamente puoi scegliere due razze di umanoidi (come gnoll e orchi) come nemici preferiti.\nHai vantaggio nei tiri di Saggezza (Sopravvivenza) per seguire le tracce dei tuoi nemici preferiti, così come nelle prove di Intelligenza per ricordarti di informazioni su di loro.\nQuando ottieni questa capacità, impari inoltre una lingua a tua scelta tra quelle parlate dai tuoi nemici preferiti, se sono in grado di parlare.\nScegli un nemico preferito aggiuntivo e una lingua a lui associato ai livelli 6 e 14. Salendo di livello, le tue scelte dovrebbero riflettere i tipi di mostri incontrati nelle tue avventure.","FERAL_INSTINCT":"Istinto selvatico","FERAL_INSTINCT_TEXT":"I tuoi istinti sono così affinati che hai vantaggio ai tiri di iniziativa.\nInoltre, se sei sorpreso all'inizio del combattimento e non sei incapacitato, puoi agire normalmente durante il tuo primo turno, ma solo se entri in ira prima di fare qualsiasi altra cosa in quel turno.","FERAL_SENSES":"Sensi selvatici","FERAL_SENSES_TEXT":"Sviluppi dei sensi soprannaturali che ti aiutano a combattere le creature che non puoi vedere. Quando attacchi una creatura che non puoi vedere, la tua incapacità di vedere non comporta svantaggio ai tiri di attacco contro di essa.\nSei anche consapevole della posizione di qualsiasi creatura invisibile entro 9 metri da te, purché la creatura non sia nascosta a te, e tu non sia accecato o assordato.","FIGHTING_STYLE":"Stile di combattimento","FIGHTING_STYLE_FIGHTER_OPTIONS":"Arciere, Difesa, Duello, Combattere con armi grosse, Protezione o Combattere con due armi.","FIGHTING_STYLE_PALADIN_OPTIONS":"Difesa, Duello, Combattere con armi grosse o Protezione.","FIGHTING_STYLE_RANGER_OPTIONS":"Arciere, Difesa, Duello, Combattere o Combattere con due armi.","FIGHTING_STYLE_TEXT":"Come tua specializzazione adotti un particolare stile di combattimento. Scegli una delle seguenti opzioni. Non puoi acquisire più di una volta lo stesso Stile di combattimento, anche se in seguito ottieni una nuova scelta.","FLEXIBLE_CASTING":"Incantare flessibile","FLEXIBLE_CASTING_TEXT":"Creare Slot di Incantesimi. Puoi trasformare punti stregoneria non spesi in un incantesimo come azione bonus durante il tuo turno. Non puoi creare slot che siano superiori al 5° livello. Ogni slot che crei usando questa capacità svanisce dopo un riposo lungo.\nSlot Incantesimo Costo Punti Stregoneria\n1° 2\n 2° 3\n 3° 5\n 4° 6\n 5° 7\nConvertire uno Slot Incantesimo in Punti Stregoneria. Come azione bonus durante il tuo turno, puoi spendere uno slot incantesimo per guadagnare un numero di Punti Stregoneria pari al livello dello slot.","FLURRY_OF_BLOWS":"Raffica di colpi","FLURRY_OF_BLOWS_TEXT":"Immediatamente dopo aver effettuato l'azione Attaccare durante il tuo turno, puoi spendere 1 punto ki per effettuare due colpi di attacco senza armi come azione bonus.","FOE_SLAYER":"Sterminatore di nemici","FOE_SLAYER_TEXT":"Diventi un insuperabile cacciatore dei tuoi nemici. Una volta durante ciascun tuo turno, puoi sommare il tuo modificatore di Saggezza al tiro di attacco o al tiro di danno di un attacco effettuato contro uno dei tuoi nemici preferiti. Puoi scegliere di usare questo privilegio prima o dopo il tiro, ma prima che qualsiasi risultato del tiro venga applicato.","HIDE_IN_PLAIN_SIGHT":"Nascondersi in piena vista","HIDE_IN_PLAIN_SIGHT_TEXT":"Puoi spendere 1 minuto per mimetizzarti. Devi avere accesso a fango fresco, terriccio, piante e fuliggine e altri materiali naturali con i quali creare il tuo camuffamento.\nUna volta mimetizzato in questo modo, puoi cercare di nasconderti appiattendoti contro una superficie solida, come un albero o un muro, che sia larga e alta almeno quanto te. Ottieni un bonus di +10 alle prove di Destrezza (Furtività) finché rimani fermo senza muoverti o effettuare azioni. Una volta che ti muovi o effettui un'azione o una reazione, ti devi mimetizzare di nuovo per ottenere questo beneficio.","IMPROVED_DIVINE_SMITE":"Punizione divina migliorata","IMPROVED_DIVINE_SMITE_TEXT":"Ogni qualvolta colpisci una creatura con un'arma da mischia, la creatura subisce 1d8 danni radianti aggiuntivi. Se usi la tua Punizione divina assieme a un attacco, somma questo danno al danno aggiuntivo della Punizione divina.","INDOMITABLE":"Indomabile","INDOMITABLE_MIGHT":"Forza indomabile","INDOMITABLE_MIGHT_TEXT":"Se il totale di una tua prova di Forza è inferiore al tuo punteggio di Forza, puoi usare il tuo punteggio di Forza al posto del risultato della prova.","INDOMITABLE_TEXT":"Puoi ritirare un tiro salvezza che fallisci. Se lo fai, devi usare il nuovo risultato.","JACK_OF_ALL_TRADES":"Tuttofare","JACK_OF_ALL_TRADES_TEXT":"Puoi sommare metà del tuo bonus di competenza, arrotondato per difetto, a qualsiasi prova di abilità che effettui e che non includa già il tuo bonus di competenza.","KI":"Ki","KI_EMPOWERED_STRIKES":"Colpi potenziati dal ki","KI_EMPOWERED_STRIKES_TEXT":"I tuoi colpi senz'armi sono considerati magici al fine di superare la resistenza e le immunità agli attacchi non magici e al danno.","KI_TEXT":"Il tuo addestramento ti permette di manipolare l'energia mistica detta ki. Il tuo accesso a questa energia viene rappresentato da un numero di punti ki.\nPuoi spendere questi punti per alimentare vari privilegi derivati dal ki. Inizi conoscendo tre di questi privilegi: Difesa paziente, Passo del vento e Raffica di colpi. Apprenderai altre capacità del ki con l'aumentare dei tuoi livelli in questa classe.\nQuando spendi un punto ki, esso resterà inutilizzabile fino al termine di un riposo breve o lungo, al termine del quale ripristinerai tutto il ki speso. Devi passare almeno 30 minuti di riposo a meditare per recuperare i tuoi punti ki.","LANDS_STRIDE":"Falcata terrena","LANDS_STRIDE_TEXT":"Muoversi attraverso terreno difficile non magico non ti costa più movimento aggiuntivo. Puoi attraversare le piante non magiche senza esserne rallentato e senza subire danni da esse, se presentano spine, spuntoni o simili pericoli.\nInoltre, hai vantaggio ai tiri salvezza contro piante che sono state create o manipolate magicamente per impedire il movimento, come quelle create dall'incantesimo Impigliare.","LAY_ON_HANDS":"Imposizione delle mani","LAY_ON_HANDS_TEXT":"Il tuo tocco benedetto può curare una creatura. Con un'azione, puoi ripristinare i punti ferita di una creatura con cui sei in contatto\nIn alternativa, puoi spendere 5 punti dalla tua riserva di guarigione per curare il bersaglio di una malattia o neutralizzare un veleno che lo affligge. Puoi curare più malattie e neutralizzare più veleni con una singola Imposizione delle mani, spendendo i punti ferita separatamente per ogni malanno.\nQuesto privilegio non ha effetto su non morti o costrutti.","MAGICAL_SECRETS":"Segreti magici","MAGICAL_SECRETS_TEXT":"Hai ormai saccheggiato il sapere magico di un ampio spettro di discipline. Scegli due incantesimi di qualsiasi classe, compresa questa. Gli incantesimi scelti devono essere di un livello di cui possiedi slot incantesimo, come mostrato sulla tabella del Bardo, o un trucchetto.\nGli incantesimi scelti sono considerati incantesimi da bardo e sono inclusi nel valore della colonna Incantesimi Conosciuti sulla tabella del Bardo.\nApprendi due ulteriori incantesimi di qualsiasi classe al 14° livello, e di nuovo al 18° livello.","MARTIAL_ARTS":"Arti marziali","MARTIAL_ARTS_TEXT":"Esperto di arti marziali, usi stili di combattimento con colpi senz'armi e armi da monaco, cioè le spade corte e qualsiasi arma semplice che non abbia le proprietà a due mani o pesante.\nQuando non hai armi o impugni solo armi da monaco, se non indossi armature o impugnando scudi, guadagni i seguenti benefici:\n•Puoi usare la Destrezza invece della Forza per i tiri di attacco e di danno dei tuoi colpi senz'armi e le tue armi da monaco.\n•Puoi tirare un d4 invece del normale danno del tuo colpo senz'armi o arma da monaco. Il dado cambia col tuo aumentare di livello da monaco.\n•Quando usi l'azione di attacco con un colpo senz'armi o un'arma da monaco, puoi effettuare un colpo senz'armi come azione bonus. Ad esempio, se effettui l'azione di attacco e attacchi con un bastone da combattimento, puoi effettuare anche un colpo senz'armi come azione bonus, purché tu non abbia già effettuato un'azione bonus durante quel turno.\nCerti stili di arti marziali impiegano forme specializzate delle armi da monaco. Ad esempio, potresti usare un randello composto da due pezzi di legno connessi da una catena (detto nunchaku), o un falcetto munito di una lama più corta e diritta (detto kama). Quale che sia il nome dato alla tua arma da monaco, usa le statistiche delle armi nel Manuale del Giocatore.","METAMAGIC":"Metamagia","METAMAGIC_CAREFUL_SPELL":"Incantesimo attento","METAMAGIC_CAREFUL_SPELL_TEXT":"Quando esegui un incantesimo che forza un'altra creatura ad effettuare un tiro salvezza, puoi proteggere alcune creature dal pieno impatto dell'incantesimo. Per farlo, spendi 1 punto stregoneria e scegli un numero di creature pari a [[@{charisma_mod}]] (minimo una creatura). Una creatura così scelta riesce automaticamente il suo tiro salvezza contro l'incantesimo.","METAMAGIC_DISTANT_SPELL":"Incantesimo distante","METAMAGIC_DISTANT_SPELL_TEXT":"Quando esegui un incantesimo che ha portata di 1,5 metri o superiore, puoi spendere 1 punto stregoneria per raddoppiare la portata di quell'incantesimo.\nQuando esegui un incantesimo con portata: contatto, puoi spendere 1 punto stregoneria per trasformare la portata dell'incantesimo in 9 metri.","METAMAGIC_EMPOWERED_SPELL":"Incantesimo potenziato","METAMAGIC_EMPOWERED_SPELL_TEXT":"Quando tiri il danno per un incantesimo, puoi spendere 1 punto stregoneria per ritirare un numero di dadi fino a un massimo di [[@{charisma_mod}]] (minimo un dado). Devi usare il nuovo risultato.\nPuoi usare Incantesimo Potenziato anche se hai già usato una diversa opzione di Metamagia durante l'esecuzione dell'incantesimo.","METAMAGIC_EXTENDED_SPELL":"Incantesimo esteso","METAMAGIC_EXTENDED_SPELL_TEXT":"Quando esegui un incantesimo che ha durata 1 minuto o superiore, puoi spendere 1 punto stregoneria per raddoppiarne la durata, fino ad una durata massima di 24 ore.","METAMAGIC_HEIGHTENED_SPELL":"Incantesimo intensificato","METAMAGIC_HEIGHTENED_SPELL_TEXT":"Quando esegui un incantesimo che obbliga una creatura a effettuare un tiro salvezza per resisterne agli effetti, puoi spendere 3 punti stregoneria per dare a un bersaglio dell'incantesimo svantaggio al suo primo tiro salvezza effettuato contro l'incantesimo.","METAMAGIC_QUICKENED_SPELL":"Incantesimo rapido","METAMAGIC_QUICKENED_SPELL_TEXT":"Quando esegui un incantesimo con tempo di esecuzione 1 azione, puoi spendere 2 punti stregoneria per cambiare, per quella esecuzione, il tempo di esecuzione in 1 azione bonus.","METAMAGIC_SUBTLE_SPELL":"Incantesimo impercettibile","METAMAGIC_SUBTLE_SPELL_TEXT":"Quando esegui un incantesimo, puoi spendere 1 punto stregoneria per eseguirlo senza componenti somatiche o componenti verbali.","METAMAGIC_TEXT":"Ottieni l'abilità di plasmare i tuoi incantesimi secondo le tue necessità. Ottieni due delle seguenti opzioni di Metamagia di tua scelta. Ne ottieni un'altra al 10° e 17° livello.\nPuoi usare una sola opzione di Metamagia su di un incantesimo da te eseguito, a meno che non sia indicato altrimenti.\nIncantesimo Attento, Incantesimo Distante, Incantesimo Esteso, Incantesimo Gemellato, Incantesimo Impercettibile, Incantesimo Intensificato, Incantesimo Potenziato, Incantesimo Rapido.","METAMAGIC_TWINNED_SPELL":"Incantesimo gemellato","METAMAGIC_TWINNED_SPELL_TEXT":"Quando esegui un incantesimo che ha come bersaglio una sola creatura e non ha una portata personale, puoi spendere un numero di punti stregoneria pari al livello dell'incantesimo (1 punto stregoneria se l'incantesimo è un trucchetto) per aggiungere come bersaglio dello stesso incantesimo una seconda creatura a portata.\nPer avere effetto, l'incantesimo non deve essere in grado di colpire più di una creatura al suo attuale livello di incantesimo. Ad esempio, Dardo incantato e Raggio rovente non sono ammessi, ma Raggio di gelo e Sfera cromatica lo sono.","MYSTIC_ARCANUM":"Arcanum mistico","MYSTIC_ARCANUM_TEXT":"Il tuo patrono ti rivela un segreto magico detto arcanum. Scegli un incantesimo di 6° livello dalla lista degli incantesimi del warlock come arcanum.\nPuoi eseguire il tuo incantesimo arcanum una volta senza spendere slot incantesimo. Devi terminare un riposo lungo prima di poter usare di nuovo questa capacità.\nAi livelli più alti, ricevi altri incantesimi da warlock che possono essere eseguiti in questa maniera: un incantesimo di 7° livello al 13° livello, un incantesimo di 8° livello al 15° livello e un incantesimo di 9° livello al 17° livello. Recuperi tutti gli usi del tuo Arcanum mistico quando termini un riposo lungo.","NATURAL_EXPLORER":"Esploratore naturale","NATURAL_EXPLORER_TEXT":"Hai particolare familiarità con un tipo di ambiente naturale e sei esperto nel viaggiare e sopravvivere in questa regione. Scegli un tipo di terreno preferito: artico, costa, deserto, foresta, montagna, palude, pianure o l'Underdark. Quando effettui una prova di Intelligenza o Saggezza collegata al tuo terreno preferito, il tuo bonus di competenza viene raddoppiato se stai usando un'abilità in cui sei competente.\nMentre viaggi per un'ora o più sul tuo terreno preferito, ottieni i seguenti benefici:\n•Il terreno difficile non rallenta il movimento del tuo gruppo.\n•Il tuo gruppo non può perdersi se non grazie alla magia.\n•Anche quando sei impegnato in un'altra attività durante il viaggio (come foraggiare, navigare o seguire tracce), sei sempre allerta dei pericoli.\n•Se sei da solo puoi muoverti furtivamente tenendo un'andatura normale.\n•Quando foraggi, trovi il doppio del cibo che troveresti normalmente.\n•Mentre segui le tracce di altre creature ne apprendi anche il numero esatto, la taglia e quanto tempo sia trascorso dal loro passaggio.\nScegli un ulteriore terreno preferito al 6° e al 10° livello.","PACT_BOON":"Beneficio del patto","PACT_BOON_TEXT":"Il tuo patrono ultraterreno ti conferisce un dono per il tuo leale servizio. Ottieni uno dei seguenti privilegi a tua scelta.\nPatto della Catena\nPatto della Lama\nPatto del Tomo","PATIENT_DEFENSE":"Difesa paziente","PATIENT_DEFENSE_TEXT":"Puoi spendere 1 punto ki per usare l'azione Schivare come azione bonus durante il tuo turno.","PERFECT_SELF":"Perfezione interiore","PERFECT_SELF_TEXT":"Quando tiri per l'iniziativa e non hai punti ki rimasti, guadagni 4 punti ki.","PERSISTENT_RAGE":"Ira persistente","PERSISTENT_RAGE_TEXT":"La tua ira è così feroce che termina precocemente solo se cadi senza sensi o se scegli di terminarla.","PRIMAL_CHAMPION":"Campione primordiale","PRIMAL_CHAMPION_TEXT":"Incarni il potere delle terre selvagge. I tuoi punteggi di Forza e Costituzione aumentano di 4. Il tuo massimo per questi punteggi diventa 24.","PRIMEVAL_AWARENESS":"Consapevolezza primordiale","PRIMEVAL_AWARENESS_TEXT":"Puoi usare la tua azione e spendere uno slot incantesimo da Ranger per concentrare la tua consapevolezza sulla regione circostante. Per 1 minuto per livello dello slot incantesimo speso, puoi percepire se le seguenti creature siano presenti entro 1,5 km da te (o entro 10 km se sei nel tuo terreno preferito): aberrazioni, celestiali, draghi, elementali, fatati, immondi e non morti. Questo privilegio non rivela la posizione o il numero delle creature.","PURITY_OF_BODY":"Purezza del corpo","PURITY_OF_BODY_TEXT":"La tua padronanza del ki che scorre dentro di te ti rende immune alle malattie e al veleno.","RAGE":"Ira","RAGE_TEXT":"Durante il tuo turno, puoi entrare in ira con un'azione bonus. Mentre sei in ira, se non stai indossando armature pesanti, ottieni i seguenti benefici:\n•Hai vantaggio alle prove di Forza e ai tiri salvezza sulla Forza.\n•Quando effettui un attacco con arma da mischia usando la Forza, aggiungi RAGE_DAMAGE al tiro per i danni.\n•Hai resistenza ai danni contundenti, perforanti e taglienti.\nSe sei capace di eseguire incantesimi, mentre sei in ira non puoi eseguirli né concentrarti su di essi.\nLa tua ira dura 1 minuto. Termina precocemente se perdi i sensi o se il tuo turno termina e non hai attaccato alcuna creatura ostile né hai subito danni dal tuo ultimo turno. Puoi anche decidere di terminare l'ira durante il tuo turno con un'azione bonus.","RECKLESS_ATTACK":"Attacco sconsiderato","RECKLESS_ATTACK_TEXT":"Quando effettui il tuo primo attacco del tuo turno, puoi decidere se effettuare un attacco incauto. Farlo ti dà vantaggio ai tiri di attacco con armi da mischia che usano la Forza durante questo turno, ma i tiri di attacco contro di te hanno vantaggio fino al tuo prossimo turno.","RELENTLESS_RAGE":"Ira implacabile","RELENTLESS_RAGE_TEXT":"La tua ira può farti continuare a combattere nonostante le ferite più gravi. Se scendi a 0 punti ferita mentre sei in ira, e non muori sul colpo, puoi effettuare un tiro salvezza di Costituzione CD [[10]]. Se lo superi, torni invece a 1 punto ferita.\nOgni volta che usi questo privilegio dopo la prima, la CD aumenta di 5. Al termine di un riposo breve o lungo, la CD riparte da 10.","RELIABLE_TALENT":"Talento affidabile","RELIABLE_TALENT_TEXT":"Hai affinato le tue qualifiche prescelte quasi alla perfezione. Ogni volta che devi compiere una prova di caratteristica che ti permette di sommare il tuo bonus di competenza, puoi trattare il risultato di 9 o meno su un d20 come fosse 10.","SECOND_WIND":"Rifiatare","SECOND_WIND_TEXT":"Durante il tuo turno, puoi usare un'azione bonus per recuperare punti ferita.","SIGNATURE_SPELLS":"Incantesimi distintivi","SIGNATURE_SPELLS_TEXT":"Ottieni la padronanza di due potenti incantesimi e li puoi eseguire con pochi sforzi. Scegli due incantesimi da mago di 3° livello contenuti nel tuo libro degli incantesimi come incantesimi distintivi. Questi incantesimi sono sempre preparati, non sono conteggiati nel numero di incantesimi preparati, e puoi eseguire ciascuno di essi una volta al 3° livello senza spendere uno slot incantesimo. Dopo averlo fatto, non potrai riutilizzarli in questa maniera prima di aver terminato un riposo breve o lungo.\nSe vuoi eseguire uno di questi incantesimi ad un livello più alto, devi spendere uno slot incantesimo come di norma.","SLIPPERY_MIND":"Mente sfuggente","SLIPPERY_MIND_TEXT":"Ricevi competenza nei tiri salvezza sulla Saggezza.","SLOW_FALL":"Caduta lenta","SLOW_FALL_TEXT":"Puoi usare la tua reazione quando cadi per ridurre qualsiasi danno da caduta subito di [[5 * @{monk_level}]].","SNEAK_ATTACK":"Attacco furtivo","SNEAK_ATTACK_TEXT":"Sai colpire con precisione e sfruttare la distrazione di un nemico. Una volta per turno, puoi infliggere danni extra a una creatura che colpisci con un attacco se hai vantaggio sul tiro per colpire. L'attacco deve essere effettuato con un'arma di precisione o a distanza.\nNon hai bisogno di avere vantaggio nel tiro per colpire se un altro nemico del bersaglio è entro 1,5m da lui, a patto che questo nemico non sia incapacitato e che tu non abbia svantaggio sul tiro.","SONG_OF_REST":"Canzone del riposo","SONG_OF_REST_TEXT":"Puoi usare una dolce musica o l'oratoria per aiutare i tuoi alleati feriti a riprendersi durante un riposo breve. Se tu o qualsiasi creatura amica che possa udire la tua esibizione spendete uno più Dadi Vita al termine di un riposo breve, ciascuno di voi recupera 1d6 punti ferita aggiuntivi.\nI punti ferita recuperati aumentano quando raggiungi determinati livelli di questa classe: a 1d8 al 9° livello, a 1d10 al 13° livello, a 1d12 al 17° livello.","SORCEROUS_RESTORATION":"Ripristino stregonesco","SORCEROUS_RESTORATION_TEXT":"Recuperi 4 punti stregoneria usati ogni volta che termini un riposo breve.","SORCERY_POINTS":"Punti stregoneria","SORCERY_POINTS_TEXT":"Puoi usare i tuoi punti stregoneria per ottenere slot incantesimi aggiuntivi o sacrificare slot incantesimo per ottenere punti stregoneria aggiuntivi.","SPELL_MASTERY":"Padronanza degli incantesimi","SPELL_MASTERY_TEXT":"Hai ottenuto una tale padronanza di certi incantesimi da poterli eseguire a volontà. Scegli un incantesimo da mago di 1° livello e un incantesimo da mago di 2° livello che sono nel tuo libro degli incantesimi. Dopo averli preparati, puoi eseguire questi incantesimi al loro livello più basso senza spendere slot incantesimo. Se vuoi eseguire uno di questi incantesimi ad un livello più alto, devi spendere uno slot incantesimo come di norma.\nPassando 8 ore a studiare, puoi scambiare uno o entrambi gli incantesimi da te scelti per incantesimi diversi dello stesso livello.","STEP_OF_THE_WIND":"Passo del vento","STEP_OF_THE_WIND_TEXT":"Puoi spendere 1 punto ki per usare l'azione Disimpegnarsi o Scattare come azione bonus durante il tuo turno, inoltre la distanza di salto è raddoppiata per il turno.","STILLNESS_OF_MIND":"Quiete mentale","STILLNESS_OF_MIND_TEXT":"Puoi usare la tua azione per terminare un effetto su di te che ti stia causando l'effetto affascinato o spaventato.","STROKE_OF_LUCK":"Colpo di fortuna","STROKE_OF_LUCK_TEXT":"Hai una prodigiosa predisposizione per riuscire nel momento del bisogno. Se il tuo attacco manca un bersaglio entro la portata o il raggio di azione, puoi trasformarlo in un attacco riuscito. In alternativa, se fallisci una prova di abilità, puoi trattare il risultato del d20 come se fosse 20.","STUNNING_STRIKE":"Colpo stordente","STUNNING_STRIKE_SAVING_THROW_FAILURE":"o restare stordito fino al termine del tuo prossimo turno","STUNNING_STRIKE_TEXT":"Puoi interferire con il flusso del ki nel corpo di un avversario. Quando colpisci un'altra creatura con un attacco con arma da mischia, puoi spendere 1 punto ki per tentare un colpo stordente. Il bersaglio deve riuscire un tiro salvezza di Costituzione o restare stordito fino al termine del tuo prossimo turno.","SUPERIOR_INSPIRATION":"Ispirazione superiore","SUPERIOR_INSPIRATION_TEXT":"Se tiri per l'iniziativa e non hai più utilizzi di Ispirazione bardica rimasti, ne recuperi uno.","THIEVES_CANT":"Gergo da ladri","THIEVES_CANT_TEXT":"Durante il tuo addestramento hai appreso il gergo dei ladri, una miscela segreta di dialetti, gergo e codici che ti permettono di nascondere dei messaggi in conversazioni apparentemente normali. Solo un'altra creatura che conosca il gergo dei ladri può comprendere questi messaggi. Ci vuole il quadruplo del tempo per trasmettere un simile messaggio rispetto alla normale conversazione.\nInoltre, comprendi una serie di segni e simboli segreti impiegati per inviare messaggi semplici e brevi, per identificare un'area come pericolosa o territorio della gilda dei ladri, se c'è del bottino nelle vicinanze, o se le persone del luogo sono facili prede o possano fornire un rifugio ad un ladro in fuga.","TIMELESS_BODY":"Corpo senza tempo","TIMELESS_BODY_DRUID_TEXT":"La magia primordiale che possiedi fa sì che il tuo corpo invecchi più lentamente. Per ogni decina di anni che passa, il tuo corpo invecchia solo di 1.","TIMELESS_BODY_MONK_TEXT":"Il tuo ki ti dà sostentamento e non soffri della fragilità della vecchiaia, né puoi essere invecchiato magicamente. Puoi comunque morire di vecchiaia. Inoltre, non hai più bisogno di cibo né acqua.","TONGUE_OF_THE_SUN_AND_MOON":"Lingua del Sole e della Luna","TONGUE_OF_THE_SUN_AND_MOON_TEXT":"Hai imparato a toccare il ki di altre menti e comprendi tutte le lingue parlate. Inoltre, ogni creatura che può capire almeno una lingua comprende quello che dici.","UNARMORED_DEFENSE":"Difesa senza armatura","UNARMORED_DEFENSE_BARBARIAN_TEXT":"Se non indossi alcuna armatura, la tua Classe Armatura equivale a 10 + il tuo modificatore di Destrezza + il tuo modificatore di Costituzione. Puoi usare uno scudo e comunque beneficiare di questa capacità.","UNARMORED_DEFENSE_MONK_TEXT":"Se non indossi armatura e non imbracci uno scudo, la tua CA equivale a 10 + il tuo modificatore di Destrezza + il tuo modificatore di Saggezza.","UNARMORED_MOVEMENT":"Movimento senza armatura","UNARMORED_MOVEMENT_TEXT":"La tua velocità aumenta di UNARMORED_MOVEMENT_FEET metri se non indossi un'armatura o imbracci uno scudo. Questo bonus aumenta quando raggiungi determinati livelli da monaco.\nAl 9° livello, ottieni la capacità di muoverti lungo superfici verticali e sopra liquidi nel tuo turno senza cadere durante il movimento.","UNCANNY_DODGE":"Schivata prodigiosa","UNCANNY_DODGE_TEXT":"Quando un attaccante che sei in grado di vedere ti colpisce con un attacco, puoi usare la tua reazione per dimezzare il danno dell'attacco effettuato contro di te.","VANISH":"Svanire","VANISH_TEXT":"Puoi usare l'azione Nascondersi come azione bonus durante il tuo turno. Inoltre, le tue tracce, a meno che tu non decida di lasciarne, non possono essere rilevate se non con mezzi magici.","WARLOCK_SPELL_SLOTS":"Slot incantesimo Warlock","WARLOCK_SPELL_SLOTS_TEXT":"Incantesimi lanciati al massimo livello.","WILD_SHAPE":"Forma selvatica","WILD_SHAPE_NO_FLYING":" e che non abbia una velocità di volare","WILD_SHAPE_NO_FLYING_OR_SWIMMING":" e che non abbia una velocità di volare né di nuotare","WILD_SHAPE_TEXT":"Puoi usare la tua azione per assumere magicamente la forma di una bestia che hai già visto in precedenza. Puoi trasformarti in una qualsiasi bestia che abbia un grado di sfida pari a CHALLENGE_RATING o inferioreLIMITATIONS.\nPuoi restare in forma selvatica per ore pari a metà del tuo livello da druido. Dopodiché ritorni alla tua forma normale a meno che tu non spenda un altro utilizzo di questa capacità. Puoi ritornare alla tua forma normale precocemente usando un'azione bonus durante il tuo turno. Ritorni automaticamente alla tua forma normale se cadi privo di sensi, se scendi a 0 punti ferita o se muori.\nMentre sei trasformato si applicano le seguenti regole:\n•Le tue caratteristiche vengono sostituite da quelle della forma che assumi, fatta eccezione per allineamento, personalità e punteggi di Intelligenza, Saggezza e Carisma. Mantieni anche tutte le competenze nei tiri salvezza e nelle abilità e in aggiunta guadagni quelle della creatura. Se la creatura ha una tua stessa competenza ma il suo punteggio è maggiore del tuo, usa quello della creatura al posto del tuo. Se la creatura ha azioni leggendarie o della tana non le puoi usare.\n•Quando ti trasformi, assumi i punti ferita e i Dadi Vita della bestia. Quando torni alla tua forma normale, ritorni al totale di punti ferita che avevi prima della trasformazione. Se però ritorni alla tua forma normale come conseguenza di essere sceso a 0 punti ferita, gli eventuali danni in eccesso vengono applicati alla tua forma normale. Fintantoché i danni in eccesso non riducono la tua forma normale a 0 punti ferita non perdi i sensi.\n•Non puoi lanciare incantesimi e la tua capacità di parlare o usare un'azione che richieda le tue mani è limitata alle capacità della forma selvatica. Trasformarsi non interrompe la concentrazione di un incantesimo che hai già lanciato, né ti impedisce di usare azioni che siano parti di un incantesimo che hai già lanciato, come nel caso di Chiamare fulmini.\n•Mantieni i benefit di ogni capacità di classe, razza o altra origine e puoi usarli se la tua nuova forma è fisicamente capace di farlo. Non puoi però usare sensi speciali, come Scurovisione, a meno che la tua nuova forma non abbia anch'essa quella capacità sensoriale.\n•Puoi scegliere se il tuo equipaggiamento cada a terra nel tuo spazio, se si fonda nella tua nuova forma o se venga indossato da essa. L'equipaggiamento indossato funziona normalmente, ma il DM decide se è pratico per la nuova forma usare dell'equipaggiamento, basandosi sulla forma e la taglia della creatura. Il tuo equipaggiamento non cambia taglia o forma per accomodare la nuova forma e ogni pezzo di equipaggiamento che la nuova forma non può indossare deve cadere a terra o essere inglobato in essa. L'equipaggiamento che viene inglobato non ha effetto finché non lasci la forma."},"CLASS_FEATURES_TITLE":"Capacità di classe","CLASS_LEVELS":"Livelli di classe","CLERIC":"Chierico","CLIMB":"Scalare","COINAGE":"Denaro","COINS_CP":"MR","COINS_EP":"ME","COINS_GP":"MO","COINS_PP":"MP","COINS_SP":"MA","COIN_CONVERSION_GP_PER_CP":"Rame per Oro (100)","COIN_CONVERSION_GP_PER_EP":"Electrum per Oro (2)","COIN_CONVERSION_GP_PER_PP":"Oro per Platino(10)","COIN_CONVERSION_GP_PER_SP":"Argento per Oro(10)","COLD":"freddo","COLOR":"Colore","COMPONENTS":"Componenti","CON":"Cos","CONC":"Conc.","CONCENTRATION":"Concentrazione","CONDENSE":"Riduci","CONDITION_IMMUNITIES":"Immunità alle condizioni","CONJURATION":"Invocazione","CONSTITUTION":"Costituzione","CONTENT":"Contenuto","CORE":"Base","CRIT":"Crit.","CRIT_ATTACHER_TOOLTIP":"Seleziona una o più categorie e critici ulteriori per mostrare questo messaggio solo quando si verifica un critico in quella categoria. Non funziona per Freeform.","CRIT_RANGE":"Minaccia Crit.","CURRENT":"Attuale","CUSTOM":"Personalizzato","CUSTOM_GOLD_VALUES":"Valori d'oro personalizzati","CUSTOM_NAME":"Nome personalizzato","DAMAGE":"Danno","DAMAGE_IMMUNITIES":"Immunità ai danni","DAMAGE_RESISTANCES":"Resistenze ai danni","DAMAGE_VULNERABILITIES":"Vulnerabilità ai danni","DARKVISION":"Scurovisione","DC":"CD","DEATH_SAVES":"TS vs Morte","DECEPTION":"Raggirare","DEFAULT_ABILITY":"Caratt. default","DEFAULT_ABILITY_TOOLTIP":"Stabilisce la caratteristica per i CD dei tiri salvezza quando si importa un incantesimo o un attacco. Se anche \"Agg. Modificatore Incantesimi\" è settato sull'oggetto importato, sarà applicato anche alla caratteristica per i danni e per curare.","DEX":"Des","DEXTERITY":"Destrezza","DICE":"Dadi","DIE":"Dado","DISADVANTAGE":"Svantaggio","DISPLAY_TEXT":"Testo","DIVINATION":"Divinazione","DMG":"DANNI","DONT":"No","DRUID":"Druido","DURATION":"Durata","EFFECT":"Effetto","EMOTE":"Emote","ENCHANTMENT":"Ammaliamento","ENCUMBERED":"Sovraccarico","ENCUMBERED_HEAVILY":"Sovraccarico+","EQUIPMENT":"Equipagg.","EVERY":"ogni","EVOCATION":"Evocazione","EXHAUSTION_LEVEL":"Livello di sfinimento","EXHAUSTION_LEVEL_1":"Svantaggio alle prove di caratteristica","EXHAUSTION_LEVEL_2":"Velocità dimezzata","EXHAUSTION_LEVEL_3":"Svantaggio ai tiri per colpire e ai tiri salvezza","EXHAUSTION_LEVEL_4":"Punti ferita massimi dimezzati","EXHAUSTION_LEVEL_5":"Velocità ridotta a 0","EXHAUSTION_LEVEL_6":"Morte","EXPERIENCE_POINTS":"Punti esperienza","EXPERTISE":"Perizia","EXTRAS":"Extra","EYES":"Occhi","FAILURES":"Fallimenti","FEATURES":"Caratteristiche","FEATURES_AND_TRAITS":"Caratteristiche e tratti","FIELD":"Campo","FIGHTER":"Guerriero","FILTERS":"Filtri","FINESSE":"Finezza","FIRE":"fuoco","FLAT_HEAL":"Cura base","FLAWS":"Difetti","FLY":"Volare","FORCE":"forza","FREEFORM":"Freeform","FREETEXT":"Testo","GARGANTUAN":"Gargantuan","GENDER":"Sesso","GENERATE_SKILLS":"Genera abilità","HAIR":"Capelli","HALFLING_LUCK":"Fortuna halfling","HEAL":"Cura","HEAVY_ARMOR":"Armatura pesante","HEIGHT":"Altezza","HIDE_NPC_INFO":"Nascondi info NPC","HIDE_NPC_INFO_ACTION_FREETEXT":"Nasc. testo azione","HIDE_NPC_INFO_ATTACK":"Nasc. attacco","HIDE_NPC_INFO_DAMAGE":"Nasc. danni","HIDE_NPC_INFO_EFFECT":"Nasc. effetto","HIDE_NPC_INFO_NOTE":"Please see the wiki. You'll need to use a browser extension to change the css to show certain parts","HIDE_NPC_INFO_RECHARGE":"Nasc. ricarica","HIDE_NPC_INFO_SAVING_THROW_DC":"Nasc. CD tiro salvezza","HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Nasc. fallimento tiro salvezza","HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Nasc. successo tiro","HIDE_NPC_INFO_SPELL_CONTENT":"Nasc. cont. incantesimo","HIGHER_LEVEL":"Livelli più alti","HISTORY":"Storia","HIT_DICE":"Dadi Vita","HIT_POINTS":"Punti ferita","HIT_POINTS_TEMP":"PF temp.","HOUSERULES":"Houserules","HOVER":"Stazionare","HUGE":"Enorme","IDEALS":"Ideali","ILLUSION":"Illusione","IMPORT":"Importa","INITIATIVE":"Iniziativa","INITIATIVE_BONUS":"Bonus Iniziativa","INSIGHT":"Intuizione","INSPIRATION":"Ispirazione","INT":"Int","INTELLIGENCE":"Intelligenza","INTIMIDATION":"Intimidazione","INVESTIGATION":"Investigare","JACK_OF_ALL_TRADES":"Tuttofare","LAIR_ACTIONS":"Azioni della Tana","LANGUAGES":"lingue","LARGE":"Grande","LBS":"lb","LEGENDARY_ACTIONS":"Azioni Leggendarie","LEGENDARY_ACTIONS_TEXT_1":"Il/La","LEGENDARY_ACTIONS_TEXT_2":"può usare","LEGENDARY_ACTIONS_TEXT_3":"azioni leggendarie, a scelta tra le opzioni sottostanti. Può essere usata una sola opzione per volta e solamente al termine del turno di un'altra creatura. Il/La","LEGENDARY_ACTIONS_TEXT_4":"riacquista le azioni leggendarie usate all'inizio del proprio turno.","LEVEL":"Livello","LEVELS":"Livelli","LIGHTNING":"fulmine","LIGHT_ARMOR":"Armatura leggera","LONG_REST":"Rip. lungo","MACROS":"Macro","MATERIAL_M":"M","MAX":"Max","MEDICINE":"Medicina","MEDIUM":"Media","MEDIUM_ARMOR":"Armatura media","MEDIUM_ARMOR_MAX_DEX":"Armatura media max DES","MELEE":"Mischia","MISC":"Varie","MISCELLANEOUS":"Varie","MISCELLANEOUS_NOTES":"Note","MONK":"Monaco","MOVEMENT":"Movimento","MULTIPLIER":"Moltiplicatore","NAME":"Nome","NATURE":"Natura","NECROMANCY":"Necromanzia","NECROTIC":"necrotico","NO":"No","NORMAL":"Normale","NPC":"PNG","OTHER":"Altro","OTHER_ARMOR":"Altra armatura","OTHER_PROFICIENCIES_AND_LANGUAGES":"Altre competenze e lingue","OUTPUT":"Output","OUTPUT_DEATH_SAVING_THROWS":"Output TS vs Morte","OUTPUT_SHEET":"Output scheda","PALADIN":"Paladino","PC":"PG","PERCEPTION":"Percezione","PERFORMANCE":"Performance","PERSONALITY_TRAITS":"Tratti personalità","PERSUASION":"Persuasione","PIERCING":"perforante","POINTS_OF_ORIGIN":"Punti di origine","POISON":"veleno","PREPARED":"Preparati","PROF":"Comp.","PROFICIENCIES":"Competenze","PROFICIENCY_BONUS":"Bonus competenza","PROFICIENT":"Competente","PSYCHIC":"psichico","PUBLIC_FOR_ALL":"Visibile a tutti","QTY":"Qtà","QUERY":"Query","RACE":"Razza","RADIANT":"radiante","RANGE":"Portata","RANGED":"A distanza","RANGER":"Ranger","REACH":"Portata","REACTION":"Reazione","REACTIONS":"Reazioni","RECHARGE":"Ricarica","REGIONAL_EFFECTS":"Effetti regionali","RELIGION":"Religione","REMARKABLE_ATHLETE":"Atleta impressionante","REQUIRES_API":"Questa opzione richiede l'API","RESISTANCES_AND_IMMUNITIES":"Resistenze e immunità","RESOURCES":"Risorse","RESTS":"Riposo","RITUAL":"Rituale","ROGUE":"Furfante","ROLL_2":"Tira 2","ROLL_OPTIONS":"Opzioni tiro","ROLL_TEMPLATE":"Template tiro","SAVING_DC":"CD salvezza","SAVING_THROW":"Tiro salvezza","SAVING_THROWS":"Tiri salvezza","SAVING_THROWS_QUERY":"Query tiri salvezza","SAVING_THROW_DC":"CD tiro salvezza","SENSES":"Sensi","SHIELD":"Scudo","SHORT_REST":"Rip. breve","SHOW_ALL":"Mostra tutto","SHOW_PASSIVE":"Mostra passiva","SHOW_RESTS":"Mostra rip.","SHOW_TARGET_AC_ON_ATTACKS":"CA bersaglio negli attacchi","SHOW_TARGET_NAME_ON_ATTACKS":"Nome bersaglio negli attacchi e TS","SIZE":"Taglia","SKILL":"Abilità","SKILLS_TITLE":"Abilità","SKIN":"Pelle","SLASHING":"tagliente","SLEIGHTOFHAND":"Agilità di mano","SMALL":"Piccola","SOMATIC_S":"S","SORCERER":"Stregone","SOURCE":"Fonte","SPECIAL_EFFECTS":"Effetti speciali","SPEED":"Velocità","SPELL":"Incant.","SPELLCASTING":"Incantatore","SPELLCASTING_LEVEL":"Livello incantatore","SPELLS":"Incantesimi","SPELL_LEVEL":"Livello incant.","SPELL_MUST_HAVE":"Incantesimi devono avere","SPELL_POINTS":"Punti inc.","SPELL_POINTS_TITLE":"Punti inc.","SPELL_SLOTS":"Slot inc.","SPELL_SLOTS_TITLE":"Slot inc.","STATBLOCK":"Statistiche","STEALTH":"Furtività","STR":"For","STRENGTH":"Forza","SUCCESSES":"Successi","SURVIVAL":"Sopravvivenza","SWIM":"Nuotare","TARGET":"Bersaglio","THUNDER":"tuono","TINY":"Minuscola","TOTAL":"Totale","TO_TRACKER":"Invia al contatore","TRACKER":"Contatore","TRAITS":"Tratti","TRANSMUTATION":"Trasmutazione","TREMORSENSE":"Senso tellurico","TRUESIGHT":"Visione del vero","TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva \"filters\"","TYPE":"Tipo","UNARMORED":"senza armatura","UNPROFICIENT":"Non competente","USED":"Usati","USES":"Usi","VERBAL_V":"V","VISION":"Vista","VS_FIEND_OR_UNDEAD":"vs non morti o immondi","WARLOCK":"Warlock","WARLOCK_SPELL_SLOTS":"Slot inc. Warlock","WEIGHT":"Peso","WHISPERED_TO_GM":"Sussurrato al GM","WIS":"Sag","WISDOM":"Saggezza","WIZARD":"Mago","YES":"Sì"},"ru":{"AC":"КБ","AC_ARMORED":"КБ (в доспехах)","AC_BONUS":"КБ Бонус","AC_UNARMORED":"КБ (без доспехов)","AGE":"Возраст","ALIGNMENT":"Мировоззрение","APPEARANCE":"Внешний Вид","ARMOR":"Доспехи","ARMOR_CLASS":"Класс Брони","ATTACKS":"Нападки","BARBARIAN":"Варвар","BARD":"Бард","BLINDSIGHT":"Слеповидение","BONUS":"Бонус","BURROW":"Ползание","CARRIED":"У персонажа","CARRYING_CAPACITY":"Грузоподъемность","CARRYING_PUSH_DRAG_LIFT":"Можно поднять\\перенести","CASTERS_FULL":"","CASTERS_HALF":"","CASTERS_THIRD":"","CHA":"Хар","CHARACTER_NAME":"Имя Персонажа","CHARISMA":"Харизма","CLASSES_TITLE":"Классы","CLASS_FEATURES_TITLE":"Способности Класса","CLASS_TITLE":"Класс","CLERIC":"Жрец","COINAGE":"чеканка монет","COINS_CP":"ММ","COINS_EP":"ЭМ","COINS_GP":"ЗМ","COINS_PP":"ПМ","COINS_SP":"СМ","COINS_TOTAL_GOLD":"Всего Золото","CON":"Tел","CONSTITUTION":"Телосложение","CREATURE_NAME":"Имя Существа","CURRENT":"Текущее","DARKVISION":"Темновидение","DESCRIPTION":"Описание","DEX":"Лов","DEXTERITY":"Ловкость","DONT":"Не добавлять","DRUID":"Друид","ENCUMBERED":"Перегрузка","ENCUMBERED_HEAVILY":"Сил.Перегрузка","EXPERTISE":"Эксперт","EYES":"Глаза","FEAT":"подвиг","FEATS":"Подвиги","FIGHTER":"Воин","FINESSE":"Фехтовальное","GENDER":"Пол","HAIR":"Волосы","HEAVY":"Тяжелые","HEIGHT":"Рост","HIT_DICE":"Кость Хитов","HIT_POINTS":"Хит Поинты","IF":"Если","INT":"Инт","INTELLIGENCE":"Интеллект","JACK_OF_ALL_TRADES":"Мастер на все руки","LANGUAGES":"Языки","LEVEL":"Уровень","LIGHT":"Легкие","MAX":"Max","MEDIUM":"Средние","MONK":"Монах","NAME":"Наименование","NO":"Нет","OTHER":"Другое","OUTPUT":"Результат","PALADIN":"Паладин","PROFICIENCIES":"Мастерство","PROFICIENT":"Владение","PUBLIC_FOR_ALL":"Всем в кампании","QTY":"Клво","QUANTITY":"Количество","RACE":"Раса","RANGER":"Следопыт","ROGUE":"Плут","SIZE":"Размер","SKILLS_TITLE":"Навыки","SKIN":"Кожа","SORCERER":"Чародей","SOURCE":"Источник","SPELLS":"Магия","STR":"Сила","STRENGTH":"Сила","TEMP":"Врем","TOTAL":"Всего","TO_TRACKER":"Добавлять в список","TREMORSENSE":"Чувство вибрации","TRUESIGHT":"Истинное зрение","TYPE":"Тип","UNARMORED":"Не доспех","UNPROFICIENT":"Нет владеет","WARLOCK":"Колдун","WEIGHT":"Вес","WHISPERED_TO_GM":"Только для ГМ","WIS":"Муд","WISDOM":"Мудрость","WIZARD":"Волшебник","YES":"Да"}};var SKILLS={ACROBATICS:'dexterity',ANIMALHANDLING:'wisdom',ARCANA:'intelligence',ATHLETICS:'strength',DECEPTION:'charisma',HISTORY:'intelligence',INSIGHT:'wisdom',INTIMIDATION:'charisma',INVESTIGATION:'intelligence',MEDICINE:'wisdom',NATURE:'intelligence',PERCEPTION:'wisdom',PERFORMANCE:'charisma',PERSUASION:'charisma',RELIGION:'intelligence',SLEIGHTOFHAND:'dexterity',STEALTH:'dexterity',SURVIVAL:'wisdom'};var CLASSES=['barbarian','bard','cleric','druid','fighter','monk','paladin','ranger','rogue','sorcerer','warlock','wizard'];var ABILITIES=['strength','dexterity','constitution','intelligence','wisdom','charisma'];var translate=function translate(language,key){var translatedValue=void 0;if(key.indexOf('.')!==-1){translatedValue=key.split('.').reduce(function(a,b){return a[b];},TRANSLATIONS[language]);}if(TRANSLATIONS[language]&&TRANSLATIONS[language][key]){translatedValue=TRANSLATIONS[language][key];}if(!translatedValue&&language!=='en'){translate('en',key);}return translatedValue;};var capitalize=function capitalize(string){return string.replace(/\w\S*/g,function(txt){return txt.charAt(0).toUpperCase()+txt.substr(1);});};var firstThree=function firstThree(string){return string.substring(0,3);};var round=function round(value,places){return +(Math.round(value+'e+'+places)+'e-'+places);};var getKeyByValue=function getKeyByValue(obj,value){for(var prop in obj){if(obj.hasOwnProperty(prop)){if(obj[prop]===value){return prop;}}}return null;};var calculatePercentDifference=function calculatePercentDifference(oldValue,newValue){return Math.abs((oldValue-newValue)/oldValue*100);};var isUndefined=function isUndefined(value){if(typeof value==='undefined'||value===''){return true;}return false;};var getIntValue=function getIntValue(value,defaultValue){if(!defaultValue){defaultValue=0;}if(value===0||value==='0'){return 0;}return parseInt(value,10)||defaultValue;};var getFloatValue=function getFloatValue(value,defaultValue){if(!defaultValue){defaultValue=0;}return parseFloat(value)||defaultValue;};var exists=function exists(value){if(isUndefined(value)||value===''||value==='0'||value===0){return false;}return true;};var getAbilityModName=function getAbilityModName(varName){if(!varName){return 'strength_mod';}else if(typeof varName==='string'){varName=varName.replace(/\W/g,'');}return varName;};var getAbilityName=function getAbilityName(varName){if(!varName){return 'strength';}return getAbilityModName(varName).replace('_mod','');};var getAbilityValue=function getAbilityValue(v,varName,defaultAbility){if(typeof varName==='undefined'){if(defaultAbility){return getIntValue(v[defaultAbility]);}}else if(exists(varName)){varName=getAbilityModName(varName);return getIntValue(v[varName],0);}return 0;};var getAbilityShortName=function getAbilityShortName(varName,capital){if(!varName){return 'Str';}varName=getAbilityModName(varName);if(capital){varName=capitalize(varName);}return firstThree(varName);};var getRepeatingInfo=function getRepeatingInfo(leadingString,eventInfo){var re=new RegExp(leadingString+'_(-[a-zA-Z0-9-]*)_(.*)');var match=eventInfo.sourceAttribute.match(re);var result=void 0;if(match&&match[1]&&match[2]){result={rowId:match[1],field:match[2]};}return result;};var isEmpty=function isEmpty(obj){for(var prop in obj){if(obj.hasOwnProperty(prop)){return false;}}return true;};var setFinalAttrs=function setFinalAttrs(v,finalSetAttrs,callback){if(!isEmpty(finalSetAttrs)){for(var key in finalSetAttrs){if(finalSetAttrs.hasOwnProperty(key)){if(v[key]===finalSetAttrs[key]){delete finalSetAttrs[key];}}}if(!isEmpty(finalSetAttrs)){console.info('finalSetAttrs',finalSetAttrs);}if(!isEmpty(finalSetAttrs)){if(callback){setAttrs(finalSetAttrs,{},callback);}else {setAttrs(finalSetAttrs);}}}};var fromVOrFinalSetAttrs=function fromVOrFinalSetAttrs(v,finalSetAttrs,value){if(exists(finalSetAttrs[value])){return finalSetAttrs[value];}return v[value];};var parseAttackComponent=function parseAttackComponent(v,repeatingString,finalSetAttrs,options){var parsed=v[repeatingString+'parsed'];if(isUndefined(parsed)){parsed=finalSetAttrs[repeatingString+'parsed'];}if(isUndefined(parsed)||parsed.indexOf(options.parseName)===-1){var aTriggerFieldExists=false;var _iteratorNormalCompletion=true;var _didIteratorError=false;var _iteratorError=undefined;try{for(var _iterator=options.triggerFields[Symbol.iterator](),_step;!(_iteratorNormalCompletion=(_step=_iterator.next()).done);_iteratorNormalCompletion=true){var triggerField=_step.value;if(!isUndefined(v[repeatingString+triggerField])){aTriggerFieldExists=true;}}}catch(err){_didIteratorError=true;_iteratorError=err;}finally {try{if(!_iteratorNormalCompletion&&_iterator.return){_iterator.return();}}finally {if(_didIteratorError){throw _iteratorError;}}}if(aTriggerFieldExists&&isUndefined(v[repeatingString+options.toggleField])){finalSetAttrs[repeatingString+options.toggleField]=options.toggleFieldSetTo;if(isUndefined(finalSetAttrs[repeatingString+'parsed'])){finalSetAttrs[repeatingString+'parsed']='';}finalSetAttrs[repeatingString+'parsed']+=' '+options.parseName;}if(options.attackAbility&&isUndefined(v[repeatingString+'attack_ability'])){finalSetAttrs[repeatingString+'attack_ability']=v.default_ability;}if(options.addCastingModifier){if(!isUndefined(v[repeatingString+'damage'])&&isUndefined(v[repeatingString+'damage_ability'])){finalSetAttrs[repeatingString+'damage_ability']=v.default_ability;}if(!isUndefined(v[repeatingString+'heal'])&&isUndefined(v[repeatingString+'heal_ability'])){finalSetAttrs[repeatingString+'heal_ability']=v.default_ability;}}}};var hasUpperCase=function hasUpperCase(string){return (/[A-Z]/.test(string));};var ordinalSpellLevel=function ordinalSpellLevel(level){var spellLevel='';if(level===0){spellLevel='Cantrip';}else {switch(level%10){case 1:spellLevel=level+'st-level';break;case 2:spellLevel=level+'nd-level';break;case 3:spellLevel=level+'rd-level';break;default:spellLevel=level+'th-level';break;}}return spellLevel;};var versionCompare=function versionCompare(v1,v2,options){var lexicographical=options&&options.lexicographical;var zeroExtend=options&&options.zeroExtend;var v1parts=v1.split('.');var v2parts=v2.split('.');var isValidPart=function isValidPart(x){return (lexicographical?/^\d+[A-Za-z]*$/:/^\d+$/).test(x);};if(!v1parts.every(isValidPart)||!v2parts.every(isValidPart)){return NaN;}if(zeroExtend){while(v1parts.length<v2parts.length){v1parts.push('0');}while(v2parts.length<v1parts.length){v2parts.push('0');}}if(!lexicographical){v1parts=v1parts.map(Number);v2parts=v2parts.map(Number);}for(var i=0;i<v1parts.length;++i){if(v2parts.length===i){return 1;}if(v1parts[i]===v2parts[i]){continue;}else if(v1parts[i]>v2parts[i]){return 1;}else {return -1;}}if(v1parts.length!==v2parts.length){return -1;}return 0;};var getAbilityMod=function getAbilityMod(score){return Math.floor((getIntValue(score)-10)/2);};var addArithmeticOperator=function addArithmeticOperator(string,number){var value=number;if(string){if(number<0){value=' - '+Math.abs(number);}else {value=' + '+number;}}return value;};var numberWithCommas=function numberWithCommas(x){var parts=x.toString().split('.');parts[0]=parts[0].replace(/\B(?=(\d{3})+(?!\d))/g,',');return parts.join('.');};var findClosest=function findClosest(array,goal){return array.reduce(function(prev,curr){return Math.abs(curr-goal)<Math.abs(prev-goal)?curr:prev;});};var getCorrectAbilityBasedOnBonus=function getCorrectAbilityBasedOnBonus(finalSetAttrs,repeatingString,fieldName,bonus,spellMods,meleeMods,spellAttack,rangedAttack,dexMod){var closest=void 0;if(bonus){if(spellAttack){closest=findClosest(spellMods,bonus);bonus-=closest;if(closest===spellMods[0]){finalSetAttrs[repeatingString+fieldName]='@{intelligence_mod}';}else if(closest===spellMods[1]){finalSetAttrs[repeatingString+fieldName]='@{wisdom_mod}';}else if(closest===spellMods[2]){finalSetAttrs[repeatingString+fieldName]='@{charisma_mod}';}}else {if(rangedAttack){finalSetAttrs[repeatingString+'attack_ability']='@{dexterity_mod}';bonus-=dexMod;}else {closest=findClosest(meleeMods,bonus);bonus-=closest;if(closest===meleeMods[0]){finalSetAttrs[repeatingString+fieldName]='@{strength_mod}';}else if(closest===meleeMods[1]){finalSetAttrs[repeatingString+fieldName]='@{dexterity_mod}';}}}}else {finalSetAttrs[repeatingString+fieldName]=0;}return bonus;};var getAnyCorrectAbilityBasedOnBonus=function getAnyCorrectAbilityBasedOnBonus(finalSetAttrs,repeatingString,fieldName,bonus,abilityMods){var closest=findClosest(abilityMods,bonus);if(bonus){bonus-=closest;if(closest===abilityMods[0]){finalSetAttrs[repeatingString+fieldName]='@{strength_mod}';}else if(closest===abilityMods[1]){finalSetAttrs[repeatingString+fieldName]='@{dexterity_mod}';}else if(closest===abilityMods[2]){finalSetAttrs[repeatingString+fieldName]='@{constitution_mod}';}else if(closest===abilityMods[3]){finalSetAttrs[repeatingString+fieldName]='@{intelligence_mod}';}else if(closest===abilityMods[4]){finalSetAttrs[repeatingString+fieldName]='@{wisdom_mod}';}else if(closest===abilityMods[5]){finalSetAttrs[repeatingString+fieldName]='@{charisma_mod}';}}else {finalSetAttrs[repeatingString+fieldName]=0;}return bonus;};var lowercaseDamageTypes=function lowercaseDamageTypes(string){if(!string){string='';}return string.replace('Acid','acid').replace('Cold','cold').replace('Fire','fire').replace('Force','force').replace('Lightning','lightning').replace('Necrotic','necrotic').replace('Poison','poison').replace('Psychic','psychic').replace('Radiant','radiant').replace('Thunder','thunder').replace('Bludgeoning','bludgeoning').replace('Piercing','piercing').replace('Slashing','slashing').replace('And','and').replace('From','from').replace('Nonmagical','nonmagical').replace('Weapons','weapons').replace('That','that').replace('Aren\'t','aren\'t').replace('Silvered','silvered').replace('Adamantine','adamantine');};var showSign=function showSign(value){if(value>=0){value='+'+value;}return value;};var calculateGold=function calculateGold(){var collectionArray=['cp','copper_per_gold','sp','silver_per_gold','ep','electrum_per_gold','gp','pp','platinum_per_gold'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var copperPieces=getFloatValue(v.cp);var silverPieces=getFloatValue(v.sp);var electrumPieces=getFloatValue(v.ep);var goldPieces=getFloatValue(v.gp);var platinumPieces=getFloatValue(v.pp);var copperPerGold=getFloatValue(v.copper_per_gold,100);var silverPerGold=getFloatValue(v.silver_per_gold,10);var electrumPerGold=getFloatValue(v.electrum_per_gold,2);var platinumPerGold=getFloatValue(v.platinum_per_gold,10);finalSetAttrs.total_gp=(copperPieces/copperPerGold+silverPieces/silverPerGold+electrumPieces/electrumPerGold+goldPieces+platinumPieces*platinumPerGold).toFixed(2);finalSetAttrs.weight_coinage=(copperPieces+silverPieces+electrumPieces+goldPieces+platinumPieces)/50;setFinalAttrs(v,finalSetAttrs);});};on('change:cp change:copper_per_gold change:sp change:silver_per_gold change:ep change:electrum_per_gold change:gp change:pp change:platinum_per_gold',function(){calculateGold();});var updateAbilityModifier=function updateAbilityModifier(ability){var collectionArray=[ability,ability+'_bonus',ability+'_mod',ability+'_mod_with_sign',ability+'_check_mod',ability+'_check_mod_formula',ability+'_check_bonus','global_ability_bonus','strength_mod','dexterity_mod','jack_of_all_trades_toggle','jack_of_all_trades','remarkable_athlete_toggle','remarkable_athlete','global_check_bonus'];var finalSetAttrs={};if(ability==='strength'||ability==='dexterity'){collectionArray.push('finesse_mod');}if(ability==='strength'){collectionArray.push('weight_multiplier');collectionArray.push('carrying_capacity');collectionArray.push('max_push_drag_lift');collectionArray.push('encumbered');collectionArray.push('heavily_encumbered');}getAttrs(collectionArray,function(v){var abilityScore=getIntValue(v[ability]);var abilityBonus=getIntValue(v[ability+'_bonus']);var globalAbilityBonus=v.global_ability_bonus;var abilityScoreCalc=abilityScore+abilityBonus;if(!isNaN(globalAbilityBonus)){abilityScoreCalc+=getIntValue(globalAbilityBonus);}var abilityCheckBonus=getIntValue(v[ability+'_check_bonus']);var abilityMod=getAbilityMod(abilityScoreCalc);var abilityCheck=abilityMod;var abilityCheckFormula=abilityMod+'['+firstThree(ability)+' mod with bonus]';if((ability==='strength'||ability==='dexterity'||ability==='constitution')&&v.remarkable_athlete_toggle==='@{remarkable_athlete}'){var remarkableAthlete=getIntValue(v.remarkable_athlete);abilityCheck+=remarkableAthlete;abilityCheckFormula+=addArithmeticOperator(abilityCheckFormula,remarkableAthlete)+'[remarkable athlete]';}else if(v.jack_of_all_trades_toggle==='@{jack_of_all_trades}'){var jackOfAllTrades=getIntValue(v.jack_of_all_trades);abilityCheck+=jackOfAllTrades;abilityCheckFormula+=addArithmeticOperator(abilityCheckFormula,jackOfAllTrades)+'[jack of all trades]';}if(abilityCheckBonus){abilityCheck+=abilityCheckBonus;abilityCheckFormula+=addArithmeticOperator(abilityCheckFormula,abilityCheckBonus)+'['+ability+' check bonus]';}if(v.global_check_bonus){if(!isNaN(v.global_check_bonus)){abilityCheck+=getIntValue(v.global_check_bonus);}if(abilityCheckFormula){abilityCheckFormula+=' + ';}abilityCheckFormula+='(@{global_check_bonus})[global check bonus]';}finalSetAttrs[ability+'_calculated']=abilityScoreCalc;finalSetAttrs[ability+'_mod']=abilityMod;finalSetAttrs[ability+'_mod_with_sign']=showSign(abilityMod);finalSetAttrs[ability+'_check_mod']=abilityCheck;finalSetAttrs[ability+'_check_mod_with_sign']=showSign(abilityCheck);finalSetAttrs[ability+'_check_mod_formula']=abilityCheckFormula;if(ability==='strength'){finalSetAttrs.finesse_mod=Math.max(abilityMod,getIntValue(v.dexterity_mod));var weightMultiplier=getFloatValue(v.weight_multiplier,1);finalSetAttrs.carrying_capacity=abilityScore*15*weightMultiplier;finalSetAttrs.max_push_drag_lift=abilityScore*30*weightMultiplier;finalSetAttrs.encumbered=abilityScore*5*weightMultiplier;finalSetAttrs.heavily_encumbered=abilityScore*10*weightMultiplier;}else if(ability==='dexterity'){finalSetAttrs.finesse_mod=Math.max(abilityMod,getIntValue(v.strength_mod));}setFinalAttrs(v,finalSetAttrs);});};var updateAbilityModifiers=function updateAbilityModifiers(){updateAbilityModifier('strength');updateAbilityModifier('dexterity');updateAbilityModifier('constitution');updateAbilityModifier('intelligence');updateAbilityModifier('wisdom');updateAbilityModifier('charisma');};on('change:jack_of_all_trades_toggle change:jack_of_all_trades change:global_ability_bonus change:global_check_bonus',function(){updateAbilityModifiers();});on('change:strength change:strength_bonus change:strength_check_mod change:strength_check_bonus change:remarkable_athlete_toggle change:remarkable_athlete change:weight_multiplier',function(){updateAbilityModifier('strength');});on('change:dexterity change:dexterity_bonus change:dexterity_check_mod change:dexterity_check_bonus change:remarkable_athlete_toggle change:remarkable_athlete',function(){updateAbilityModifier('dexterity');});on('change:constitution change:constitution_bonus change:constitution_check_mod change:constitution_check_bonus change:remarkable_athlete_toggle change:remarkable_athlete',function(){updateAbilityModifier('constitution');});on('change:intelligence change:intelligence_bonus change:intelligence_check_mod change:intelligence_check_bonus',function(){updateAbilityModifier('intelligence');});on('change:wisdom change:wisdom_bonus change:wisdom_check_mod change:wisdom_check_bonus',function(){updateAbilityModifier('wisdom');});on('change:charisma change:charisma_bonus change:charisma_check_mod change:charisma_check_bonus',function(){updateAbilityModifier('charisma');});var setTrait=function setTrait(obj){var repeatingItem='repeating_trait';var collectionArray=[];var finalSetAttrs={};var itemId=void 0;if(!obj.name){obj.name=obj.storageName;}getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion2=true;var _didIteratorError2=false;var _iteratorError2=undefined;try{for(var _iterator2=ids[Symbol.iterator](),_step2;!(_iteratorNormalCompletion2=(_step2=_iterator2.next()).done);_iteratorNormalCompletion2=true){var id=_step2.value;var repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'storage_name');collectionArray.push(repeatingString+'name');collectionArray.push(repeatingString+'uses');collectionArray.push(repeatingString+'freetext');collectionArray.push(repeatingString+'saving_throw_toggle');collectionArray.push(repeatingString+'damage_toggle');collectionArray.push(repeatingString+'heal_toggle');collectionArray.push(repeatingString+'extras_toggle');if(repeatingItem==='repeating_trait'){collectionArray.push(repeatingString+'display_text');}for(var prop in obj){if(obj.hasOwnProperty(prop)){collectionArray.push(''+repeatingString+prop);}}}}catch(err){_didIteratorError2=true;_iteratorError2=err;}finally {try{if(!_iteratorNormalCompletion2&&_iterator2.return){_iterator2.return();}}finally {if(_didIteratorError2){throw _iteratorError2;}}}getAttrs(collectionArray,function(v){var repeatingString=void 0;var _iteratorNormalCompletion3=true;var _didIteratorError3=false;var _iteratorError3=undefined;try{for(var _iterator3=ids[Symbol.iterator](),_step3;!(_iteratorNormalCompletion3=(_step3=_iterator3.next()).done);_iteratorNormalCompletion3=true){var id=_step3.value;repeatingString=repeatingItem+'_'+id+'_';if(v[repeatingString+'storage_name']===obj.storageName){itemId=id;}}}catch(err){_didIteratorError3=true;_iteratorError3=err;}finally {try{if(!_iteratorNormalCompletion3&&_iterator3.return){_iterator3.return();}}finally {if(_didIteratorError3){throw _iteratorError3;}}}if(!itemId){itemId=generateRowID();}repeatingString=repeatingItem+'_'+itemId+'_';if(!obj.clear&&isUndefined(v[repeatingString+'storage_name'])){finalSetAttrs[repeatingString+'storage_name']=obj.storageName;}if(!obj.clear&&v[repeatingString+'name']!==obj.name){finalSetAttrs[repeatingString+'name']=obj.name;}delete obj.storageName;if(obj.clear){delete obj.clear;for(var prop in obj){if(obj.hasOwnProperty(prop)&&!isUndefined(v[''+repeatingString+prop])){finalSetAttrs[''+repeatingString+prop]=obj[prop];}}}else {for(var _prop in obj){if(obj.hasOwnProperty(_prop)){if((_prop==='name'||_prop==='freetext')&&(isUndefined(v[''+repeatingString+_prop])||calculatePercentDifference(v[''+repeatingString+_prop].length,obj[_prop].length)<10)){finalSetAttrs[''+repeatingString+_prop]=obj[_prop];}else if(v[''+repeatingString+_prop]!==obj[_prop]){finalSetAttrs[''+repeatingString+_prop]=obj[_prop];}}}if(obj.saving_throw_ability||obj.saving_throw_bonus||obj.saving_throw_vs_ability){finalSetAttrs[repeatingString+'saving_throw_toggle']='@{saving_throw_toggle_var}';}if(obj.damage||obj.damage_ability||obj.damage_bonus){finalSetAttrs[repeatingString+'damage_toggle']='@{damage_toggle_var}';}if(obj.heal||obj.heal_ability||obj.heal_bonus||obj.heal_query_toggle){finalSetAttrs[repeatingString+'heal_toggle']='@{heal_toggle_var}';}if(obj.freetext&&isUndefined(v[repeatingString+'extras_toggle'])){finalSetAttrs[repeatingString+'extras_toggle']='@{extras_var}';}if(obj.uses_max&&!obj.uses&&isUndefined(v[repeatingString+'uses'])){finalSetAttrs[repeatingString+'uses']=obj.uses_max;}if(obj.freetext&&repeatingItem==='repeating_trait'&&(isUndefined(v[repeatingString+'display_text'])||calculatePercentDifference(v[repeatingString+'display_text'].length,obj.freetext.length)<10)){finalSetAttrs[repeatingString+'display_text']=obj.freetext;}}setFinalAttrs(v,finalSetAttrs);return itemId;});});};var setClassFeatures=function setClassFeatures(){var finalSetAttrs={};var collectionArray=['ac_unarmored_ability','lang','jack_of_all_trades_toggle','careful_spell_toggle','distant_spell_toggle','empowered_spell_toggle','extended_spell_toggle','heightened_spell_toggle','quickened_spell_toggle','subtle_spell_toggle','twinned_spell_toggle'];var _iteratorNormalCompletion4=true;var _didIteratorError4=false;var _iteratorError4=undefined;try{for(var _iterator4=ABILITIES[Symbol.iterator](),_step4;!(_iteratorNormalCompletion4=(_step4=_iterator4.next()).done);_iteratorNormalCompletion4=true){var ability=_step4.value;collectionArray.push(ability+'_mod');}}catch(err){_didIteratorError4=true;_iteratorError4=err;}finally {try{if(!_iteratorNormalCompletion4&&_iterator4.return){_iterator4.return();}}finally {if(_didIteratorError4){throw _iteratorError4;}}}var _iteratorNormalCompletion5=true;var _didIteratorError5=false;var _iteratorError5=undefined;try{for(var _iterator5=CLASSES[Symbol.iterator](),_step5;!(_iteratorNormalCompletion5=(_step5=_iterator5.next()).done);_iteratorNormalCompletion5=true){var className=_step5.value;collectionArray.push(className+'_level');}}catch(err){_didIteratorError5=true;_iteratorError5=err;}finally {try{if(!_iteratorNormalCompletion5&&_iterator5.return){_iterator5.return();}}finally {if(_didIteratorError5){throw _iteratorError5;}}}getAttrs(collectionArray,function(v){var language=v.lang||'en';if(v.fighter_level>=5){var extraAttackTimes=void 0;if(v.fighter_level>=20){extraAttackTimes=translate(language,'CLASS_FEATURES.EXTRA_ATTACK_FOUR');}else if(v.fighter_level>=11){extraAttackTimes=translate(language,'CLASS_FEATURES.EXTRA_ATTACK_THREE');}else {extraAttackTimes=translate(language,'CLASS_FEATURES.EXTRA_ATTACK_TWICE');}setTrait({freetext:translate(language,'CLASS_FEATURES.EXTRA_ATTACK_TEXT').replace('NUMBER_OF_TIMES',extraAttackTimes),name:translate(language,'CLASS_FEATURES.EXTRA_ATTACK'),storageName:'Extra Attack'});}else if(v.barbarian_level>=5||v.monk_level>=5||v.paladin_level>=5||v.ranger_level>=5){setTrait({freetext:translate(language,'CLASS_FEATURES.EXTRA_ATTACK_TEXT').replace('NUMBER_OF_TIMES',translate(language,'CLASS_FEATURES.EXTRA_ATTACK_TWICE')),name:translate(language,'CLASS_FEATURES.EXTRA_ATTACK'),storageName:'Extra Attack'});}if(v.barbarian_level){var rageUses=void 0;if(v.barbarian_level>=20){rageUses=999999;}else if(v.barbarian_level>=17){rageUses=6;}else if(v.barbarian_level>=12){rageUses=5;}else if(v.barbarian_level>=6){rageUses=4;}else if(v.barbarian_level>=3){rageUses=3;}else {rageUses=2;}var rageDamage=void 0;if(v.barbarian_level>=16){rageDamage=4;}else if(v.barbarian_level>=9){rageDamage=3;}else {rageDamage=2;}setTrait({freetext:translate(language,'CLASS_FEATURES.RAGE_TEXT').replace('RAGE_DAMAGE',rageDamage),name:translate(language,'CLASS_FEATURES.RAGE'),recharge:'Long Rest',storageName:'Rage',uses_max:rageUses});if(isUndefined(v.ac_unarmored_ability)){finalSetAttrs.ac_unarmored_ability='@{constitution_mod}';}setTrait({freetext:translate(language,'CLASS_FEATURES.UNARMORED_DEFENSE_BARBARIAN_TEXT'),name:translate(language,'CLASS_FEATURES.UNARMORED_DEFENSE'),storageName:'Unarmored Defense Barbarian'});if(v.barbarian_level>=2){setTrait({freetext:translate(language,'CLASS_FEATURES.RECKLESS_ATTACK_TEXT'),name:translate(language,'CLASS_FEATURES.RECKLESS_ATTACK'),storageName:'Reckless Attack'});setTrait({freetext:translate(language,'CLASS_FEATURES.DANGER_SENSE_TEXT'),name:translate(language,'CLASS_FEATURES.DANGER_SENSE'),storageName:'Danger Sense'});}if(v.barbarian_level>=5){setTrait({freetext:translate(language,'CLASS_FEATURES.FAST_MOVEMENT_TEXT'),name:translate(language,'CLASS_FEATURES.FAST_MOVEMENT'),storageName:'Fast Movement'});}if(v.barbarian_level>=7){setTrait({freetext:translate(language,'CLASS_FEATURES.FERAL_INSTINCT_TEXT'),name:translate(language,'CLASS_FEATURES.FERAL_INSTINCT'),storageName:'Feral Instinct'});}if(v.barbarian_level>=9){setTrait({freetext:translate(language,'CLASS_FEATURES.BRUTAL_CRITICAL_TEXT'),name:translate(language,'CLASS_FEATURES.BRUTAL_CRITICAL'),storageName:'Brutal Critical'});}if(v.barbarian_level>=11){setTrait({freetext:translate(language,'CLASS_FEATURES.RELENTLESS_RAGE_TEXT'),name:translate(language,'CLASS_FEATURES.RELENTLESS_RAGE'),storageName:'Relentless Rage'});}if(v.barbarian_level>=15){setTrait({freetext:translate(language,'CLASS_FEATURES.PERSISTENT_RAGE_TEXT'),name:translate(language,'CLASS_FEATURES.PERSISTENT_RAGE'),storageName:'Persistent Rage'});}if(v.barbarian_level>=18){setTrait({freetext:translate(language,'CLASS_FEATURES.INDOMITABLE_MIGHT_TEXT'),name:translate(language,'CLASS_FEATURES.INDOMITABLE_MIGHT'),storageName:'Indomitable Might'});}if(v.barbarian_level>=20){setTrait({freetext:translate(language,'CLASS_FEATURES.PRIMAL_CHAMPION_TEXT'),name:translate(language,'CLASS_FEATURES.PRIMAL_CHAMPION'),storageName:'Primal Champion'});}}if(v.bard_level){var die=void 0;if(v.bard_level>=15){die='d12';}else if(v.bard_level>=10){die='d10';}else if(v.bard_level>=5){die='d8';}else {die='d6';}var recharge='Long Rest';if(v.bard_level>=5){recharge='Short Rest';}setTrait({freetext:translate(language,'CLASS_FEATURES.BARDIC_INSPIRATION_TEXT').replace('d6',die),name:translate(language,'CLASS_FEATURES.BARDIC_INSPIRATION'),recharge:recharge,storageName:'Bardic Inspiration',uses_max:Math.max(getIntValue(v.charisma_mod),1)});if(v.bard_level>=2){setTrait({freetext:translate(language,'CLASS_FEATURES.JACK_OF_ALL_TRADES_TEXT'),name:translate(language,'CLASS_FEATURES.JACK_OF_ALL_TRADES'),storageName:'Jack of All Trades'});finalSetAttrs.jack_of_all_trades_toggle='@{jack_of_all_trades}';var heal=void 0;if(v.bard_level>=17){heal='d12';}else if(v.bard_level>=13){heal='d10';}else if(v.bard_level>=9){heal='d8';}else {heal='d6';}setTrait({freetext:translate(language,'CLASS_FEATURES.SONG_OF_REST_TEXT'),heal:heal,name:translate(language,'CLASS_FEATURES.SONG_OF_REST'),storageName:'Song of Rest'});}if(v.bard_level>=3){setTrait({freetext:translate(language,'CLASS_FEATURES.EXPERTISE_BARD_TEXT'),name:translate(language,'CLASS_FEATURES.EXPERTISE'),storageName:'Expertise Bard'});}if(v.bard_level>=6){setTrait({freetext:translate(language,'CLASS_FEATURES.COUNTERCHARM_TEXT'),name:translate(language,'CLASS_FEATURES.COUNTERCHARM'),storageName:'Countercharm'});}if(v.bard_level>=10){setTrait({freetext:translate(language,'CLASS_FEATURES.MAGICAL_SECRETS_TEXT'),name:translate(language,'CLASS_FEATURES.MAGICAL_SECRETS'),storageName:'Magical Secrets'});}if(v.bard_level>=20){setTrait({freetext:translate(language,'CLASS_FEATURES.SUPERIOR_INSPIRATION_TEXT'),name:translate(language,'CLASS_FEATURES.SUPERIOR_INSPIRATION'),storageName:'Superior Inspiration'});}}if(v.cleric_level){if(v.cleric_level>=2){var channelDivinityUses=void 0;if(v.cleric_level>=18){channelDivinityUses=3;}else if(v.cleric_level>=6){channelDivinityUses=2;}else {channelDivinityUses=1;}setTrait({freetext:translate(language,'CLASS_FEATURES.CHANNEL_DIVINITY_CLERIC_TEXT'),name:translate(language,'CLASS_FEATURES.CHANNEL_DIVINITY'),recharge:'Short Rest',storageName:'Channel Divinity Cleric',uses_max:channelDivinityUses});var turnUndeadText=translate(language,'CLASS_FEATURES.CHANNEL_DIVINITY_TURN_UNDEAD_TEXT');if(v.cleric_level>=5){var turnUndeadDestroyCR=void 0;if(v.cleric_level>=17){turnUndeadDestroyCR='4';}else if(v.cleric_level>=14){turnUndeadDestroyCR='3';}else if(v.cleric_level>=11){turnUndeadDestroyCR='2';}else if(v.cleric_level>=8){turnUndeadDestroyCR='1';}else {turnUndeadDestroyCR='1/2';}turnUndeadText+='\n'+translate(language,'CLASS_FEATURES.CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2').replace('CHALLENGE_RATING',turnUndeadDestroyCR);}setTrait({freetext:turnUndeadText,name:translate(language,'CLASS_FEATURES.CHANNEL_DIVINITY_TURN_UNDEAD'),saving_throw_ability:'@{wisdom_mod}',saving_throw_vs_ability:'Wisdom',storageName:'Turn Undead'});if(v.cleric_level>=10){setTrait({freeform:'{{text_top=[[d100]] > [[@{cleric_level}]]}}',freetext:translate(language,'CLASS_FEATURES.DIVINE_INTERVENTION_TEXT'),name:translate(language,'CLASS_FEATURES.DIVINE_INTERVENTION'),storageName:'Divine Intervention',uses_max:1});}}}if(v.druid_level){if(v.druid_level>=2){var wildShapeHours=Math.floor(v.druid_level/2);var wildShapeUses=void 0;var wildShapeCR=void 0;var wildShapeLimitations=void 0;if(v.druid_level>=4){wildShapeCR='1/2';wildShapeLimitations=translate(language,'CLASS_FEATURES.WILD_SHAPE_NO_FLYING');}else if(v.druid_level>=8){wildShapeCR=1;wildShapeLimitations='';}else {wildShapeCR='1/4';wildShapeLimitations=translate(language,'CLASS_FEATURES.WILD_SHAPE_NO_FLYING_OR_SWIMMING');}if(v.druid_level>=20){wildShapeUses=999999;}else {wildShapeUses=2;}setTrait({freetext:translate(language,'CLASS_FEATURES.WILD_SHAPE_TEXT').replace('WILD_SHAPE_HOURS',wildShapeHours).replace('CHALLENGE_RATING',wildShapeCR).replace('LIMITATIONS',' '+wildShapeLimitations),name:translate(language,'CLASS_FEATURES.WILD_SHAPE'),recharge:'Short Rest',storageName:'Wild Shape',uses_max:wildShapeUses});}if(v.druid_level>=18){setTrait({freetext:translate(language,'CLASS_FEATURES.TIMELESS_BODY_DRUID_TEXT'),name:translate(language,'CLASS_FEATURES.TIMELESS_BODY'),storageName:'Timeless Body'});setTrait({freetext:translate(language,'CLASS_FEATURES.BEAST_SPELLS_TEXT'),name:translate(language,'CLASS_FEATURES.BEAST_SPELLS'),storageName:'Beast Spells'});}if(v.druid_level>=20){setTrait({freetext:translate(language,'CLASS_FEATURES.ARCHDRUID_TEXT'),name:translate(language,'CLASS_FEATURES.ARCHDRUID'),storageName:'Archdruid'});}}if(v.fighter_level){setTrait({freetext:translate(language,'CLASS_FEATURES.FIGHTING_STYLE_TEXT')+' '+translate(language,'CLASS_FEATURES.FIGHTING_STYLE_FIGHTER_OPTIONS'),name:translate(language,'CLASS_FEATURES.FIGHTING_STYLE'),storageName:'Fighting Style'});setTrait({freetext:translate(language,'CLASS_FEATURES.SECOND_WIND_TEXT'),name:translate(language,'CLASS_FEATURES.SECOND_WIND'),heal:'d10 + @{fighter_level}',recharge:'Short Rest',storageName:'Second Wind',uses_max:1});if(v.fighter_level>=2){var actionSurgeUses=void 0;if(v.fighter_level>=17){actionSurgeUses=2;}else {actionSurgeUses=1;}setTrait({freetext:translate(language,'CLASS_FEATURES.ACTION_SURGE_TEXT'),name:translate(language,'CLASS_FEATURES.ACTION_SURGE'),recharge:'Short Rest',storageName:'Action Surge',uses_max:actionSurgeUses});}if(v.fighter_level>=9){var indomitableUses=void 0;if(v.fighter_level>=17){indomitableUses=3;}else if(v.fighter_level>=13){indomitableUses=2;}else {indomitableUses=1;}setTrait({freetext:translate(language,'CLASS_FEATURES.INDOMITABLE_TEXT'),name:translate(language,'CLASS_FEATURES.INDOMITABLE'),recharge:'Long Rest',storageName:'Indomitable',uses_max:indomitableUses});}}if(v.monk_level){if(isUndefined(v.ac_unarmored_ability)){finalSetAttrs.ac_unarmored_ability='@{wisdom_mod}';}setTrait({freetext:translate(language,'CLASS_FEATURES.UNARMORED_DEFENSE_MONK_TEXT'),name:translate(language,'CLASS_FEATURES.UNARMORED_DEFENSE'),storageName:'Unarmored Defense Monk'});setTrait({freetext:translate(language,'CLASS_FEATURES.MARTIAL_ARTS_TEXT'),name:translate(language,'CLASS_FEATURES.MARTIAL_ARTS'),storageName:'Martial Arts'});if(v.monk_level>=2){setTrait({freetext:translate(language,'CLASS_FEATURES.KI_TEXT'),name:translate(language,'CLASS_FEATURES.KI'),recharge:'Short Rest',storageName:'Ki',uses_max:v.monk_level});setTrait({freetext:translate(language,'CLASS_FEATURES.FLURRY_OF_BLOWS_TEXT'),name:translate(language,'CLASS_FEATURES.FLURRY_OF_BLOWS'),storageName:'Flurry of Blows'});setTrait({freetext:translate(language,'CLASS_FEATURES.PATIENT_DEFENSE_TEXT'),name:translate(language,'CLASS_FEATURES.PATIENT_DEFENSE'),storageName:'Patient Defense'});setTrait({freetext:translate(language,'CLASS_FEATURES.STEP_OF_THE_WIND_TEXT'),name:translate(language,'CLASS_FEATURES.STEP_OF_THE_WIND'),storageName:'Step of the Wind'});var unarmoredMovementFeet=void 0;if(v.monk_level>=18){unarmoredMovementFeet=30;}else if(v.monk_level>=14){unarmoredMovementFeet=25;}else if(v.monk_level>=10){unarmoredMovementFeet=20;}else if(v.monk_level>=6){unarmoredMovementFeet=15;}else {unarmoredMovementFeet=10;}setTrait({freetext:translate(language,'CLASS_FEATURES.UNARMORED_MOVEMENT_TEXT').replace('UNARMORED_MOVEMENT_FEET',unarmoredMovementFeet),name:translate(language,'CLASS_FEATURES.UNARMORED_MOVEMENT'),storageName:'Unarmored Movement'});}if(v.monk_level>=3){setTrait({freetext:translate(language,'CLASS_FEATURES.DEFLECT_MISSILES_TEXT'),name:translate(language,'CLASS_FEATURES.DEFLECT_MISSILES'),storageName:'Deflect Missiles'});}if(v.monk_level>=4){setTrait({freetext:translate(language,'CLASS_FEATURES.SLOW_FALL_TEXT'),name:translate(language,'CLASS_FEATURES.SLOW_FALL'),storageName:'Slow Fall'});}if(v.monk_level>=5){setTrait({freetext:translate(language,'CLASS_FEATURES.STUNNING_STRIKE_TEXT'),name:translate(language,'CLASS_FEATURES.STUNNING_STRIKE'),saving_throw_ability:'@{wisdom_mod}',saving_throw_failure:translate(language,'CLASS_FEATURES.STUNNING_STRIKE_SAVING_THROW_FAILURE'),saving_throw_vs_ability:'Constitution',storageName:'Stunning Strike'});}if(v.monk_level>=6){setTrait({freetext:translate(language,'CLASS_FEATURES.KI_EMPOWERED_STRIKES_TEXT'),name:translate(language,'CLASS_FEATURES.KI_EMPOWERED_STRIKES'),storageName:'Ki-Empowered Strikes'});}if(v.monk_level>=7){setTrait({freetext:translate(language,'CLASS_FEATURES.EVASION_TEXT'),name:translate(language,'CLASS_FEATURES.EVASION'),storageName:'Evasion'});setTrait({freetext:translate(language,'CLASS_FEATURES.STILLNESS_OF_MIND_TEXT'),name:translate(language,'CLASS_FEATURES.STILLNESS_OF_MIND'),storageName:'Stillness of Mind'});}if(v.monk_level>=10){setTrait({freetext:translate(language,'CLASS_FEATURES.PURITY_OF_BODY_TEXT'),name:translate(language,'CLASS_FEATURES.PURITY_OF_BODY'),storageName:'Purity of Body'});}if(v.monk_level>=13){setTrait({freetext:translate(language,'CLASS_FEATURES.TONGUE_OF_THE_SUN_AND_MOON_TEXT'),name:translate(language,'CLASS_FEATURES.TONGUE_OF_THE_SUN_AND_MOON'),storageName:'Tongue of the Sun and Moon'});}if(v.monk_level>=14){finalSetAttrs.death_saving_throw_prof='@{pb}';setTrait({freetext:translate(language,'CLASS_FEATURES.DIAMOND_SOUL_TEXT'),name:translate(language,'CLASS_FEATURES.DIAMOND_SOUL'),storageName:'Diamond Soul'});}if(v.monk_level>=15){setTrait({freetext:translate(language,'CLASS_FEATURES.TIMELESS_BODY_MONK_TEXT'),name:translate(language,'CLASS_FEATURES.TIMELESS_BODY'),storageName:'Timeless Body'});}if(v.monk_level>=15){setTrait({freetext:translate(language,'CLASS_FEATURES.EMPTY_BODY_TEXT'),name:translate(language,'CLASS_FEATURES.EMPTY_BODY'),storageName:'Empty Body'});}if(v.monk_level>=20){setTrait({freetext:translate(language,'CLASS_FEATURES.PERFECT_SELF_TEXT'),name:translate(language,'CLASS_FEATURES.PERFECT_SELF'),storageName:'Perfect Self'});}}if(v.paladin_level){setTrait({freetext:translate(language,'CLASS_FEATURES.DIVINE_SENSE_TEXT'),name:translate(language,'CLASS_FEATURES.DIVINE_SENSE'),recharge:'Long Rest',storageName:'Divine Sense',uses_max:Math.max(1+v.charisma_mod,1)});setTrait({freetext:translate(language,'CLASS_FEATURES.LAY_ON_HANDS_TEXT'),heal_query_toggle:'@{heal_query}',name:translate(language,'CLASS_FEATURES.LAY_ON_HANDS'),recharge:'Long Rest',storageName:'Lay on Hands',uses_max:5*v.paladin_level});if(v.paladin_level>=2){setTrait({freetext:translate(language,'CLASS_FEATURES.FIGHTING_STYLE_TEXT')+' '+translate(language,'CLASS_FEATURES.FIGHTING_STYLE_PALADIN_OPTIONS'),name:translate(language,'CLASS_FEATURES.FIGHTING_STYLE'),storageName:'Fighting Style'});setTrait({damage:'(?{Spell Level|1|2|3|4+, 4} + 1)d8',damage_type:translate(language,'DAMAGE_TYPES.RADIANT'),freeform:'{{subheader=(as ?{Spell Level|1|2|3|4+})}}',freetext:translate(language,'CLASS_FEATURES.DIVINE_SMITE_TEXT'),name:translate(language,'CLASS_FEATURES.DIVINE_SMITE'),second_damage:'d8',second_damage_type:translate(language,'VS_FIEND_OR_UNDEAD'),storageName:'Divine Smite'});}if(v.paladin_level>=3){setTrait({freetext:translate(language,'CLASS_FEATURES.DIVINE_HEALTH_TEXT'),name:translate(language,'CLASS_FEATURES.DIVINE_HEALTH'),storageName:'Divine Health'});setTrait({freetext:translate(language,'CLASS_FEATURES.CHANNEL_DIVINITY_PALADIN_TEXT'),name:translate(language,'CLASS_FEATURES.CHANNEL_DIVINITY'),recharge:'Short Rest',storageName:'Channel Divinity Paladin',uses_max:1});}if(v.paladin_level>=6){var auraRange=void 0;if(v.paladin_level>=18){auraRange=30;}else {auraRange=10;}setTrait({freetext:translate(language,'CLASS_FEATURES.AURA_OF_PROTECTION_TEXT').replace('AURA_RANGE',auraRange),name:translate(language,'CLASS_FEATURES.AURA_OF_PROTECTION'),storageName:'Aura of Protection'});if(v.paladin_level>=10){setTrait({freetext:translate(language,'CLASS_FEATURES.AURA_OF_COURAGE_TEXT').replace('AURA_RANGE',auraRange),name:translate(language,'CLASS_FEATURES.AURA_OF_COURAGE'),storageName:'Aura of Courage'});}}if(v.paladin_level>=11){setTrait({damage:'1d8',damage_ability:'',damage_type:'radiant',freetext:translate(language,'CLASS_FEATURES.IMPROVED_DIVINE_SMITE_TEXT'),name:translate(language,'CLASS_FEATURES.IMPROVED_DIVINE_SMITE'),storageName:'Improved Divine Smite'});}if(v.paladin_level>=14){setTrait({freetext:translate(language,'CLASS_FEATURES.CLEANSING_TOUCH_TEXT'),name:translate(language,'CLASS_FEATURES.CLEANSING_TOUCH'),recharge:'Long Rest',storageName:'Cleaning Touch',uses_max:Math.max(getIntValue(v.charisma_mod),1)});}}if(v.ranger_level){setTrait({freetext:translate(language,'CLASS_FEATURES.FAVORED_ENEMY_TEXT'),name:translate(language,'CLASS_FEATURES.FAVORED_ENEMY'),storageName:'Favored Enemy'});setTrait({freetext:translate(language,'CLASS_FEATURES.NATURAL_EXPLORER_TEXT'),name:translate(language,'CLASS_FEATURES.NATURAL_EXPLORER'),storageName:'Natural Explorer'});if(v.ranger_level>=2){setTrait({freetext:translate(language,'CLASS_FEATURES.FIGHTING_STYLE_TEXT')+' '+translate(language,'CLASS_FEATURES.FIGHTING_STYLE_RANGER_OPTIONS'),name:translate(language,'CLASS_FEATURES.FIGHTING_STYLE'),storageName:'Fighting Style'});}if(v.ranger_level>=3){setTrait({freetext:translate(language,'CLASS_FEATURES.PRIMEVAL_AWARENESS_TEXT'),name:translate(language,'CLASS_FEATURES.PRIMEVAL_AWARENESS'),storageName:'Primeval Awareness'});}if(v.ranger_level>=8){setTrait({freetext:translate(language,'CLASS_FEATURES.LANDS_STRIDE_TEXT'),name:translate(language,'CLASS_FEATURES.LANDS_STRIDE'),storageName:'Land\'s Stride'});}if(v.ranger_level>=10){setTrait({freetext:translate(language,'CLASS_FEATURES.HIDE_IN_PLAIN_SIGHT_TEXT'),name:translate(language,'CLASS_FEATURES.HIDE_IN_PLAIN_SIGHT'),storageName:'Hide in Plain Sight'});}if(v.ranger_level>=14){setTrait({freetext:translate(language,'CLASS_FEATURES.VANISH_TEXT'),name:translate(language,'CLASS_FEATURES.VANISH'),storageName:'Vanish'});}if(v.ranger_level>=18){setTrait({freetext:translate(language,'CLASS_FEATURES.FERAL_SENSES_TEXT'),name:translate(language,'CLASS_FEATURES.FERAL_SENSES'),storageName:'Feral Senses'});}if(v.ranger_level>=20){setTrait({freetext:translate(language,'CLASS_FEATURES.FOE_SLAYER_TEXT'),name:translate(language,'CLASS_FEATURES.FOE_SLAYER'),storageName:'Foe Slayer'});}}if(v.rogue_level){setTrait({freetext:translate(language,'CLASS_FEATURES.EXPERTISE_ROGUE_TEXT'),name:translate(language,'CLASS_FEATURES.EXPERTISE'),storageName:'Expertise Rogue'});setTrait({damage:Math.ceil(getIntValue(v.rogue_level)/2)+'d6',freetext:translate(language,'CLASS_FEATURES.SNEAK_ATTACK_TEXT'),name:translate(language,'CLASS_FEATURES.SNEAK_ATTACK'),storageName:'Sneak Attack'});setTrait({freetext:translate(language,'CLASS_FEATURES.THIEVES_CANT_TEXT'),name:translate(language,'CLASS_FEATURES.THIEVES_CANT'),storageName:'Thieves\' Cant'});if(v.rogue_level>=2){setTrait({freetext:translate(language,'CLASS_FEATURES.CUNNING_ACTION_TEXT'),name:translate(language,'CLASS_FEATURES.CUNNING_ACTION'),storageName:'Cunning Action'});}if(v.rogue_level>=5){setTrait({freetext:translate(language,'CLASS_FEATURES.UNCANNY_DODGE_TEXT'),name:translate(language,'CLASS_FEATURES.UNCANNY_DODGE'),storageName:'Uncanny Dodge'});}if(v.rogue_level>=7){setTrait({freetext:translate(language,'CLASS_FEATURES.EVASION_TEXT'),name:translate(language,'CLASS_FEATURES.EVASION'),storageName:'Evasion'});}if(v.rogue_level>=11){setTrait({freetext:translate(language,'CLASS_FEATURES.RELIABLE_TALENT_TEXT'),name:translate(language,'CLASS_FEATURES.RELIABLE_TALENT'),storageName:'Reliable Talent'});}if(v.rogue_level>=14){setTrait({freetext:translate(language,'CLASS_FEATURES.BLINDSENSE_TEXT'),name:translate(language,'CLASS_FEATURES.BLINDSENSE'),storageName:'Blindsense'});}if(v.rogue_level>=15){setTrait({freetext:translate(language,'CLASS_FEATURES.SLIPPERY_MIND_TEXT'),name:translate(language,'CLASS_FEATURES.SLIPPERY_MIND'),storageName:'Slippery Mind'});}if(v.rogue_level>=18){setTrait({freetext:translate(language,'CLASS_FEATURES.ELUSIVE_TEXT'),name:translate(language,'CLASS_FEATURES.ELUSIVE'),storageName:'Elusive'});}if(v.rogue_level>=20){setTrait({freetext:translate(language,'CLASS_FEATURES.STROKE_OF_LUCK_TEXT'),name:translate(language,'CLASS_FEATURES.STROKE_OF_LUCK'),recharge:'Short Rest',storageName:'Stroke of Luck',uses_max:1});}}if(v.sorcerer_level){if(v.sorcerer_level>=2){setTrait({freetext:translate(language,'CLASS_FEATURES.SORCERY_POINTS_TEXT'),name:translate(language,'CLASS_FEATURES.SORCERY_POINTS'),recharge:'Long Rest',storageName:'Sorcery Points',uses_max:v.sorcerer_level});setTrait({freetext:translate(language,'CLASS_FEATURES.FLEXIBLE_CASTING_TEXT'),name:translate(language,'CLASS_FEATURES.FLEXIBLE_CASTING'),storageName:'Flexible Casting'});if(v.sorcerer_level>=3){setTrait({freetext:translate(language,'CLASS_FEATURES.METAMAGIC_TEXT'),name:translate(language,'CLASS_FEATURES.METAMAGIC'),storageName:'Metamagic'});}if(v.sorcerer_level>=20){setTrait({freetext:translate(language,'CLASS_FEATURES.SORCEROUS_RESTORATION_TEXT'),name:translate(language,'CLASS_FEATURES.SORCEROUS_RESTORATION'),storageName:'Sorcerous Restoration'});}}}if(v.careful_spell_toggle==='@{careful_spell_toggle_var}'){setTrait({freetext:translate(language,'CLASS_FEATURES.METAMAGIC_CAREFUL_SPELL_TEXT'),name:translate(language,'CLASS_FEATURES.METAMAGIC_CAREFUL_SPELL'),storageName:'Careful Spell'});}if(v.distant_spell_toggle==='@{distant_spell_toggle_var}'){setTrait({freetext:translate(language,'CLASS_FEATURES.METAMAGIC_DISTANT_SPELL_TEXT'),name:translate(language,'CLASS_FEATURES.METAMAGIC_DISTANT_SPELL'),storageName:'Distant Spell'});}if(v.empowered_spell_toggle==='@{empowered_spell_toggle_var}'){setTrait({freetext:translate(language,'CLASS_FEATURES.METAMAGIC_EMPOWERED_SPELL_TEXT'),name:translate(language,'CLASS_FEATURES.METAMAGIC_EMPOWERED_SPELL'),storageName:'Empowered Spell'});}if(v.extended_spell_toggle==='@{extended_spell_toggle_var}'){setTrait({freetext:translate(language,'CLASS_FEATURES.METAMAGIC_EXTENDED_SPELL_TEXT'),name:translate(language,'CLASS_FEATURES.METAMAGIC_EXTENDED_SPELL'),storageName:'Extended Spell'});}if(v.heightened_spell_toggle==='@{heightened_spell_toggle_var}'){setTrait({freetext:translate(language,'CLASS_FEATURES.METAMAGIC_HEIGHTENED_SPELL_TEXT'),name:translate(language,'CLASS_FEATURES.METAMAGIC_HEIGHTENED_SPELL'),storageName:'Heightened Spell'});}if(v.quickened_spell_toggle==='@{quickened_spell_toggle_var}'){setTrait({freetext:translate(language,'CLASS_FEATURES.METAMAGIC_QUICKENED_SPELL_TEXT'),name:translate(language,'CLASS_FEATURES.METAMAGIC_QUICKENED_SPELL'),storageName:'Quickened Spell'});}if(v.subtle_spell_toggle==='@{subtle_spell_toggle_var}'){setTrait({freetext:translate(language,'CLASS_FEATURES.METAMAGIC_SUBTLE_SPELL_TEXT'),name:translate(language,'CLASS_FEATURES.METAMAGIC_SUBTLE_SPELL'),storageName:'Subtle Spell'});}if(v.twinned_spell_toggle==='@{twinned_spell_toggle_var}'){setTrait({freetext:translate(language,'CLASS_FEATURES.METAMAGIC_TWINNED_SPELL_TEXT'),name:translate(language,'CLASS_FEATURES.METAMAGIC_TWINNED_SPELL'),storageName:'Twinned Spell'});}if(v.warlock_level){var warlockSpellSlots=void 0;if(v.warlock_level>=17){warlockSpellSlots=4;}else if(v.warlock_level>=11){warlockSpellSlots=3;}else if(v.warlock_level>=2){warlockSpellSlots=2;}else {warlockSpellSlots=1;}setTrait({freetext:translate(language,'CLASS_FEATURES.WARLOCK_SPELL_SLOTS_TEXT'),name:translate(language,'CLASS_FEATURES.WARLOCK_SPELL_SLOTS'),recharge:'Short Rest',storageName:'Warlock Spell Slots',uses_max:warlockSpellSlots});if(v.warlock_level>=2){var eldritchInvocations=void 0;if(v.warlock_level>=17){eldritchInvocations=8;}else if(v.warlock_level>=15){eldritchInvocations=7;}else if(v.warlock_level>=12){eldritchInvocations=6;}else if(v.warlock_level>=9){eldritchInvocations=5;}else if(v.warlock_level>=7){eldritchInvocations=4;}else if(v.warlock_level>=5){eldritchInvocations=3;}else {eldritchInvocations=2;}setTrait({freetext:translate(language,'CLASS_FEATURES.ELDRITCH_INVOCATIONS_TEXT').replace('NUMBER_OF_INVOCATIONS_KNOWN',eldritchInvocations),name:translate(language,'CLASS_FEATURES.ELDRITCH_INVOCATIONS'),storageName:'Eldritch Invocations'});}if(v.warlock_level>=3){setTrait({freetext:translate(language,'CLASS_FEATURES.PACT_BOON_TEXT'),name:translate(language,'CLASS_FEATURES.PACT_BOON'),storageName:'Pact Boon'});}if(v.warlock_level>=11){setTrait({freetext:translate(language,'CLASS_FEATURES.MYSTIC_ARCANUM_TEXT'),name:translate(language,'CLASS_FEATURES.MYSTIC_ARCANUM'),storageName:'Mystic Arcanum'});}if(v.warlock_level>=20){setTrait({freetext:translate(language,'CLASS_FEATURES.ELDRITCH_MASTER_TEXT'),name:translate(language,'CLASS_FEATURES.ELDRITCH_MASTER'),recharge:'Long Rest',storageName:'Eldritch Master'});}}if(v.wizard_level){setTrait({freetext:translate(language,'CLASS_FEATURES.ARCANE_RECOVERY_TEXT'),name:translate(language,'CLASS_FEATURES.ARCANE_RECOVERY'),recharge:'Long Rest',storageName:'Arcane Recovery',uses_max:1});if(v.wizard_level>=18){setTrait({freetext:translate(language,'CLASS_FEATURES.SPELL_MASTERY_TEXT'),name:translate(language,'CLASS_FEATURES.SPELL_MASTERY'),storageName:'Spell Mastery'});}if(v.wizard_level>=20){setTrait({freetext:translate(language,'CLASS_FEATURES.SIGNATURE_SPELLS_TEXT'),name:translate(language,'CLASS_FEATURES.SIGNATURE_SPELLS'),storageName:'Signature Spells'});}}setFinalAttrs(v,finalSetAttrs);});};var updateSpellSlots=function updateSpellSlots(){var collectionArray=['caster_level','caster_type'];var finalSetAttrs={};var spellSlots={1:0,2:0,3:0,4:0,5:0,6:0,7:0,8:0,9:0};for(var level in spellSlots){if(spellSlots.hasOwnProperty(level)){var repeatingString='spell_slots_l'+level;collectionArray.push(repeatingString+'_calc');collectionArray.push(repeatingString+'_bonus');collectionArray.push(repeatingString+'_max');collectionArray.push(repeatingString+'_toggle');}}getAttrs(collectionArray,function(v){var casterLevel=getIntValue(v.caster_level);var casterType=v.caster_type;if(casterType==='full'){if(casterLevel>=3){spellSlots[1]=4;}else if(casterLevel===2){spellSlots[1]=3;}else if(casterLevel===1){spellSlots[1]=2;}if(casterLevel>=4){spellSlots[2]=3;}else if(casterLevel===3){spellSlots[2]=2;}if(casterLevel>=6){spellSlots[3]=3;}else if(casterLevel===5){spellSlots[3]=2;}if(casterLevel>=9){spellSlots[4]=3;}else if(casterLevel===8){spellSlots[4]=2;}else if(casterLevel===7){spellSlots[4]=1;}if(casterLevel>=18){spellSlots[5]=3;}else if(casterLevel>=10){spellSlots[5]=2;}else if(casterLevel===9){spellSlots[5]=1;}if(casterLevel>=19){spellSlots[6]=2;}else if(casterLevel>=11){spellSlots[6]=1;}if(casterLevel>=20){spellSlots[7]=2;}else if(casterLevel>=13){spellSlots[7]=1;}if(casterLevel>=15){spellSlots[8]=1;}if(casterLevel>=17){spellSlots[9]=1;}}if(casterType==='half'){if(casterLevel>=5){spellSlots[1]=4;}else if(casterLevel>=3){spellSlots[1]=3;}else if(casterLevel===2){spellSlots[1]=2;}if(casterLevel>=7){spellSlots[2]=3;}else if(casterLevel>=5){spellSlots[2]=2;}if(casterLevel>=11){spellSlots[3]=3;}else if(casterLevel>=9){spellSlots[3]=2;}if(casterLevel>=17){spellSlots[4]=3;}else if(casterLevel>=15){spellSlots[4]=2;}else if(casterLevel>=13){spellSlots[4]=1;}if(casterLevel>=19){spellSlots[5]=2;}else if(casterLevel>=17){spellSlots[5]=1;}}if(casterType==='third'){if(casterLevel>=7){spellSlots[1]=4;}else if(casterLevel>=4){spellSlots[1]=3;}else if(casterLevel===3){spellSlots[1]=2;}if(casterLevel>=10){spellSlots[2]=3;}else if(casterLevel>=7){spellSlots[2]=2;}if(casterLevel>=16){spellSlots[3]=3;}else if(casterLevel>=13){spellSlots[3]=2;}if(casterLevel>=19){spellSlots[4]=1;}}for(var _level in spellSlots){if(spellSlots.hasOwnProperty(_level)){var _repeatingString='spell_slots_l'+_level;finalSetAttrs[_repeatingString]=0;if(spellSlots[_level]!==0||exists(v[_repeatingString+'_calc'])){finalSetAttrs['spell_slots_l'+_level+'_calc']=spellSlots[_level];}var slots=v[''+_repeatingString];var slotBonus=getIntValue(v[_repeatingString+'_bonus']);var spellSlotMax=spellSlots[_level]+slotBonus;if(spellSlotMax>0){finalSetAttrs[_repeatingString+'_max']=spellSlotMax;if(isUndefined(slots)){finalSetAttrs[_repeatingString]=spellSlotMax;}finalSetAttrs[_repeatingString+'_toggle']='on';}else {if(exists(v[_repeatingString+'_max'])){finalSetAttrs[_repeatingString+'_max']=0;}if(exists(v[_repeatingString+'_toggle'])){finalSetAttrs[_repeatingString+'_toggle']=0;}}}}setFinalAttrs(v,finalSetAttrs);});};var updateHD=function updateHD(v,finalSetAttrs,hd){for(var key in hd){if(hd.hasOwnProperty(key)){if(hd[key]&&hd[key]!==0){finalSetAttrs['hd_'+key+'_max']=hd[key];finalSetAttrs['hd_'+key+'_query']='?{HD';for(var x=1;x<=hd[key];x++){finalSetAttrs['hd_'+key+'_query']+='|'+x;}finalSetAttrs['hd_'+key+'_query']+='}';finalSetAttrs['hd_'+key+'_toggle']=1;}else {if(!isUndefined(v['hd_'+key+'_max'])){finalSetAttrs['hd_'+key+'_max']=0;}if(!isUndefined(v['hd_'+key+'_query'])){finalSetAttrs['hd_'+key+'_query']='';}if(exists(v['hd_'+key+'_toggle'])){finalSetAttrs['hd_'+key+'_toggle']=0;}}}}};var updateLevels=function updateLevels(repeatingInfo){var repeatingItem='repeating_class';var collectionArray=['is_npc','lang','caster_level','caster_type','class_and_level','level','xp_next_level'];var finalSetAttrs={};var _iteratorNormalCompletion6=true;var _didIteratorError6=false;var _iteratorError6=undefined;try{for(var _iterator6=CLASSES[Symbol.iterator](),_step6;!(_iteratorNormalCompletion6=(_step6=_iterator6.next()).done);_iteratorNormalCompletion6=true){var className=_step6.value;collectionArray.push(className+'_level');collectionArray.push('has_'+className+'_levels');}}catch(err){_didIteratorError6=true;_iteratorError6=err;}finally {try{if(!_iteratorNormalCompletion6&&_iterator6.return){_iterator6.return();}}finally {if(_didIteratorError6){throw _iteratorError6;}}}var defaultClassDetails={barbarian:{hd:'d12'},bard:{hd:'d8',spellcasting:'full'},cleric:{hd:'d8',spellcasting:'full'},druid:{hd:'d8',spellcasting:'full'},fighter:{hd:'d10'},monk:{hd:'d8'},paladin:{hd:'d10',spellcasting:'half'},ranger:{hd:'d10',spellcasting:'half'},rogue:{hd:'d8'},sorcerer:{hd:'d6',spellcasting:'full'},warlock:{hd:'d8',spellcasting:'warlock'},wizard:{hd:'d6',spellcasting:'full'}};var hd={d20:0,d12:0,d10:0,d8:0,d6:0,d4:0,d2:0,d0:0};var spellcasting={full:0,half:0,third:0,warlock:0};var totalLevel=0;var classLevels={};var classesWithSpellcasting=0;var xpTable=[0,300,900,2700,6500,14000,23000,34000,48000,64000,85000,100000,120000,140000,165000,195000,225000,265000,305000,355000,385000,405000,435000,465000,495000,525000,555000,585000,605000,635000,665000];for(var key in hd){if(hd.hasOwnProperty(key)){collectionArray.push('hd_'+key+'_max');collectionArray.push('hd_'+key+'_query');collectionArray.push('hd_'+key+'_toggle');}}getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion7=true;var _didIteratorError7=false;var _iteratorError7=undefined;try{for(var _iterator7=ids[Symbol.iterator](),_step7;!(_iteratorNormalCompletion7=(_step7=_iterator7.next()).done);_iteratorNormalCompletion7=true){var id=_step7.value;var repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'level');collectionArray.push(repeatingString+'name');collectionArray.push(repeatingString+'custom_name');collectionArray.push(repeatingString+'hd');collectionArray.push(repeatingString+'spellcasting');collectionArray.push(repeatingString+'custom_class_toggle');}}catch(err){_didIteratorError7=true;_iteratorError7=err;}finally {try{if(!_iteratorNormalCompletion7&&_iterator7.return){_iterator7.return();}}finally {if(_didIteratorError7){throw _iteratorError7;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion8=true;var _didIteratorError8=false;var _iteratorError8=undefined;try{for(var _iterator8=CLASSES[Symbol.iterator](),_step8;!(_iteratorNormalCompletion8=(_step8=_iterator8.next()).done);_iteratorNormalCompletion8=true){var className=_step8.value;finalSetAttrs[className+'_level']=0;}}catch(err){_didIteratorError8=true;_iteratorError8=err;}finally {try{if(!_iteratorNormalCompletion8&&_iterator8.return){_iterator8.return();}}finally {if(_didIteratorError8){throw _iteratorError8;}}}var _iteratorNormalCompletion9=true;var _didIteratorError9=false;var _iteratorError9=undefined;try{for(var _iterator9=ids[Symbol.iterator](),_step9;!(_iteratorNormalCompletion9=(_step9=_iterator9.next()).done);_iteratorNormalCompletion9=true){var id=_step9.value;var repeatingString=repeatingItem+'_'+id+'_';var _className=v[repeatingString+'name'];var classLevel=v[repeatingString+'level'];if(isUndefined(_className)&&isUndefined(classLevel)){continue;}if(isUndefined(_className)){_className='barbarian';}if(_className==='custom'){finalSetAttrs[repeatingString+'custom_class_toggle']='on';var customName=v[repeatingString+'custom_name'];if(exists(customName)){_className=customName;}else {_className='custom';}}else if(v[repeatingString+'custom_class_toggle']){finalSetAttrs[repeatingString+'custom_class_toggle']=0;}if(isUndefined(classLevel)){classLevel=1;finalSetAttrs[repeatingString+'level']=classLevel;finalSetAttrs[_className+'_level']=classLevel;}else {classLevel=getIntValue(classLevel);totalLevel+=classLevel;if(classLevels[_className]){classLevels[_className]+=classLevel;}else {classLevels[_className]=classLevel;}}var classHd=v[repeatingString+'hd'];if(isUndefined(classHd)||repeatingInfo.field==='name'){if(defaultClassDetails.hasOwnProperty(_className)){classHd=defaultClassDetails[_className].hd;}else {classHd='d12';}finalSetAttrs[repeatingString+'hd']=classHd;}if(classHd&&classLevel){hd[classHd]+=classLevel;}var classSpellcasting=v[repeatingString+'spellcasting'];if(isUndefined(classSpellcasting)){if(defaultClassDetails.hasOwnProperty(_className)){classSpellcasting=defaultClassDetails[_className].spellcasting;if(classSpellcasting){finalSetAttrs[repeatingString+'spellcasting']=classSpellcasting;}}else {finalSetAttrs[repeatingString+'spellcasting']='none';}}else if(classSpellcasting==='warlock'){spellcasting[classSpellcasting]+=classLevel;}else {classesWithSpellcasting+=1;spellcasting[classSpellcasting]+=classLevel;}}}catch(err){_didIteratorError9=true;_iteratorError9=err;}finally {try{if(!_iteratorNormalCompletion9&&_iterator9.return){_iterator9.return();}}finally {if(_didIteratorError9){throw _iteratorError9;}}}finalSetAttrs.number_of_classes=0;finalSetAttrs.class_and_level='';for(var prop in classLevels){if(classLevels.hasOwnProperty(prop)){finalSetAttrs.number_of_classes=finalSetAttrs.number_of_classes+1;if(classLevels.hasOwnProperty(prop)){finalSetAttrs[prop+'_level']=classLevels[prop];if(finalSetAttrs.class_and_level!==''){finalSetAttrs.class_and_level+=', ';}finalSetAttrs.class_and_level+=capitalize(prop)+' '+classLevels[prop];}}}finalSetAttrs.level=totalLevel;var xpForNextLevel=0;if(!totalLevel){totalLevel=0;}if(totalLevel>30){xpForNextLevel=xpTable[30];}else {xpForNextLevel=xpTable[totalLevel];}finalSetAttrs.xp_next_level=xpForNextLevel;var _iteratorNormalCompletion10=true;var _didIteratorError10=false;var _iteratorError10=undefined;try{for(var _iterator10=CLASSES[Symbol.iterator](),_step10;!(_iteratorNormalCompletion10=(_step10=_iterator10.next()).done);_iteratorNormalCompletion10=true){var _className2=_step10.value;if(finalSetAttrs[_className2+'_level']>0){finalSetAttrs['has_'+_className2+'_levels']=1;}else if(!isUndefined(v['has_'+_className2+'_levels'])){finalSetAttrs['has_'+_className2+'_levels']=0;}}}catch(err){_didIteratorError10=true;_iteratorError10=err;}finally {try{if(!_iteratorNormalCompletion10&&_iterator10.return){_iterator10.return();}}finally {if(_didIteratorError10){throw _iteratorError10;}}}updateHD(v,finalSetAttrs,hd);var casterLevel=0;if(!v.is_npc||v.is_npc==='0'||v.is_npc===0){if(classesWithSpellcasting>1){casterLevel+=spellcasting.full;casterLevel+=Math.floor(spellcasting.half/2);casterLevel+=Math.floor(spellcasting.third/3);}else {casterLevel=spellcasting.full+spellcasting.half+spellcasting.third;}finalSetAttrs.caster_level=casterLevel;}if(classesWithSpellcasting>1||spellcasting.full){finalSetAttrs.caster_type='full';}else if(spellcasting.half){finalSetAttrs.caster_type='half';}else if(spellcasting.third){finalSetAttrs.caster_type='third';}setFinalAttrs(v,finalSetAttrs,function(){setClassFeatures();updateSpellSlots();});});});};on('change:repeating_class',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_class',eventInfo);if(repeatingInfo){updateLevels(repeatingInfo);}});on('remove:repeating_class',function(){updateLevels();});var watchForClassLevelChanges=function watchForClassLevelChanges(){var classFeatureWatch=[];var _iteratorNormalCompletion11=true;var _didIteratorError11=false;var _iteratorError11=undefined;try{for(var _iterator11=ABILITIES[Symbol.iterator](),_step11;!(_iteratorNormalCompletion11=(_step11=_iterator11.next()).done);_iteratorNormalCompletion11=true){var ability=_step11.value;classFeatureWatch.push('change:'+ability+'_mod');}}catch(err){_didIteratorError11=true;_iteratorError11=err;}finally {try{if(!_iteratorNormalCompletion11&&_iterator11.return){_iterator11.return();}}finally {if(_didIteratorError11){throw _iteratorError11;}}}classFeatureWatch.push('change:careful_spell_toggle');classFeatureWatch.push('change:distant_spell_toggle');classFeatureWatch.push('change:empowered_spell_toggle');classFeatureWatch.push('change:extended_spell_toggle');classFeatureWatch.push('change:heightened_spell_toggle');classFeatureWatch.push('change:quickened_spell_toggle');classFeatureWatch.push('change:subtle_spell_toggle');classFeatureWatch.push('change:twinned_spell_toggle');on(classFeatureWatch.join(' '),function(){setClassFeatures();});};watchForClassLevelChanges();on('change:spell_slots_l1_bonus change:spell_slots_l2_bonus change:spell_slots_l3_bonus change:spell_slots_l4_bonus change:spell_slots_l5_bonus change:spell_slots_l6_bonus change:spell_slots_l7_bonus change:spell_slots_l8_bonus change:spell_slots_l9_bonus',function(){updateSpellSlots();});var getPB=function getPB(level,challenge){var pb=2;level=getIntValue(level);if(challenge==='1/8'||challenge==='1/4'||challenge==='1/2'){challenge=1;}else {getIntValue(challenge);}var levelOrChallenge=Math.max(level,challenge);if(exists(levelOrChallenge)){pb+=Math.floor(Math.abs((levelOrChallenge-1)/4));}return pb;};var updatePb=function updatePb(){var collectionArray=['level','challenge','pb','exp','h_PB'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var pb=getPB(v.level,v.challenge);finalSetAttrs.pb=pb;finalSetAttrs.exp=pb*2;finalSetAttrs.h_PB=pb/2;setFinalAttrs(v,finalSetAttrs);});};on('change:level',function(){updatePb();});var sumRepeating=function sumRepeating(options,sumItems){var repeatingItem='repeating_'+options.collection;var collectionArray=[];var finalSetAttrs={};getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion12=true;var _didIteratorError12=false;var _iteratorError12=undefined;try{for(var _iterator12=ids[Symbol.iterator](),_step12;!(_iteratorNormalCompletion12=(_step12=_iterator12.next()).done);_iteratorNormalCompletion12=true){var id=_step12.value;var repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+options.toggle);if(options.qty){collectionArray.push(repeatingString+options.qty);}var _iteratorNormalCompletion16=true;var _didIteratorError16=false;var _iteratorError16=undefined;try{for(var _iterator16=sumItems[Symbol.iterator](),_step16;!(_iteratorNormalCompletion16=(_step16=_iterator16.next()).done);_iteratorNormalCompletion16=true){var sumItem=_step16.value;finalSetAttrs[sumItem.totalField]=0;if(sumItem.totalFieldSecondary){finalSetAttrs[sumItem.totalFieldSecondary]=0;}collectionArray.push(repeatingString+sumItem.fieldToAdd);if(sumItem.bonus){collectionArray.push(repeatingString+sumItem.bonus);}if(sumItem.armorType){collectionArray.push(repeatingString+sumItem.armorType);}if(sumItem.addOnAfterQty){collectionArray.push(repeatingString+sumItem.addOnAfterQty);}}}catch(err){_didIteratorError16=true;_iteratorError16=err;}finally {try{if(!_iteratorNormalCompletion16&&_iterator16.return){_iterator16.return();}}finally {if(_didIteratorError16){throw _iteratorError16;}}}}}catch(err){_didIteratorError12=true;_iteratorError12=err;}finally {try{if(!_iteratorNormalCompletion12&&_iterator12.return){_iterator12.return();}}finally {if(_didIteratorError12){throw _iteratorError12;}}}if(options.getExtraFields){collectionArray=collectionArray.concat(options.getExtraFields);}getAttrs(collectionArray,function(v){var dexMod=0;if(options.collection==='armor'){dexMod=getIntValue(v.dexterity_mod);}var _iteratorNormalCompletion13=true;var _didIteratorError13=false;var _iteratorError13=undefined;try{for(var _iterator13=ids[Symbol.iterator](),_step13;!(_iteratorNormalCompletion13=(_step13=_iterator13.next()).done);_iteratorNormalCompletion13=true){var id=_step13.value;var repeatingString=repeatingItem+'_'+id+'_';var qty=getIntValue(v[repeatingString+options.qty],1);var _iteratorNormalCompletion15=true;var _didIteratorError15=false;var _iteratorError15=undefined;try{for(var _iterator15=sumItems[Symbol.iterator](),_step15;!(_iteratorNormalCompletion15=(_step15=_iterator15.next()).done);_iteratorNormalCompletion15=true){var sumItem=_step15.value;var fieldToAdd=getFloatValue(v[repeatingString+sumItem.fieldToAdd]);if(sumItem.bonus){fieldToAdd+=getFloatValue(v[repeatingString+sumItem.bonus]);}if(sumItem.armorType){if(!v[repeatingString+sumItem.armorType]||v[repeatingString+sumItem.armorType]==='Light Armor'){fieldToAdd+=dexMod;}else if(v[repeatingString+sumItem.armorType]==='Medium Armor'){var mediumArmorDexMod=getIntValue(v.medium_armor_max_dex,2);fieldToAdd+=Math.min(mediumArmorDexMod,dexMod);}}var itemTotal=round(qty*fieldToAdd,2);if(sumItem.addOnAfterQty){itemTotal+=getFloatValue(v[repeatingString+sumItem.addOnAfterQty]);}itemTotal=round(itemTotal,2);if(sumItem.itemTotal){finalSetAttrs[repeatingString+sumItem.itemTotal]=itemTotal;}var toggle=v[repeatingString+options.toggle];if(toggle!==0&&toggle!=='0'){var addToPrimary=true;var addToSecondary=false;if(sumItem.armorType){if(v[repeatingString+sumItem.armorType]==='Shield'||v[repeatingString+sumItem.armorType]==='AC'){addToSecondary=true;}else if(v[repeatingString+sumItem.armorType]==='Unarmored'){addToPrimary=false;addToSecondary=true;}}if(addToPrimary){finalSetAttrs[sumItem.totalField]+=itemTotal;}if(addToSecondary){finalSetAttrs[sumItem.totalFieldSecondary]+=itemTotal;}}}}catch(err){_didIteratorError15=true;_iteratorError15=err;}finally {try{if(!_iteratorNormalCompletion15&&_iterator15.return){_iterator15.return();}}finally {if(_didIteratorError15){throw _iteratorError15;}}}}}catch(err){_didIteratorError13=true;_iteratorError13=err;}finally {try{if(!_iteratorNormalCompletion13&&_iterator13.return){_iterator13.return();}}finally {if(_didIteratorError13){throw _iteratorError13;}}}var _iteratorNormalCompletion14=true;var _didIteratorError14=false;var _iteratorError14=undefined;try{for(var _iterator14=sumItems[Symbol.iterator](),_step14;!(_iteratorNormalCompletion14=(_step14=_iterator14.next()).done);_iteratorNormalCompletion14=true){var _sumItem=_step14.value;if(_sumItem.totalField&&!exists(finalSetAttrs[_sumItem.totalField])){finalSetAttrs[_sumItem.totalField]=0;}if(_sumItem.totalFieldSecondary&&!exists(finalSetAttrs[_sumItem.totalFieldSecondary])){finalSetAttrs[_sumItem.totalFieldSecondary]=0;}}}catch(err){_didIteratorError14=true;_iteratorError14=err;}finally {try{if(!_iteratorNormalCompletion14&&_iterator14.return){_iterator14.return();}}finally {if(_didIteratorError14){throw _iteratorError14;}}}if(options.collection==='armor'&&!getIntValue(v.is_npc)){finalSetAttrs.ac_unarmored_calc+=10+dexMod+getAbilityValue(v,v.ac_unarmored_ability);finalSetAttrs.AC=Math.max(finalSetAttrs.ac_armored_calc,finalSetAttrs.ac_unarmored_calc);}setFinalAttrs(v,finalSetAttrs);});});};var updateArmor=function updateArmor(rowId){var repeatingItem='repeating_armor';var collectionArray=[];var finalSetAttrs={};getSectionIDs(repeatingItem,function(ids){if(rowId){ids=[];ids.push(rowId);}var _iteratorNormalCompletion17=true;var _didIteratorError17=false;var _iteratorError17=undefined;try{for(var _iterator17=ids[Symbol.iterator](),_step17;!(_iteratorNormalCompletion17=(_step17=_iterator17.next()).done);_iteratorNormalCompletion17=true){var id=_step17.value;var repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'parsed');collectionArray.push(repeatingString+'modifiers');}}catch(err){_didIteratorError17=true;_iteratorError17=err;}finally {try{if(!_iteratorNormalCompletion17&&_iterator17.return){_iterator17.return();}}finally {if(_didIteratorError17){throw _iteratorError17;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion18=true;var _didIteratorError18=false;var _iteratorError18=undefined;try{for(var _iterator18=ids[Symbol.iterator](),_step18;!(_iteratorNormalCompletion18=(_step18=_iterator18.next()).done);_iteratorNormalCompletion18=true){var id=_step18.value;var repeatingString=repeatingItem+'_'+id+'_';if(isUndefined(v[repeatingString+'parsed'])||v[repeatingString+'parsed'].indexOf('acBonus')===-1){var armorModifiers=v[repeatingString+'modifiers'];if(exists(armorModifiers)){finalSetAttrs[repeatingString+'ac_bonus']=armorModifiers.replace(/^\D+/g,'');}if(isUndefined(finalSetAttrs[repeatingString+'parsed'])){finalSetAttrs[repeatingString+'parsed']='';}finalSetAttrs[repeatingString+'parsed']+=' acBonus';}}}catch(err){_didIteratorError18=true;_iteratorError18=err;}finally {try{if(!_iteratorNormalCompletion18&&_iterator18.return){_iterator18.return();}}finally {if(_didIteratorError18){throw _iteratorError18;}}}setFinalAttrs(v,finalSetAttrs);});});var options={collection:'armor',getExtraFields:['medium_armor_max_dex','dexterity_mod','ac_unarmored_ability','is_npc'],toggle:'worn'};var _iteratorNormalCompletion19=true;var _didIteratorError19=false;var _iteratorError19=undefined;try{for(var _iterator19=ABILITIES[Symbol.iterator](),_step19;!(_iteratorNormalCompletion19=(_step19=_iterator19.next()).done);_iteratorNormalCompletion19=true){var ability=_step19.value;options.getExtraFields.push(ability+'_mod');}}catch(err){_didIteratorError19=true;_iteratorError19=err;}finally {try{if(!_iteratorNormalCompletion19&&_iterator19.return){_iterator19.return();}}finally {if(_didIteratorError19){throw _iteratorError19;}}}var sumItems=[{fieldToAdd:'weight',totalField:'weight_armor'},{fieldToAdd:'ac_base',bonus:'ac_bonus',armorType:'type',itemTotal:'ac_total',totalField:'ac_armored_calc',totalFieldSecondary:'ac_unarmored_calc'}];sumRepeating(options,sumItems);};on('change:repeating_armor',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_armor',eventInfo);if(repeatingInfo&&repeatingInfo.field!=='ac_total'){updateArmor(repeatingInfo.rowId);}});on('change:dexterity_mod change:medium_armor_max_dex change:ac_unarmored_ability remove:repeating_armor',function(){updateArmor();});var updateEquipment=function updateEquipment(rowId){var repeatingItem='repeating_equipment';var collectionArray=[];var finalSetAttrs={};getSectionIDs(repeatingItem,function(ids){if(rowId){ids=[];ids.push(rowId);}var _iteratorNormalCompletion20=true;var _didIteratorError20=false;var _iteratorError20=undefined;try{for(var _iterator20=ids[Symbol.iterator](),_step20;!(_iteratorNormalCompletion20=(_step20=_iterator20.next()).done);_iteratorNormalCompletion20=true){var id=_step20.value;var repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'content');}}catch(err){_didIteratorError20=true;_iteratorError20=err;}finally {try{if(!_iteratorNormalCompletion20&&_iterator20.return){_iterator20.return();}}finally {if(_didIteratorError20){throw _iteratorError20;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion21=true;var _didIteratorError21=false;var _iteratorError21=undefined;try{for(var _iterator21=ids[Symbol.iterator](),_step21;!(_iteratorNormalCompletion21=(_step21=_iterator21.next()).done);_iteratorNormalCompletion21=true){var id=_step21.value;var repeatingString=repeatingItem+'_'+id+'_';if(isUndefined(v[repeatingString+'parsed'])||v[repeatingString+'parsed'].indexOf('content')===-1){var content=v[repeatingString+'content'];if(exists(content)){content=content.replace(/\s(\d+d\d+\s(?:\+|\-)\s\d+)\s/g,' [[$1]] ').replace(/\s(\d+d\d+)\s/g,' [[$1]] ').replace(/\s(\d+)\s/g,' [[$1]] ');finalSetAttrs[repeatingString+'content']=content;if(isUndefined(finalSetAttrs[repeatingString+'parsed'])){finalSetAttrs[repeatingString+'parsed']='';}finalSetAttrs[repeatingString+'parsed']+=' content';}}}}catch(err){_didIteratorError21=true;_iteratorError21=err;}finally {try{if(!_iteratorNormalCompletion21&&_iterator21.return){_iterator21.return();}}finally {if(_didIteratorError21){throw _iteratorError21;}}}setFinalAttrs(v,finalSetAttrs);});});};on('change:repeating_equipment',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_equipment',eventInfo);updateEquipment(repeatingInfo.rowId);});var weighEquipment=function weighEquipment(){var options={collection:'equipment',toggle:'carried',qty:'qty'};var sumItems=[{fieldToAdd:'weight',itemTotal:'weight_total',totalField:'weight_equipment'}];sumRepeating(options,sumItems);};on('change:repeating_equipment:carried change:repeating_equipment:qty change:repeating_equipment:weight remove:repeating_equipment',function(){weighEquipment();});var weighAmmo=function weighAmmo(){var options={collection:'ammo',qty:'qty'};var sumItems=[{fieldToAdd:'weight',totalField:'weight_ammo'}];sumRepeating(options,sumItems);};on('change:repeating_ammo:weight change:repeating_ammo:qty',function(){weighAmmo();});var updateJackOfAllTrades=function updateJackOfAllTrades(){var collectionArray=['pb','jack_of_all_trades'];var finalSetAttrs={};getAttrs(collectionArray,function(v){finalSetAttrs.jack_of_all_trades=Math.floor(getIntValue(v.pb)/2);setFinalAttrs(v,finalSetAttrs);});};on('change:jack_of_all_trades_toggle',function(){updateJackOfAllTrades();});var updateRemarkableAthlete=function updateRemarkableAthlete(){var collectionArray=['pb','remarkable_athlete'];var finalSetAttrs={};getAttrs(collectionArray,function(v){finalSetAttrs.remarkable_athlete=Math.ceil(getIntValue(v.pb)/2);setFinalAttrs(v,finalSetAttrs);});};on('change:remarkable_athlete_toggle',function(){updateRemarkableAthlete();});var updateInitiative=function updateInitiative(){var collectionArray=['initiative','initiative_formula','dexterity_mod','dexterity_check_bonus','initiative_bonus','jack_of_all_trades_toggle','jack_of_all_trades','remarkable_athlete_toggle','remarkable_athlete','global_check_bonus'];var finalSetAttrs={};finalSetAttrs.initiative=0;getAttrs(collectionArray,function(v){var dexMod=getIntValue(v.dexterity_mod);if(exists(dexMod)){finalSetAttrs.initiative+=dexMod;}finalSetAttrs.initiative_formula=dexMod+'[dex]';var dexCheckBonus=getIntValue(v.dexterity_check_bonus);if(exists(dexCheckBonus)){finalSetAttrs.initiative+=dexCheckBonus;finalSetAttrs.initiative_formula+=addArithmeticOperator(finalSetAttrs.initiative_formula,dexCheckBonus)+'[dex check bonus]';}var initiativeBonus=v.initiative_bonus;if(exists(initiativeBonus)){if(!isNaN(initiativeBonus)){finalSetAttrs.initiative+=getIntValue(initiativeBonus);}finalSetAttrs.initiative_formula+=addArithmeticOperator(finalSetAttrs.initiative_formula,initiativeBonus)+'[initiative bonus]';}if(v.remarkable_athlete_toggle==='@{remarkable_athlete}'){var remarkableAthlete=getIntValue(v.remarkable_athlete);if(exists(remarkableAthlete)){finalSetAttrs.initiative+=remarkableAthlete;finalSetAttrs.initiative_formula+=addArithmeticOperator(finalSetAttrs.initiative_formula,remarkableAthlete)+'[remarkable athlete]';}}else if(v.jack_of_all_trades_toggle==='@{jack_of_all_trades}'){var jackOfAllTrades=getIntValue(v.jack_of_all_trades);if(exists(jackOfAllTrades)){finalSetAttrs.initiative+=jackOfAllTrades;finalSetAttrs.initiative_formula+=addArithmeticOperator(finalSetAttrs.initiative_formula,jackOfAllTrades)+'[jack of all trades]';}}var globalCheckBonus=v.global_check_bonus;if(exists(globalCheckBonus)){if(finalSetAttrs.initiative_formula){finalSetAttrs.initiative_formula+=' + ';}finalSetAttrs.initiative_formula+='(@{global_check_bonus})[global check bonus]';}setFinalAttrs(v,finalSetAttrs);});};on('change:dexterity_mod change:dexterity_check_bonus change:initiative_bonus change:jack_of_all_trades_toggle change:jack_of_all_trades change:remarkable_athlete_toggle change:remarkable_athlete change:global_check_bonus',function(){updateInitiative();});var updateWeight=function updateWeight(){var collectionArray=['weight_attacks','weight_ammo','weight_armor','weight_equipment','weight_coinage'];var finalSetAttrs={};getAttrs(collectionArray,function(v){finalSetAttrs.weight_total=round(getFloatValue(v.weight_attacks)+getFloatValue(v.weight_ammo)+getFloatValue(v.weight_armor)+getFloatValue(v.weight_equipment)+getFloatValue(v.weight_coinage),2);setFinalAttrs(v,finalSetAttrs);});};on('change:weight_attacks change:weight_ammo change:weight_armor change:weight_equipment change:weight_coinage',function(){updateWeight();});var updateAttackToggle=function updateAttackToggle(v,finalSetAttrs,repeatingString,options){var attackParse={attackAbility:options.attackAbility,parseName:'attack',toggleField:'roll_toggle',toggleFieldSetTo:'@{roll_toggle_var}',triggerFields:['type','attack_bonus']};parseAttackComponent(v,repeatingString,finalSetAttrs,attackParse);var attackFormula='';var attackToggle=v[repeatingString+'roll_toggle'];var toHit=0;if(!attackToggle||attackToggle==='@{roll_toggle_var}'){var proficiency=v[repeatingString+'proficiency'];if(!proficiency||proficiency==='on'){var pb=getIntValue(v.pb);toHit+=pb;attackFormula+=pb+'[proficient]';}var attackAbility=v[repeatingString+'attack_ability'];if(isUndefined(attackAbility)&&v[repeatingString+'type']==='Ranged Weapon'){attackAbility='@{dexterity_mod}';finalSetAttrs[repeatingString+'attack_ability']=attackAbility;}else if(finalSetAttrs[repeatingString+'attack_ability']){attackAbility=finalSetAttrs[repeatingString+'attack_ability'];}attackAbility=getAbilityValue(v,attackAbility,options.defaultAbility);if(exists(attackAbility)){toHit+=attackAbility;attackFormula+=addArithmeticOperator(attackFormula,attackAbility)+'['+getAbilityShortName(v[repeatingString+'attack_ability'])+']';}var attackBonus=getIntValue(v[repeatingString+'attack_bonus']);if(exists(attackBonus)){toHit+=attackBonus;attackFormula+=addArithmeticOperator(attackFormula,attackBonus)+'[bonus]';}if(exists(options.globalAttackBonus)){if(!isNaN(options.globalAttackBonus)){toHit+=getIntValue(options.globalAttackBonus);}attackFormula+=addArithmeticOperator(attackFormula,options.globalAttackBonus)+'['+options.globalAttackBonusLabel+']';}if(v[repeatingString+'type']==='Melee Weapon'){if(exists(options.globalMeleeAttackBonus)){if(!isNaN(options.globalMeleeAttackBonus)){toHit+=getIntValue(options.globalMeleeAttackBonus);}attackFormula+=addArithmeticOperator(attackFormula,options.globalMeleeAttackBonus)+'[global melee attack bonus]';}}else if(v[repeatingString+'type']==='Ranged Weapon'){if(exists(options.globalRangedAttackBonus)){if(!isNaN(options.globalRangedAttackBonus)){toHit+=getIntValue(options.globalRangedAttackBonus);}attackFormula+=addArithmeticOperator(attackFormula,options.globalRangedAttackBonus)+'[global ranged attack bonus]';}}finalSetAttrs[repeatingString+'attack_formula']=attackFormula;}if(options.type==='attack'){finalSetAttrs[repeatingString+'to_hit']=toHit;}};var updateSavingThrowToggle=function updateSavingThrowToggle(v,finalSetAttrs,repeatingString,options){var savingThrowParse={parseName:'savingThrow',toggleField:'saving_throw_toggle',toggleFieldSetTo:'@{saving_throw_toggle_var}',triggerFields:['saving_throw_ability','saving_throw_bonus','saving_throw_vs_ability']};parseAttackComponent(v,repeatingString,finalSetAttrs,savingThrowParse);var savingThrowToggle=v[repeatingString+'saving_throw_toggle'];if(savingThrowToggle==='@{saving_throw_toggle_var}'){var savingThrowDC=8+getIntValue(v.pb);var savingThrowAbility=v[repeatingString+'saving_throw_ability'];if(!savingThrowAbility&&savingThrowAbility!=='0'){savingThrowAbility=v.default_ability;finalSetAttrs[repeatingString+'saving_throw_ability']=v.default_ability;}savingThrowDC+=getAbilityValue(v,savingThrowAbility,'strength_mod');if(options&&options.bonusDC){savingThrowDC+=getIntValue(options.bonusDC);}savingThrowDC+=getIntValue(v[repeatingString+'saving_throw_bonus']);finalSetAttrs[repeatingString+'saving_throw_dc']=savingThrowDC;}};var updateDamageToggle=function updateDamageToggle(v,finalSetAttrs,repeatingString,options){var damageParse={addCastingModifier:exists(v[repeatingString+'add_casting_modifier']),parseName:'damage',toggleField:'damage_toggle',toggleFieldSetTo:'@{damage_toggle_var}',triggerFields:['damage','damage_ability','damage_bonus','damage_type']};parseAttackComponent(v,repeatingString,finalSetAttrs,damageParse);var damageString='';var damageFormula='';var damageToggle=v[repeatingString+'damage_toggle'];var damageAbility=void 0;var damageType=void 0;if(!damageToggle||damageToggle==='@{damage_toggle_var}'){var damageAddition=0;var damage=v[repeatingString+'damage'];if(exists(damage)){damageString+=damage;damageFormula+=damage+'[damage]';}if(!options.defaultDamageAbility){options.defaultDamageAbility=0;}damageAbility=v[repeatingString+'damage_ability'];if(isUndefined(damageAbility)&&v[repeatingString+'type']==='Ranged Weapon'){damageAbility='@{dexterity_mod}';finalSetAttrs[repeatingString+'damage_ability']=damageAbility;}if(exists(damageAbility)||options.defaultDamageAbility){var damageAbilityValue=getAbilityValue(v,damageAbility,options.defaultDamageAbility);if(exists(damageAbilityValue)){damageAddition+=damageAbilityValue;damageFormula+=addArithmeticOperator(damageFormula,damageAbilityValue)+'['+getAbilityShortName(v[repeatingString+'damage_ability'])+']';}}var damageBonus=getIntValue(v[repeatingString+'damage_bonus']);if(exists(damageBonus)){damageAddition+=damageBonus;damageFormula+=addArithmeticOperator(damageFormula,damageBonus)+'[bonus]';}if(exists(options.globalDamageBonus)){if(!isNaN(options.globalDamageBonus)){damageAddition+=getIntValue(options.globalDamageBonus);}else {damageString+=''+addArithmeticOperator(damageString,options.globalDamageBonus);}damageFormula+=addArithmeticOperator(damageFormula,options.globalDamageBonus)+'[global damage bonus]';}if(options&&exists(options.globalMeleeDamageBonus)&&v[repeatingString+'type']==='Melee Weapon'){if(!isNaN(options.globalMeleeDamageBonus)){damageAddition+=getIntValue(options.globalMeleeDamageBonus);}else {damageString+=''+addArithmeticOperator(damageString,options.globalMeleeDamageBonus);}damageFormula+=addArithmeticOperator(damageFormula,options.globalMeleeDamageBonus)+'[global melee damage bonus]';}else if(options&&exists(options.globalRangedDamageBonus)&&v[repeatingString+'type']==='Ranged Weapon'){if(!isNaN(options.globalRangedDamageBonus)){damageAddition+=getIntValue(options.globalRangedDamageBonus);}else {damageString+=''+addArithmeticOperator(damageString,options.globalRangedDamageBonus);}damageFormula+=addArithmeticOperator(damageFormula,options.globalRangedDamageBonus)+'[global ranged damage bonus]';}if(exists(damageAddition)){damageString+=addArithmeticOperator(damageString,damageAddition);}damageType=v[repeatingString+'damage_type'];if(exists(damageType)){if(hasUpperCase(damageType)){damageType=damageType.toLowerCase();finalSetAttrs[repeatingString+'damage_type']=damageType;}damageString+=' '+damageType;}}if(!exists(damageFormula)){damageFormula=0;}finalSetAttrs[repeatingString+'damage_formula']=damageFormula;var secondDamageParse={parseName:'secondDamage',toggleField:'second_damage_toggle',toggleFieldSetTo:'@{second_damage_toggle_var}',triggerFields:['second_damage','second_damage_ability','second_damage_bonus','second_damage_type']};parseAttackComponent(v,repeatingString,finalSetAttrs,secondDamageParse);var secondDamageFormula='';var secondDamageToggle=fromVOrFinalSetAttrs(v,finalSetAttrs,repeatingString+'second_damage_toggle');if(secondDamageToggle==='@{second_damage_toggle_var}'){var secondDamageAddition=0;var secondDamage=v[repeatingString+'second_damage'];if(exists(secondDamage)){damageString+=' + '+secondDamage;secondDamageFormula+=secondDamage+'[second damage]';}var secondDamageAbility=v[repeatingString+'second_damage_ability'];if(exists(secondDamageAbility)){secondDamageAbility=getAbilityValue(v,secondDamageAbility);if(exists(secondDamageAbility)){secondDamageAddition+=secondDamageAbility;secondDamageFormula+=addArithmeticOperator(secondDamageFormula,secondDamageAbility)+'['+getAbilityShortName(v[repeatingString+'second_damage_ability'])+']';}}var secondDamageBonus=getIntValue(v[repeatingString+'second_damage_bonus']);if(exists(secondDamageBonus)){secondDamageAddition+=secondDamageBonus;secondDamageFormula+=addArithmeticOperator(secondDamageFormula,secondDamageBonus)+'[bonus]';}if(exists(secondDamageAddition)){damageString+=addArithmeticOperator(damageString,secondDamageAddition);}var secondDamageType=v[repeatingString+'second_damage_type'];if(exists(secondDamageType)){if(hasUpperCase(secondDamageType)){secondDamageType=secondDamageType.toLowerCase();finalSetAttrs[repeatingString+'second_damage_type']=secondDamageType;}damageString+=' '+secondDamageType;}if(isUndefined(v[repeatingString+'parsed'])||v[repeatingString+'parsed'].indexOf('damageProperties')===-1){var damageProperties=v[repeatingString+'properties'];if(exists(damageProperties)){if(damageProperties.indexOf('Versatile')!==-1){if(!exists(damageAbility)){damageAbility='@{strength_mod}';}finalSetAttrs[repeatingString+'second_damage_ability']=damageAbility;finalSetAttrs[repeatingString+'second_damage_type']=damageType;}if(!finalSetAttrs[repeatingString+'parsed']){finalSetAttrs[repeatingString+'parsed']='';}finalSetAttrs[repeatingString+'parsed']+=' damageProperties';}}}if(!exists(secondDamageFormula)){secondDamageFormula=0;}finalSetAttrs[repeatingString+'second_damage_formula']=secondDamageFormula;if(options.type==='attack'){finalSetAttrs[repeatingString+'damage_string']=damageString;}};var updateHealToggle=function updateHealToggle(v,finalSetAttrs,repeatingString){var healParse={addCastingModifier:exists(v[repeatingString+'add_casting_modifier']),parseName:'heal',toggleField:'heal_toggle',toggleFieldSetTo:'@{heal_toggle_var}',triggerFields:['heal','heal_query_toggle']};parseAttackComponent(v,repeatingString,finalSetAttrs,healParse);var healFormula='@{heal}[heal]';var healToggle=v[repeatingString+'heal_toggle'];if(healToggle==='@{heal_toggle_var}'){var healAbility=v[repeatingString+'heal_ability'];healAbility=getAbilityValue(v,healAbility);if(exists(healAbility)){healFormula+=addArithmeticOperator(healFormula,healAbility)+'['+getAbilityShortName(v[repeatingString+'heal_ability'])+']';}var healBonus=getIntValue(v[repeatingString+'heal_bonus']);if(exists(healBonus)){healFormula+=addArithmeticOperator(healFormula,healBonus)+'[bonus]';}if(exists(v.global_spell_heal_bonus)){if(healFormula){healFormula+=' + ';}healFormula+='@{global_spell_heal_bonus}[global spell heal bonus]';}if(v[repeatingString+'heal_query_toggle']==='@{heal_query}'){if(healFormula){healFormula+=' + ';}healFormula+='@{heal_query_toggle}[query amount]';}finalSetAttrs[repeatingString+'heal_formula']=healFormula;}};var updateHigherLevelToggle=function updateHigherLevelToggle(v,finalSetAttrs,repeatingString){var higherLevelParse={addCastingModifier:exists(v[repeatingString+'add_casting_modifier']),parseName:'higherLevel',toggleField:'higher_level_toggle',toggleFieldSetTo:'@{higher_level_toggle_var}',triggerFields:['higher_level_dice','higher_level_die','second_higher_level_dice','second_higher_level_die','higher_level_heal']};parseAttackComponent(v,repeatingString,finalSetAttrs,higherLevelParse);var higherLevelToggle=v[repeatingString+'higher_level_toggle'];if(exists(higherLevelToggle)&&higherLevelToggle==='@{higher_level_toggle_var}'){var spellLevel=getIntValue(v[repeatingString+'spell_level']);finalSetAttrs[repeatingString+'higher_level_query']='@{higher_level_query_'+spellLevel+'}';var damageToggle=v[repeatingString+'damage_toggle'];if(damageToggle&&damageToggle==='@{damage_toggle_var}'){var higherLevelDamage='((@{higher_level_query} - @{spell_level}) * @{higher_level_dice})@{higher_level_die}[higher lvl]';finalSetAttrs[repeatingString+'damage_formula']+=addArithmeticOperator(finalSetAttrs[repeatingString+'damage_formula'],higherLevelDamage);finalSetAttrs[repeatingString+'damage_crit_formula']=higherLevelDamage;}var secondDamageToggle=v[repeatingString+'second_damage_toggle'];if(secondDamageToggle&&secondDamageToggle==='@{second_damage_toggle_var}'){var higherLevelSecondDamage='((@{higher_level_query} - @{spell_level}) * @{second_higher_level_dice})@{second_higher_level_die}[higher lvl]';finalSetAttrs[repeatingString+'second_damage_formula']+=addArithmeticOperator(finalSetAttrs[repeatingString+'second_damage_formula'],higherLevelSecondDamage);finalSetAttrs[repeatingString+'second_damage_crit_formula']=higherLevelSecondDamage;}var healToggle=v[repeatingString+'heal_toggle'];if(healToggle&&healToggle==='@{heal_toggle_var}'){if(finalSetAttrs[repeatingString+'heal_formula']){finalSetAttrs[repeatingString+'heal_formula']+=' + ';}finalSetAttrs[repeatingString+'heal_formula']+='((@{higher_level_query} - @{spell_level}) * @{higher_level_dice})@{higher_level_die}[higher lvl] + (@{higher_level_heal} * (@{higher_level_query} - @{spell_level}))[higher lvl flat amount]';}}};var updateCritDamage=function updateCritDamage(){var repeatingItems=['repeating_attack','repeating_spell','repeating_trait','repeating_action','repeating_reaction','repeating_legendaryaction','repeating_lairaction','repeating_regionaleffect'];var collectionArray=[];var finalSetAttrs={};var _iteratorNormalCompletion22=true;var _didIteratorError22=false;var _iteratorError22=undefined;try{var _loop=function _loop(){var repeatingItem=_step22.value;getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion23=true;var _didIteratorError23=false;var _iteratorError23=undefined;try{for(var _iterator23=ids[Symbol.iterator](),_step23;!(_iteratorNormalCompletion23=(_step23=_iterator23.next()).done);_iteratorNormalCompletion23=true){var id=_step23.value;var repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'damage');collectionArray.push(repeatingString+'damage_crit');collectionArray.push(repeatingString+'second_damage');collectionArray.push(repeatingString+'second_damage_crit');}}catch(err){_didIteratorError23=true;_iteratorError23=err;}finally {try{if(!_iteratorNormalCompletion23&&_iterator23.return){_iterator23.return();}}finally {if(_didIteratorError23){throw _iteratorError23;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion24=true;var _didIteratorError24=false;var _iteratorError24=undefined;try{for(var _iterator24=ids[Symbol.iterator](),_step24;!(_iteratorNormalCompletion24=(_step24=_iterator24.next()).done);_iteratorNormalCompletion24=true){var id=_step24.value;var repeatingString=repeatingItem+'_'+id+'_';if(!v[repeatingString+'damage_crit']&&v[repeatingString+'damage']){finalSetAttrs[repeatingString+'damage_crit']=v[repeatingString+'damage'];}else if(v[repeatingString+'damage']&&v[repeatingString+'damage_crit']){finalSetAttrs[repeatingString+'damage_crit']=v[repeatingString+'damage']+' + '+v[repeatingString+'damage_crit'];}if(!v[repeatingString+'second_damage_crit']&&v[repeatingString+'second_damage']){finalSetAttrs[repeatingString+'second_damage_crit']=v[repeatingString+'second_damage'];}else if(v[repeatingString+'second_damage']&&v[repeatingString+'second_damage_crit']){finalSetAttrs[repeatingString+'second_damage_crit']=v[repeatingString+'second_damage']+' + '+v[repeatingString+'second_damage_crit'];}}}catch(err){_didIteratorError24=true;_iteratorError24=err;}finally {try{if(!_iteratorNormalCompletion24&&_iterator24.return){_iterator24.return();}}finally {if(_didIteratorError24){throw _iteratorError24;}}}setFinalAttrs(v,finalSetAttrs);});});};for(var _iterator22=repeatingItems[Symbol.iterator](),_step22;!(_iteratorNormalCompletion22=(_step22=_iterator22.next()).done);_iteratorNormalCompletion22=true){_loop();}}catch(err){_didIteratorError22=true;_iteratorError22=err;}finally {try{if(!_iteratorNormalCompletion22&&_iterator22.return){_iterator22.return();}}finally {if(_didIteratorError22){throw _iteratorError22;}}}};var setCritDamage=function setCritDamage(v,finalSetAttrs,repeatingString){if(!v[repeatingString+'damage_crit']&&v[repeatingString+'damage']){finalSetAttrs[repeatingString+'damage_crit']=v[repeatingString+'damage'];}if(!v[repeatingString+'second_damage_crit']&&v[repeatingString+'second_damage']){finalSetAttrs[repeatingString+'second_damage_crit']=v[repeatingString+'second_damage'];}};var findAmmo=function findAmmo(name,callback){var repeatingItem='repeating_ammo';var collectionArray=[];getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion25=true;var _didIteratorError25=false;var _iteratorError25=undefined;try{for(var _iterator25=ids[Symbol.iterator](),_step25;!(_iteratorNormalCompletion25=(_step25=_iterator25.next()).done);_iteratorNormalCompletion25=true){var id=_step25.value;var repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'name');collectionArray.push(repeatingString+'qty');}}catch(err){_didIteratorError25=true;_iteratorError25=err;}finally {try{if(!_iteratorNormalCompletion25&&_iterator25.return){_iterator25.return();}}finally {if(_didIteratorError25){throw _iteratorError25;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion26=true;var _didIteratorError26=false;var _iteratorError26=undefined;try{for(var _iterator26=ids[Symbol.iterator](),_step26;!(_iteratorNormalCompletion26=(_step26=_iterator26.next()).done);_iteratorNormalCompletion26=true){var id=_step26.value;var repeatingString=repeatingItem+'_'+id+'_';if(v[repeatingString+'name']===name){callback('@{'+repeatingString+'qty}');}}}catch(err){_didIteratorError26=true;_iteratorError26=err;}finally {try{if(!_iteratorNormalCompletion26&&_iterator26.return){_iterator26.return();}}finally {if(_didIteratorError26){throw _iteratorError26;}}}console.warn('cannot find ammo field by the name '+name);});});};var updateActionChatMacro=function updateActionChatMacro(type){var repeatingItem='repeating_'+type;var collectionArray=[type+'s_macro_var',type+'s_chat_var',type+'s_exist'];var finalSetAttrs={};finalSetAttrs[type+'s_macro_var']='';finalSetAttrs[type+'s_chat_var']='';getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion27=true;var _didIteratorError27=false;var _iteratorError27=undefined;try{for(var _iterator27=ids[Symbol.iterator](),_step27;!(_iteratorNormalCompletion27=(_step27=_iterator27.next()).done);_iteratorNormalCompletion27=true){var id=_step27.value;var repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'name');collectionArray.push(repeatingString+'freetext');}}catch(err){_didIteratorError27=true;_iteratorError27=err;}finally {try{if(!_iteratorNormalCompletion27&&_iterator27.return){_iterator27.return();}}finally {if(_didIteratorError27){throw _iteratorError27;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion28=true;var _didIteratorError28=false;var _iteratorError28=undefined;try{for(var _iterator28=ids[Symbol.iterator](),_step28;!(_iteratorNormalCompletion28=(_step28=_iterator28.next()).done);_iteratorNormalCompletion28=true){var id=_step28.value;var repeatingString=repeatingItem+'_'+id+'_';var actionName=v[repeatingString+'name'];var freeText=v[repeatingString+'freetext'];if(id!==ids[0]){finalSetAttrs[type+'s_macro_var']+=', ';}var actionType='action';var title=void 0;if(type==='trait'){title='Traits';actionType='trait';}else if(type==='action'){title='Actions';}else if(type==='reaction'){title='Reactions';}else if(type==='legendaryaction'){title='Legendary Actions';}else if(type==='lairaction'){title='Lair Actions';actionName=freeText;}else if(type==='regionaleffect'){title='Regional Effects';actionName=freeText;}if(actionName&&actionName.length>50){actionName=actionName.substring(0,50)+'...';}finalSetAttrs[type+'s_macro_var']+='['+actionName+'](~repeating_'+type+'_'+id+'_'+actionType+')';finalSetAttrs[type+'s_chat_var']+='{{'+title+'='+finalSetAttrs[type+'s_macro_var']+'}}';}}catch(err){_didIteratorError28=true;_iteratorError28=err;}finally {try{if(!_iteratorNormalCompletion28&&_iterator28.return){_iterator28.return();}}finally {if(_didIteratorError28){throw _iteratorError28;}}}setFinalAttrs(v,finalSetAttrs);});});};var updateAction=function updateAction(type,rowId){var repeatingItem='repeating_'+type;var collectionArray=['pb','strength_mod','finesse_mod','global_attack_bonus','global_melee_attack_bonus','global_ranged_attack_bonus','global_damage_bonus','global_melee_damage_bonus','global_ranged_damage_bonus','default_ability'];var finalSetAttrs={};var rechargeRegex=/\s*?\((?:Recharge\s*?(\d+\-\d+|\d+)|Recharges\safter\sa\s(.*))\)/gi;var rechargeDayRegex=/\s*?\((\d+\/Day)\)/gi;var _iteratorNormalCompletion29=true;var _didIteratorError29=false;var _iteratorError29=undefined;try{for(var _iterator29=ABILITIES[Symbol.iterator](),_step29;!(_iteratorNormalCompletion29=(_step29=_iterator29.next()).done);_iteratorNormalCompletion29=true){var ability=_step29.value;collectionArray.push(ability+'_mod');}}catch(err){_didIteratorError29=true;_iteratorError29=err;}finally {try{if(!_iteratorNormalCompletion29&&_iterator29.return){_iterator29.return();}}finally {if(_didIteratorError29){throw _iteratorError29;}}}getSectionIDs(repeatingItem,function(ids){if(rowId){ids=[];ids.push(rowId);}var _iteratorNormalCompletion30=true;var _didIteratorError30=false;var _iteratorError30=undefined;try{for(var _iterator30=ids[Symbol.iterator](),_step30;!(_iteratorNormalCompletion30=(_step30=_iterator30.next()).done);_iteratorNormalCompletion30=true){var id=_step30.value;var repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'name');collectionArray.push(repeatingString+'type');collectionArray.push(repeatingString+'uses');collectionArray.push(repeatingString+'uses_max');collectionArray.push(repeatingString+'has_uses');collectionArray.push(repeatingString+'roll_toggle');collectionArray.push(repeatingString+'to_hit');collectionArray.push(repeatingString+'attack_formula');collectionArray.push(repeatingString+'proficiency');collectionArray.push(repeatingString+'attack_ability');collectionArray.push(repeatingString+'attack_bonus');collectionArray.push(repeatingString+'saving_throw_toggle');collectionArray.push(repeatingString+'saving_throw_ability');collectionArray.push(repeatingString+'saving_throw_bonus');collectionArray.push(repeatingString+'saving_throw_dc');collectionArray.push(repeatingString+'damage_toggle');collectionArray.push(repeatingString+'damage_formula');collectionArray.push(repeatingString+'damage');collectionArray.push(repeatingString+'damage_ability');collectionArray.push(repeatingString+'damage_bonus');collectionArray.push(repeatingString+'damage_type');collectionArray.push(repeatingString+'damage_crit');collectionArray.push(repeatingString+'second_damage_toggle');collectionArray.push(repeatingString+'second_damage_formula');collectionArray.push(repeatingString+'second_damage');collectionArray.push(repeatingString+'second_damage_ability');collectionArray.push(repeatingString+'second_damage_bonus');collectionArray.push(repeatingString+'second_damage_type');collectionArray.push(repeatingString+'second_damage_crit');collectionArray.push(repeatingString+'damage_string');collectionArray.push(repeatingString+'heal_toggle');collectionArray.push(repeatingString+'heal');collectionArray.push(repeatingString+'heal_ability');collectionArray.push(repeatingString+'heal_bonus');collectionArray.push(repeatingString+'heal_query_toggle');collectionArray.push(repeatingString+'parsed');collectionArray.push(repeatingString+'recharge');collectionArray.push(repeatingString+'recharge_display');collectionArray.push(repeatingString+'extras_toggle');collectionArray.push(repeatingString+'emote');collectionArray.push(repeatingString+'freetext');collectionArray.push(repeatingString+'freeform');}}catch(err){_didIteratorError30=true;_iteratorError30=err;}finally {try{if(!_iteratorNormalCompletion30&&_iterator30.return){_iterator30.return();}}finally {if(_didIteratorError30){throw _iteratorError30;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion31=true;var _didIteratorError31=false;var _iteratorError31=undefined;try{for(var _iterator31=ids[Symbol.iterator](),_step31;!(_iteratorNormalCompletion31=(_step31=_iterator31.next()).done);_iteratorNormalCompletion31=true){var id=_step31.value;var repeatingString=repeatingItem+'_'+id+'_';var actionName=v[repeatingString+'name'];if(!isUndefined(actionName)){var rechargeResult=rechargeRegex.exec(actionName);if(rechargeResult){finalSetAttrs[repeatingString+'recharge']=rechargeResult[1]||rechargeResult[2];finalSetAttrs[repeatingString+'name']=actionName.replace(rechargeRegex,'');}var rechargeDayResult=rechargeDayRegex.exec(actionName);if(rechargeDayResult){finalSetAttrs[repeatingString+'recharge']=rechargeDayResult[1]||rechargeDayResult[2];finalSetAttrs[repeatingString+'name']=actionName.replace(rechargeDayRegex,'');}}if(v[repeatingString+'uses']||v[repeatingString+'uses_max']){finalSetAttrs[repeatingString+'has_uses']=1;}else if(!isUndefined(v[repeatingString+'has_uses'])){finalSetAttrs[repeatingString+'has_uses']=0;}var recharge=fromVOrFinalSetAttrs(v,finalSetAttrs,repeatingString+'recharge');if(exists(recharge)){if(isNaN(recharge)){finalSetAttrs[repeatingString+'recharge_display']=' ('+recharge+')';}else {finalSetAttrs[repeatingString+'recharge_display']=' (Recharge '+recharge+')';}}else if(exists(v[repeatingString+'recharge_display'])){finalSetAttrs[repeatingString+'recharge_display']='';}var attackOptions={};if(type!=='trait'){attackOptions={defaultAbility:'strength_mod',globalAttackBonus:v.global_attack_bonus,globalAttackBonusLabel:'global attack bonus',globalMeleeAttackBonus:v.global_melee_attack_bonus,globalRangedAttackBonus:v.global_ranged_attack_bonus,type:'attack'};}updateAttackToggle(v,finalSetAttrs,repeatingString,attackOptions);updateSavingThrowToggle(v,finalSetAttrs,repeatingString);var damageOptions={};if(type!=='trait'){damageOptions={defaultDamageAbility:'strength_mod',globalDamageBonus:v.global_damage_bonus,globalMeleeDamageBonus:v.global_melee_damage_bonus,globalRangedDamageBonus:v.global_ranged_damage_bonus,type:'attack'};}updateDamageToggle(v,finalSetAttrs,repeatingString,damageOptions);setCritDamage(v,finalSetAttrs,repeatingString);updateHealToggle(v,finalSetAttrs,repeatingString);if(v[repeatingString+'emote']||v[repeatingString+'freetext']||v[repeatingString+'freeform']){finalSetAttrs[repeatingString+'extras_toggle']='@{extras_var}';}}}catch(err){_didIteratorError31=true;_iteratorError31=err;}finally {try{if(!_iteratorNormalCompletion31&&_iterator31.return){_iterator31.return();}}finally {if(_didIteratorError31){throw _iteratorError31;}}}setFinalAttrs(v,finalSetAttrs);});});};var updateActions=function updateActions(){updateAction('trait');updateAction('action');updateAction('reaction');updateAction('legendaryaction');updateAction('lairaction');updateAction('regionaleffect');};var updateActionIfTriggered=function updateActionIfTriggered(type,eventInfo){var repeatingInfo=getRepeatingInfo('repeating_'+type,eventInfo);if(repeatingInfo&&repeatingInfo.field!=='name'&&repeatingInfo.field!=='freetext'&&repeatingInfo.field!=='to_hit'&&repeatingInfo.field!=='attack_formula'&&repeatingInfo.field!=='damage_formula'&&repeatingInfo.field!=='damage_crit'&&repeatingInfo.field!=='second_damage_formula'&&repeatingInfo.field!=='second_damage_crit'&&repeatingInfo.field!=='damage_string'&&repeatingInfo.field!=='saving_throw_dc'&&repeatingInfo.field!=='parsed'&&repeatingInfo.field!=='recharge_display'){updateAction(type,repeatingInfo.rowId);}};on('change:repeating_trait',function(eventInfo){updateActionIfTriggered('trait',eventInfo);});on('change:repeating_action',function(eventInfo){updateActionIfTriggered('action',eventInfo);});on('change:repeating_reaction',function(eventInfo){updateActionIfTriggered('reaction',eventInfo);});on('change:repeating_legendaryaction',function(eventInfo){updateActionIfTriggered('legendaryaction',eventInfo);});on('change:repeating_lairaction',function(eventInfo){updateActionIfTriggered('lairaction',eventInfo);});on('change:repeating_regionaleffect',function(eventInfo){updateActionIfTriggered('regionaleffect',eventInfo);});var updateAttack=function updateAttack(rowId){var repeatingItem='repeating_attack';var collectionArray=['pb','strength_mod','finesse_mod','global_attack_bonus','global_melee_attack_bonus','global_ranged_attack_bonus','global_damage_bonus','global_melee_damage_bonus','global_ranged_damage_bonus','default_ability','ammo_auto_use'];var finalSetAttrs={};var _iteratorNormalCompletion32=true;var _didIteratorError32=false;var _iteratorError32=undefined;try{for(var _iterator32=ABILITIES[Symbol.iterator](),_step32;!(_iteratorNormalCompletion32=(_step32=_iterator32.next()).done);_iteratorNormalCompletion32=true){var ability=_step32.value;collectionArray.push(ability+'_mod');}}catch(err){_didIteratorError32=true;_iteratorError32=err;}finally {try{if(!_iteratorNormalCompletion32&&_iterator32.return){_iterator32.return();}}finally {if(_didIteratorError32){throw _iteratorError32;}}}getSectionIDs(repeatingItem,function(ids){if(rowId){ids=[];ids.push(rowId);}var _iteratorNormalCompletion33=true;var _didIteratorError33=false;var _iteratorError33=undefined;try{for(var _iterator33=ids[Symbol.iterator](),_step33;!(_iteratorNormalCompletion33=(_step33=_iterator33.next()).done);_iteratorNormalCompletion33=true){var id=_step33.value;var _repeatingString2=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString2+'name');collectionArray.push(_repeatingString2+'type');collectionArray.push(_repeatingString2+'roll_toggle');collectionArray.push(_repeatingString2+'to_hit');collectionArray.push(_repeatingString2+'attack_formula');collectionArray.push(_repeatingString2+'proficiency');collectionArray.push(_repeatingString2+'attack_ability');collectionArray.push(_repeatingString2+'attack_bonus');collectionArray.push(_repeatingString2+'ammo_toggle_var');collectionArray.push(_repeatingString2+'ammo_field_name');collectionArray.push(_repeatingString2+'ammo_used');collectionArray.push(_repeatingString2+'saving_throw_toggle');collectionArray.push(_repeatingString2+'saving_throw_ability');collectionArray.push(_repeatingString2+'saving_throw_bonus');collectionArray.push(_repeatingString2+'saving_throw_dc');collectionArray.push(_repeatingString2+'damage_toggle');collectionArray.push(_repeatingString2+'damage_formula');collectionArray.push(_repeatingString2+'damage');collectionArray.push(_repeatingString2+'damage_ability');collectionArray.push(_repeatingString2+'damage_bonus');collectionArray.push(_repeatingString2+'damage_type');collectionArray.push(_repeatingString2+'damage_crit');collectionArray.push(_repeatingString2+'second_damage_toggle');collectionArray.push(_repeatingString2+'second_damage_formula');collectionArray.push(_repeatingString2+'second_damage');collectionArray.push(_repeatingString2+'second_damage_ability');collectionArray.push(_repeatingString2+'second_damage_bonus');collectionArray.push(_repeatingString2+'second_damage_type');collectionArray.push(_repeatingString2+'second_damage_crit');collectionArray.push(_repeatingString2+'damage_string');collectionArray.push(_repeatingString2+'modifiers');collectionArray.push(_repeatingString2+'properties');collectionArray.push(_repeatingString2+'weight');collectionArray.push(_repeatingString2+'parsed');}}catch(err){_didIteratorError33=true;_iteratorError33=err;}finally {try{if(!_iteratorNormalCompletion33&&_iterator33.return){_iterator33.return();}}finally {if(_didIteratorError33){throw _iteratorError33;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion34=true;var _didIteratorError34=false;var _iteratorError34=undefined;try{var _loop2=function _loop2(){var id=_step34.value;var repeatingString=repeatingItem+'_'+id+'_';var attackName=v[repeatingString+'name'];if(isUndefined(attackName)){return {v:void 0};}if(isUndefined(v[repeatingString+'parsed'])||v[repeatingString+'parsed'].indexOf('modifiers')===-1){var attackModifiers=v[repeatingString+'modifiers'];if(exists(attackModifiers)){var attackBonus=attackModifiers.replace(/.*(?:Melee|Ranged) Attacks \+(\d+).*/gi,'$1');var damageBonus=attackModifiers.replace(/.*(?:Melee|Ranged) Damage \+(\d+).*/gi,'$1');finalSetAttrs[repeatingString+'attack_bonus']=attackBonus;finalSetAttrs[repeatingString+'damage_bonus']=damageBonus;if(!finalSetAttrs[repeatingString+'parsed']){finalSetAttrs[repeatingString+'parsed']='';}finalSetAttrs[repeatingString+'parsed']+=' modifiers';}}if(isUndefined(v[repeatingString+'parsed'])||v[repeatingString+'parsed'].indexOf('attackProperties')===-1){var attackProperties=v[repeatingString+'properties'];if(exists(attackProperties)){if(attackProperties.indexOf('Reach')!==-1){finalSetAttrs[repeatingString+'reach']='10 ft';}else if(v[repeatingString+'type']==='Melee Weapon'){finalSetAttrs[repeatingString+'reach']='5 ft';}if(attackProperties.indexOf('Finesse')!==-1){finalSetAttrs[repeatingString+'attack_ability']='@{finesse_mod}';finalSetAttrs[repeatingString+'damage_ability']='@{finesse_mod}';}if(!finalSetAttrs[repeatingString+'parsed']){finalSetAttrs[repeatingString+'parsed']='';}finalSetAttrs[repeatingString+'parsed']+=' attackProperties';}}var attackOptions={defaultAbility:'strength_mod',globalAttackBonus:v.global_attack_bonus,globalAttackBonusLabel:'global attack bonus',globalMeleeAttackBonus:v.global_melee_attack_bonus,globalRangedAttackBonus:v.global_ranged_attack_bonus,type:'attack'};updateAttackToggle(v,finalSetAttrs,repeatingString,attackOptions);var ammoName=v[repeatingString+'ammo_field_name'];var ammoUsed=getIntValue(v[repeatingString+'ammo_used'],1);if(!isUndefined(ammoName)){(function(){var ammoAutoUse=void 0;if(v.ammo_auto_use==='@{ammo_auto_use_var}'){ammoAutoUse=1;}else {ammoAutoUse=0;}findAmmo(ammoName,function(ammoQtyName){var setAmmo={};setAmmo[repeatingString+'ammo_toggle_var']='{{ammo=[['+ammoQtyName+'-'+ammoAutoUse*ammoUsed+']]}} {{ammo_name='+ammoName+'}}';setFinalAttrs(v,setAmmo);});})();}updateSavingThrowToggle(v,finalSetAttrs,repeatingString);var damageOptions={defaultDamageAbility:'strength_mod',globalDamageBonus:v.global_damage_bonus,globalMeleeDamageBonus:v.global_melee_damage_bonus,globalRangedDamageBonus:v.global_ranged_damage_bonus,type:'attack'};updateDamageToggle(v,finalSetAttrs,repeatingString,damageOptions);setCritDamage(v,finalSetAttrs,repeatingString);};for(var _iterator34=ids[Symbol.iterator](),_step34;!(_iteratorNormalCompletion34=(_step34=_iterator34.next()).done);_iteratorNormalCompletion34=true){var _ret2=_loop2();if((typeof _ret2==='undefined'?'undefined':_typeof(_ret2))==="object")return _ret2.v;}}catch(err){_didIteratorError34=true;_iteratorError34=err;}finally {try{if(!_iteratorNormalCompletion34&&_iterator34.return){_iterator34.return();}}finally {if(_didIteratorError34){throw _iteratorError34;}}}setFinalAttrs(v,finalSetAttrs);});});};on('change:repeating_attack',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_attack',eventInfo);if(repeatingInfo&&repeatingInfo.field!=='toggle_details'&&repeatingInfo.field!=='to_hit'&&repeatingInfo.field!=='attack_formula'&&repeatingInfo.field!=='damage_formula'&&repeatingInfo.field!=='damage_crit'&&repeatingInfo.field!=='second_damage_formula'&&repeatingInfo.field!=='second_damage_crit'&&repeatingInfo.field!=='damage_string'&&repeatingInfo.field!=='saving_throw_dc'&&repeatingInfo.field!=='qty'&&repeatingInfo.field!=='weight'&&repeatingInfo.field!=='parsed'){updateAttack(repeatingInfo.row);}});var weighAttacks=function weighAttacks(){var options={collection:'attack',toggle:'carried',qty:'qty'};var sumItems=[{fieldToAdd:'weight',itemTotal:'weight_total',totalField:'weight_attacks'}];sumRepeating(options,sumItems);};var updateAttackChatMacro=function updateAttackChatMacro(){var repeatingItem='repeating_attack';var collectionArray=['attacks_macro_var'];var finalSetAttrs={};finalSetAttrs.attacks_macro_var='';getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion35=true;var _didIteratorError35=false;var _iteratorError35=undefined;try{for(var _iterator35=ids[Symbol.iterator](),_step35;!(_iteratorNormalCompletion35=(_step35=_iterator35.next()).done);_iteratorNormalCompletion35=true){var id=_step35.value;var _repeatingString4=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString4+'name');}}catch(err){_didIteratorError35=true;_iteratorError35=err;}finally {try{if(!_iteratorNormalCompletion35&&_iterator35.return){_iterator35.return();}}finally {if(_didIteratorError35){throw _iteratorError35;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion36=true;var _didIteratorError36=false;var _iteratorError36=undefined;try{for(var _iterator36=ids[Symbol.iterator](),_step36;!(_iteratorNormalCompletion36=(_step36=_iterator36.next()).done);_iteratorNormalCompletion36=true){var id=_step36.value;var _repeatingString3=repeatingItem+'_'+id+'_';var actionName=v[_repeatingString3+'name'];if(actionName&&actionName.length>50){actionName=actionName.substring(0,50)+'...';}if(id!==ids[0]){finalSetAttrs.attacks_macro_var+=', ';}finalSetAttrs.attacks_macro_var+='['+actionName+'](~repeating_attack_'+id+'_attack)';}}catch(err){_didIteratorError36=true;_iteratorError36=err;}finally {try{if(!_iteratorNormalCompletion36&&_iterator36.return){_iterator36.return();}}finally {if(_didIteratorError36){throw _iteratorError36;}}}setFinalAttrs(v,finalSetAttrs);});});};on('change:repeating_attack',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_attack',eventInfo);if(repeatingInfo&&repeatingInfo.field==='name'){updateAttackChatMacro();}});on('remove:repeating_attack',function(){updateAttackChatMacro();});on('change:repeating_attack:carried change:repeating_attack:qty change:repeating_attack:weight remove:repeating_attack',function(){weighAttacks();});on('change:global_attack_bonus change:global_melee_attack_bonus change:global_ranged_attack_bonus change:global_damage_bonus change:global_melee_damage_bonus change:global_ranged_damage_bonus change:ammo_auto_use',function(){updateAttack();updateAction('action');updateAction('reaction');updateAction('legendaryaction');updateAction('lairaction');});var updateSpell=function updateSpell(rowId){var repeatingItem='repeating_spell';var collectionArray=['is_npc','pb','finesse_mod','global_spell_attack_bonus','global_spell_damage_bonus','global_spell_dc_bonus','global_spell_heal_bonus','default_ability','caster_level'];var finalSetAttrs={};var _iteratorNormalCompletion37=true;var _didIteratorError37=false;var _iteratorError37=undefined;try{for(var _iterator37=ABILITIES[Symbol.iterator](),_step37;!(_iteratorNormalCompletion37=(_step37=_iterator37.next()).done);_iteratorNormalCompletion37=true){var ability=_step37.value;collectionArray.push(ability+'_mod');}}catch(err){_didIteratorError37=true;_iteratorError37=err;}finally {try{if(!_iteratorNormalCompletion37&&_iterator37.return){_iterator37.return();}}finally {if(_didIteratorError37){throw _iteratorError37;}}}getSectionIDs(repeatingItem,function(ids){if(rowId){ids=[];ids.push(rowId);}var _iteratorNormalCompletion38=true;var _didIteratorError38=false;var _iteratorError38=undefined;try{for(var _iterator38=ids[Symbol.iterator](),_step38;!(_iteratorNormalCompletion38=(_step38=_iterator38.next()).done);_iteratorNormalCompletion38=true){var id=_step38.value;var _repeatingString6=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString6+'name');collectionArray.push(_repeatingString6+'type');collectionArray.push(_repeatingString6+'roll_toggle');collectionArray.push(_repeatingString6+'to_hit');collectionArray.push(_repeatingString6+'attack_formula');collectionArray.push(_repeatingString6+'proficiency');collectionArray.push(_repeatingString6+'attack_ability');collectionArray.push(_repeatingString6+'attack_bonus');collectionArray.push(_repeatingString6+'saving_throw_toggle');collectionArray.push(_repeatingString6+'saving_throw_ability');collectionArray.push(_repeatingString6+'saving_throw_vs_ability');collectionArray.push(_repeatingString6+'saving_throw_bonus');collectionArray.push(_repeatingString6+'saving_throw_dc');collectionArray.push(_repeatingString6+'damage_toggle');collectionArray.push(_repeatingString6+'damage_formula');collectionArray.push(_repeatingString6+'damage');collectionArray.push(_repeatingString6+'damage_ability');collectionArray.push(_repeatingString6+'damage_bonus');collectionArray.push(_repeatingString6+'damage_type');collectionArray.push(_repeatingString6+'damage_crit');collectionArray.push(_repeatingString6+'second_damage_toggle');collectionArray.push(_repeatingString6+'second_damage_formula');collectionArray.push(_repeatingString6+'second_damage');collectionArray.push(_repeatingString6+'second_damage_ability');collectionArray.push(_repeatingString6+'second_damage_bonus');collectionArray.push(_repeatingString6+'second_damage_type');collectionArray.push(_repeatingString6+'second_damage_crit');collectionArray.push(_repeatingString6+'damage_string');collectionArray.push(_repeatingString6+'parsed');collectionArray.push(_repeatingString6+'spell_level');collectionArray.push(_repeatingString6+'casting_time');collectionArray.push(_repeatingString6+'components');collectionArray.push(_repeatingString6+'heal_toggle');collectionArray.push(_repeatingString6+'heal');collectionArray.push(_repeatingString6+'heal_ability');collectionArray.push(_repeatingString6+'heal_bonus');collectionArray.push(_repeatingString6+'heal_query_toggle');collectionArray.push(_repeatingString6+'add_casting_modifier');collectionArray.push(_repeatingString6+'higher_level_toggle');collectionArray.push(_repeatingString6+'higher_level_dice');collectionArray.push(_repeatingString6+'higher_level_die');collectionArray.push(_repeatingString6+'second_higher_level_dice');collectionArray.push(_repeatingString6+'second_higher_level_die');collectionArray.push(_repeatingString6+'higher_level_heal');collectionArray.push(_repeatingString6+'components_verbal');collectionArray.push(_repeatingString6+'components_somatic');collectionArray.push(_repeatingString6+'components_material');collectionArray.push(_repeatingString6+'duration');collectionArray.push(_repeatingString6+'concentration');collectionArray.push(_repeatingString6+'concentration_text');collectionArray.push(_repeatingString6+'ritual');collectionArray.push(_repeatingString6+'ritual_output');collectionArray.push(_repeatingString6+'ritual_show');collectionArray.push(_repeatingString6+'materials');collectionArray.push(_repeatingString6+'materials_show');collectionArray.push(_repeatingString6+'extras_toggle');collectionArray.push(_repeatingString6+'emote');collectionArray.push(_repeatingString6+'freetext');collectionArray.push(_repeatingString6+'freeform');}}catch(err){_didIteratorError38=true;_iteratorError38=err;}finally {try{if(!_iteratorNormalCompletion38&&_iterator38.return){_iterator38.return();}}finally {if(_didIteratorError38){throw _iteratorError38;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion39=true;var _didIteratorError39=false;var _iteratorError39=undefined;try{for(var _iterator39=ids[Symbol.iterator](),_step39;!(_iteratorNormalCompletion39=(_step39=_iterator39.next()).done);_iteratorNormalCompletion39=true){var id=_step39.value;var _repeatingString5=repeatingItem+'_'+id+'_';var spellLevel=getIntValue(v[_repeatingString5+'spell_level']);if(spellLevel===0){finalSetAttrs[_repeatingString5+'spell_level']=spellLevel;finalSetAttrs[_repeatingString5+'is_prepared']='on';}finalSetAttrs[_repeatingString5+'friendly_level']=ordinalSpellLevel(spellLevel);var concentration=v[_repeatingString5+'concentration'];if(concentration==='Yes'){finalSetAttrs[_repeatingString5+'concentration_show']=1;finalSetAttrs[_repeatingString5+'concentration_text']='Concentration, ';}else if(!isUndefined(v[_repeatingString5+'concentration_text'])){finalSetAttrs[_repeatingString5+'concentration_text']='';finalSetAttrs[_repeatingString5+'concentration_show']=0;}if(v.duration){finalSetAttrs.duration=v.duration.toLowerCase();}var ritual=v[_repeatingString5+'ritual'];if(ritual==='Yes'){finalSetAttrs[_repeatingString5+'ritual_show']=1;finalSetAttrs[_repeatingString5+'ritual_output']='?{Cast as|Ritual,{{ritual=1&#125;&#125;|Spell,}';}else {if(!isUndefined(v[_repeatingString5+'ritual_show'])){finalSetAttrs[_repeatingString5+'ritual_show']=0;}if(!isUndefined(v[_repeatingString5+'ritual_output'])){finalSetAttrs[_repeatingString5+'ritual_output']='';}}var materials=v[_repeatingString5+'materials'];if(!isUndefined(materials)&&materials!==''){finalSetAttrs[_repeatingString5+'materials_show']=1;}else if(!isUndefined(v[_repeatingString5+'materials_show'])){finalSetAttrs[_repeatingString5+'materials_show']=0;}var spellComponents=v[_repeatingString5+'components'];finalSetAttrs[_repeatingString5+'components_verbal']=0;finalSetAttrs[_repeatingString5+'components_somatic']=0;finalSetAttrs[_repeatingString5+'components_material']=0;if(exists(spellComponents)){if(spellComponents.indexOf('V')!==-1){finalSetAttrs[_repeatingString5+'components_verbal']=1;}if(spellComponents.indexOf('S')!==-1){finalSetAttrs[_repeatingString5+'components_somatic']=1;}if(spellComponents.indexOf('M')!==-1){finalSetAttrs[_repeatingString5+'components_material']=1;}}var attackOptions={attackAbility:true,globalAttackBonus:v.global_spell_attack_bonus,type:'spell'};updateAttackToggle(v,finalSetAttrs,_repeatingString5,attackOptions);var savingThrowOptions={bonusDC:v.global_spell_dc_bonus};updateSavingThrowToggle(v,finalSetAttrs,_repeatingString5,savingThrowOptions);var damageOptions={globalDamageBonus:v.global_spell_damage_bonus,type:'spell'};updateDamageToggle(v,finalSetAttrs,_repeatingString5,damageOptions);setCritDamage(v,finalSetAttrs,_repeatingString5);if(getIntValue(v.is_npc)===1&&v.caster_level&&v[_repeatingString5+'damage']&&v[_repeatingString5+'damage'].indexOf('@{level}')!==-1){finalSetAttrs[_repeatingString5+'damage']=v[_repeatingString5+'damage'].replace('@{level}','@{caster_level}');}updateHealToggle(v,finalSetAttrs,_repeatingString5);updateHigherLevelToggle(v,finalSetAttrs,_repeatingString5);if(v[_repeatingString5+'emote']||v[_repeatingString5+'freetext']||v[_repeatingString5+'freeform']){finalSetAttrs[_repeatingString5+'extras_toggle']='@{extras_var}';}}}catch(err){_didIteratorError39=true;_iteratorError39=err;}finally {try{if(!_iteratorNormalCompletion39&&_iterator39.return){_iterator39.return();}}finally {if(_didIteratorError39){throw _iteratorError39;}}}setFinalAttrs(v,finalSetAttrs);});});};on('change:repeating_spell',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_spell',eventInfo);if(repeatingInfo&&repeatingInfo.field!=='toggle_details'&&repeatingInfo.field!=='to_hit'&&repeatingInfo.field!=='attack_formula'&&repeatingInfo.field!=='damage_formula'&&repeatingInfo.field!=='damage_crit'&&repeatingInfo.field!=='second_damage_formula'&&repeatingInfo.field!=='second_damage_crit'&&repeatingInfo.field!=='damage_string'&&repeatingInfo.field!=='saving_throw_dc'&&repeatingInfo.field!=='heal_formula'&&repeatingInfo.field!=='higher_level_query'&&repeatingInfo.field!=='parsed'){console.info('spell repeatingInfo.field',repeatingInfo.field);updateSpell(repeatingInfo.rowId);}});on('change:global_spell_attack_bonus change:global_spell_damage_bonus change:global_spell_dc_bonus change:global_spell_heal_bonus',function(){updateSpell();});var updateSpellChatMacro=function updateSpellChatMacro(){var repeatingItem='repeating_spell';var collectionArray=['spells_show_unprepared'];var finalSetAttrs={};var spells={0:[],1:[],2:[],3:[],4:[],5:[],6:[],7:[],8:[],9:[]};for(var i=0;i<=9;i++){collectionArray.push('spells_level_'+0+'_macro_var');}getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion40=true;var _didIteratorError40=false;var _iteratorError40=undefined;try{for(var _iterator40=ids[Symbol.iterator](),_step40;!(_iteratorNormalCompletion40=(_step40=_iterator40.next()).done);_iteratorNormalCompletion40=true){var id=_step40.value;var _repeatingString8=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString8+'name');collectionArray.push(_repeatingString8+'spell_level');collectionArray.push(_repeatingString8+'is_prepared');}}catch(err){_didIteratorError40=true;_iteratorError40=err;}finally {try{if(!_iteratorNormalCompletion40&&_iterator40.return){_iterator40.return();}}finally {if(_didIteratorError40){throw _iteratorError40;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion41=true;var _didIteratorError41=false;var _iteratorError41=undefined;try{for(var _iterator41=ids[Symbol.iterator](),_step41;!(_iteratorNormalCompletion41=(_step41=_iterator41.next()).done);_iteratorNormalCompletion41=true){var id=_step41.value;var _repeatingString7=repeatingItem+'_'+id+'_';var showUnprepared=v.spells_show_unprepared==='on'||isUndefined(v.spells_show_unprepared);var spellName=v[_repeatingString7+'name'];var spellLevel=getIntValue(v[_repeatingString7+'spell_level'],0);var spellPrepared=v[_repeatingString7+'is_prepared']==='on';if(spellName&&spellPrepared){spells[spellLevel].push('['+spellName+'](~repeating_spell_'+id+'_spell)');}else if(spellName&&showUnprepared){spells[spellLevel].push('<span class="sheet-unprepared">['+spellName+'](~repeating_spell_'+id+'_spell)</span>');}}}catch(err){_didIteratorError41=true;_iteratorError41=err;}finally {try{if(!_iteratorNormalCompletion41&&_iterator41.return){_iterator41.return();}}finally {if(_didIteratorError41){throw _iteratorError41;}}}for(var _i=0;_i<=9;_i++){if(spells[_i].length>0){finalSetAttrs['spells_level_'+_i+'_macro_var']=spells[_i].join(', ');}else {finalSetAttrs['spells_level_'+_i+'_macro_var']='';}}setFinalAttrs(v,finalSetAttrs);});});};on('change:repeating_spell',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_spell',eventInfo);if(repeatingInfo&&(repeatingInfo.field==='name'||repeatingInfo.field==='spell_level'||repeatingInfo.field==='is_prepared')){updateSpellChatMacro();}});on('change:spells_show_unprepared',function(){updateSpellChatMacro();});on('remove:repeating_spell',function(){updateSpellChatMacro();});var updateSpellChatMacroShow=function updateSpellChatMacroShow(){var collectionArray=['spells_show_spell_level_if_all_slots_are_used'];var finalSetAttrs={};for(var i=1;i<=9;i++){collectionArray.push('spell_slots_l'+i);}getAttrs(collectionArray,function(v){var showLevelIfAllSlotsAreUsed=v.spells_show_spell_level_if_all_slots_are_used==='on'||isUndefined(v.spells_show_spell_level_if_all_slots_are_used);for(var _i2=1;_i2<=9;_i2++){if(!showLevelIfAllSlotsAreUsed&&!getIntValue(v['spell_slots_l'+_i2])){finalSetAttrs['spells_level_'+_i2+'_show']='';}else {finalSetAttrs['spells_level_'+_i2+'_show']=true;}}setFinalAttrs(v,finalSetAttrs);});};on('change:spells_show_spell_level_if_all_slots_are_used change:spell_slots_l1 change:spell_slots_l2 change:spell_slots_l3 change:spell_slots_l4 change:spell_slots_l5 change:spell_slots_l6 change:spell_slots_l7 change:spell_slots_l8 change:spell_slots_l9',function(){updateSpellChatMacroShow();});var generateHigherLevelQueries=function generateHigherLevelQueries(){var collectionArray=['warlock_level','number_of_classes'];var finalSetAttrs={};for(var i=1;i<=8;i++){collectionArray.push('higher_level_query_'+i);}for(var _i3=1;_i3<=9;_i3++){collectionArray.push('spell_slots_l'+_i3);}getAttrs(collectionArray,function(v){for(var _i4=1;_i4<=8;_i4++){var levelQuery='';if(_i4<6&&v.number_of_classes===1&&v.warlock_level>0&&Math.ceil(getIntValue(v.warlock_level)/2)>=_i4){var spellLevel=1;if(v.warlock_level>=9){spellLevel=5;}else if(v.warlock_level>=7){spellLevel=4;}else if(v.warlock_level>=5){spellLevel=3;}else if(v.warlock_level>=3){spellLevel=2;}levelQuery+='|'+spellLevel;}else {for(var j=_i4;j<=9;j++){if(getIntValue(v['spell_slots_l'+j])){levelQuery+='|'+j;}}}if(levelQuery!==''){finalSetAttrs['higher_level_query_'+_i4]='?{Spell Level'+levelQuery+'}';}else {finalSetAttrs['higher_level_query_'+_i4]=_i4;}}setFinalAttrs(v,finalSetAttrs);});};on('change:warlock_level change:spell_slots_l1 change:spell_slots_l2 change:spell_slots_l3 change:spell_slots_l4 change:spell_slots_l5 change:spell_slots_l6 change:spell_slots_l7 change:spell_slots_l8 change:spell_slots_l9',function(){generateHigherLevelQueries();});function updateD20Mod(){var collectionArray=['halfling_luck'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(v.halfling_luck==='on'){finalSetAttrs.d20_mod='ro<1[halfling luck]';}else {finalSetAttrs.d20_mod='';}setFinalAttrs(v,finalSetAttrs);});}on('change:halfling_luck',function(){updateD20Mod();});var updateAbilityChecksMacro=function updateAbilityChecksMacro(){var repeatingItem='repeating_skill';var collectionArray=['ability_checks_query_var','ability_checks_macro_var','ability_checks_show_totals'];var finalSetAttrs={};finalSetAttrs.ability_checks_query_var='?{Ability Check';finalSetAttrs.ability_checks_macro_var='';finalSetAttrs.skills_macro_var='';var _iteratorNormalCompletion42=true;var _didIteratorError42=false;var _iteratorError42=undefined;try{for(var _iterator42=ABILITIES[Symbol.iterator](),_step42;!(_iteratorNormalCompletion42=(_step42=_iterator42.next()).done);_iteratorNormalCompletion42=true){var ability=_step42.value;collectionArray.push(ability+'_check_mod');collectionArray.push(ability+'_check_mod_with_sign');}}catch(err){_didIteratorError42=true;_iteratorError42=err;}finally {try{if(!_iteratorNormalCompletion42&&_iterator42.return){_iterator42.return();}}finally {if(_didIteratorError42){throw _iteratorError42;}}}getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion43=true;var _didIteratorError43=false;var _iteratorError43=undefined;try{for(var _iterator43=ids[Symbol.iterator](),_step43;!(_iteratorNormalCompletion43=(_step43=_iterator43.next()).done);_iteratorNormalCompletion43=true){var id=_step43.value;var _repeatingString10=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString10+'name');collectionArray.push(_repeatingString10+'ability');collectionArray.push(_repeatingString10+'total_with_sign');}}catch(err){_didIteratorError43=true;_iteratorError43=err;}finally {try{if(!_iteratorNormalCompletion43&&_iterator43.return){_iterator43.return();}}finally {if(_didIteratorError43){throw _iteratorError43;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion44=true;var _didIteratorError44=false;var _iteratorError44=undefined;try{for(var _iterator44=ABILITIES[Symbol.iterator](),_step44;!(_iteratorNormalCompletion44=(_step44=_iterator44.next()).done);_iteratorNormalCompletion44=true){var ability=_step44.value;if(!v[ability+'_check_mod_with_sign']){console.warn('rerun until the fields are set');updateAbilityModifiers();updateAbilityChecksMacro();}finalSetAttrs.ability_checks_query_var+='|'+capitalize(ability)+',{{title='+capitalize(ability)+'&#125;&#125; {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + '+v[ability+'_check_mod']+']]&#125;&#125; @{roll_setting}@{d20_mod} + '+v[ability+'_check_mod']+']]&#125;&#125;';if(v.ability_checks_show_totals==='on'){finalSetAttrs.ability_checks_macro_var+='['+capitalize(ability)+' '+v[ability+'_check_mod_with_sign']+'](~shaped_'+ability+'_check)';}else {finalSetAttrs.ability_checks_macro_var+='['+capitalize(ability)+'](~shaped_'+ability+'_check)';}finalSetAttrs.ability_checks_macro_var+=', ';}}catch(err){_didIteratorError44=true;_iteratorError44=err;}finally {try{if(!_iteratorNormalCompletion44&&_iterator44.return){_iterator44.return();}}finally {if(_didIteratorError44){throw _iteratorError44;}}}var _iteratorNormalCompletion45=true;var _didIteratorError45=false;var _iteratorError45=undefined;try{for(var _iterator45=ids[Symbol.iterator](),_step45;!(_iteratorNormalCompletion45=(_step45=_iterator45.next()).done);_iteratorNormalCompletion45=true){var id=_step45.value;var _repeatingString9=repeatingItem+'_'+id+'_';finalSetAttrs.ability_checks_query_var+='|'+v[_repeatingString9+'name']+', {{title='+v[_repeatingString9+'name']+' ('+capitalize(getAbilityShortName(v[_repeatingString9+'ability']))+')&#125;&#125; {{roll1=[[@{preroll}d20@{postroll}@{d20_mod} + @{'+_repeatingString9+'formula}]]&#125;&#125; @{roll_setting}@{d20_mod} + @{'+_repeatingString9+'formula}]]&#125;&#125;';if(id!==ids[0]){finalSetAttrs.ability_checks_macro_var+=', ';finalSetAttrs.skills_macro_var+=', ';}var skillButton=void 0;if(v.ability_checks_show_totals==='on'){skillButton='['+v[_repeatingString9+'name']+' '+v[_repeatingString9+'total_with_sign']+'](~repeating_skill_'+id+'_skill)';}else {skillButton='['+v[_repeatingString9+'name']+'](~repeating_skill_'+id+'_skill)';}finalSetAttrs.ability_checks_macro_var+=skillButton;finalSetAttrs.skills_macro_var+=skillButton;}}catch(err){_didIteratorError45=true;_iteratorError45=err;}finally {try{if(!_iteratorNormalCompletion45&&_iterator45.return){_iterator45.return();}}finally {if(_didIteratorError45){throw _iteratorError45;}}}finalSetAttrs.ability_checks_query_var+='}';setFinalAttrs(v,finalSetAttrs);});});};var updatePreAndPostRoll=function updatePreAndPostRoll(){var collectionArray=['roll_setting','roll_info','preroll','postroll'];var finalSetAttrs={};getAttrs(collectionArray,function(v){finalSetAttrs.roll_info='';finalSetAttrs.preroll='';finalSetAttrs.postroll='';if(v.roll_setting==='@{roll_advantage}'){finalSetAttrs.roll_info='{{advantage=1}}';finalSetAttrs.preroll=2;finalSetAttrs.postroll='kh1';}else if(v.roll_setting==='@{roll_disadvantage}'){finalSetAttrs.roll_info='{{disadvantage=1}}';finalSetAttrs.preroll=2;finalSetAttrs.postroll='kl1';}setFinalAttrs(v,finalSetAttrs);});};on('change:roll_setting',function(){updatePreAndPostRoll();});var updateSkill=function updateSkill(rowId){var repeatingItem='repeating_skill';var collectionArray=['jack_of_all_trades_toggle','jack_of_all_trades','remarkable_athlete_toggle','remarkable_athlete','pb','exp','global_check_bonus'];var finalSetAttrs={};var _iteratorNormalCompletion46=true;var _didIteratorError46=false;var _iteratorError46=undefined;try{for(var _iterator46=ABILITIES[Symbol.iterator](),_step46;!(_iteratorNormalCompletion46=(_step46=_iterator46.next()).done);_iteratorNormalCompletion46=true){var ability=_step46.value;collectionArray.push(ability+'_mod');collectionArray.push(ability+'_check_bonus');}}catch(err){_didIteratorError46=true;_iteratorError46=err;}finally {try{if(!_iteratorNormalCompletion46&&_iterator46.return){_iterator46.return();}}finally {if(_didIteratorError46){throw _iteratorError46;}}}getSectionIDs(repeatingItem,function(ids){if(rowId){ids=[];ids.push(rowId);}var _iteratorNormalCompletion47=true;var _didIteratorError47=false;var _iteratorError47=undefined;try{for(var _iterator47=ids[Symbol.iterator](),_step47;!(_iteratorNormalCompletion47=(_step47=_iterator47.next()).done);_iteratorNormalCompletion47=true){var id=_step47.value;var _repeatingString12=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString12+'proficiency');collectionArray.push(_repeatingString12+'name');collectionArray.push(_repeatingString12+'storage_name');collectionArray.push(_repeatingString12+'ability');collectionArray.push(_repeatingString12+'bonus');collectionArray.push(_repeatingString12+'ability_short_name');collectionArray.push(_repeatingString12+'formula');collectionArray.push(_repeatingString12+'total');collectionArray.push(_repeatingString12+'total_with_sign');collectionArray.push(_repeatingString12+'passive_bonus');collectionArray.push(_repeatingString12+'passive_total');}}catch(err){_didIteratorError47=true;_iteratorError47=err;}finally {try{if(!_iteratorNormalCompletion47&&_iterator47.return){_iterator47.return();}}finally {if(_didIteratorError47){throw _iteratorError47;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion48=true;var _didIteratorError48=false;var _iteratorError48=undefined;try{for(var _iterator48=ids[Symbol.iterator](),_step48;!(_iteratorNormalCompletion48=(_step48=_iterator48.next()).done);_iteratorNormalCompletion48=true){var id=_step48.value;var _repeatingString11=repeatingItem+'_'+id+'_';var skillName=v[_repeatingString11+'name'];if(isUndefined(skillName)){return;}var ability=getAbilityModName(v[_repeatingString11+'ability']);var abilityName=getAbilityName(v[_repeatingString11+'ability']);finalSetAttrs[_repeatingString11+'ability_short_name']=getAbilityShortName(ability,true);var total=0;var totalFormula='';var proficiency=v[_repeatingString11+'proficiency'];if(!proficiency||proficiency==='unproficient'){if((abilityName==='strength'||abilityName==='dexterity'||abilityName==='constitution')&&v.remarkable_athlete_toggle==='@{remarkable_athlete}'){var remarkableAthlete=getIntValue(v.remarkable_athlete);total+=remarkableAthlete;totalFormula+=remarkableAthlete+'[remarkable athlete]';}else if(v.jack_of_all_trades_toggle==='@{jack_of_all_trades}'){var jackOfAllTrades=getIntValue(v.jack_of_all_trades);total+=jackOfAllTrades;totalFormula+=jackOfAllTrades+'[jack of all trades]';}}else if(proficiency==='proficient'){var pb=getIntValue(v.pb);total+=pb;totalFormula+=pb+'[proficient]';}else if(proficiency==='expertise'){var exp=getIntValue(v.exp);total+=exp;totalFormula+=exp+'[expertise]';}var skillAbility=getAbilityValue(v,ability,'strength_mod');if(exists(skillAbility)){total+=skillAbility;totalFormula+=addArithmeticOperator(totalFormula,skillAbility)+'['+getAbilityShortName(ability)+']';}var skillBonus=getIntValue(v[_repeatingString11+'bonus']);if(exists(skillBonus)){total+=skillBonus;totalFormula+=addArithmeticOperator(totalFormula,skillBonus)+'[bonus]';}var skillAbilityName=getAbilityName(ability);if(exists(skillAbilityName)){var checkBonus=v[skillAbilityName+'_check_bonus'];if(exists(checkBonus)){checkBonus=getIntValue(checkBonus);total+=checkBonus;totalFormula+=addArithmeticOperator(totalFormula,checkBonus)+'['+getAbilityShortName(ability)+' check bonus]';}}var globalCheckBonus=v.global_check_bonus;if(exists(globalCheckBonus)){if(!isNaN(globalCheckBonus)){total+=getIntValue(globalCheckBonus);}if(totalFormula){totalFormula+=' + ';}totalFormula+='(@{global_check_bonus})[global check bonus]';}var passiveBonus=getIntValue(v[_repeatingString11+'passive_bonus']);var passiveTotal=10+total+passiveBonus;finalSetAttrs[_repeatingString11+'total']=total;finalSetAttrs[_repeatingString11+'passive']=passiveTotal;finalSetAttrs[_repeatingString11+'total_with_sign']=showSign(total);finalSetAttrs[_repeatingString11+'formula']=totalFormula;}}catch(err){_didIteratorError48=true;_iteratorError48=err;}finally {try{if(!_iteratorNormalCompletion48&&_iterator48.return){_iterator48.return();}}finally {if(_didIteratorError48){throw _iteratorError48;}}}setFinalAttrs(v,finalSetAttrs,function(){updateAbilityChecksMacro();});});});};on('change:repeating_skill',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_skill',eventInfo);if(repeatingInfo&&repeatingInfo.field!=='ability_short_name'&&repeatingInfo.field!=='total'&&repeatingInfo.field!=='total_with_sign'&&repeatingInfo.field!=='passive_total'&&repeatingInfo.field!=='passive_total_with_sign'&&repeatingInfo.field!=='formula'){updateSkill(repeatingInfo.rowId);}});on('remove:repeating_skill change:ability_checks_show_totals',function(){updateAbilityChecksMacro();});on('change:jack_of_all_trades_toggle change:jack_of_all_trades change:remarkable_athlete_toggle change:remarkable_athlete change:global_check_bonus change:strength_check_bonus change:dexterity_check_bonus change:constitution_check_bonus change:intelligence_check_bonus change:wisdom_check_bonus change:charisma_check_bonus',function(){updateSkill();});var updateSkillsFromSRD=function updateSkillsFromSRD(){var repeatingItem='repeating_skill';var collectionArray=['skills_srd','level','challenge','strength_mod','dexterity_mod','constitution_mod','intelligence_mod','wisdom_mod','charisma_mod'];var finalSetAttrs={};getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion49=true;var _didIteratorError49=false;var _iteratorError49=undefined;try{for(var _iterator49=ids[Symbol.iterator](),_step49;!(_iteratorNormalCompletion49=(_step49=_iterator49.next()).done);_iteratorNormalCompletion49=true){var id=_step49.value;var _repeatingString13=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString13+'name');collectionArray.push(_repeatingString13+'ability');}}catch(err){_didIteratorError49=true;_iteratorError49=err;}finally {try{if(!_iteratorNormalCompletion49&&_iterator49.return){_iterator49.return();}}finally {if(_didIteratorError49){throw _iteratorError49;}}}getAttrs(collectionArray,function(v){var skillsFromSRD=v.skills_srd;var skillsObj={};var pb=getPB(v.level,v.challenge);var expertise=pb*2;var skillName=void 0;var repeatingString=void 0;if(!isUndefined(skillsFromSRD)){var _iteratorNormalCompletion50=true;var _didIteratorError50=false;var _iteratorError50=undefined;try{for(var _iterator50=ids[Symbol.iterator](),_step50;!(_iteratorNormalCompletion50=(_step50=_iterator50.next()).done);_iteratorNormalCompletion50=true){var id=_step50.value;repeatingString=repeatingItem+'_'+id+'_';skillName=v[repeatingString+'name'];skillsObj[skillName]=id;}}catch(err){_didIteratorError50=true;_iteratorError50=err;}finally {try{if(!_iteratorNormalCompletion50&&_iterator50.return){_iterator50.return();}}finally {if(_didIteratorError50){throw _iteratorError50;}}}var re=/(\w+)\s?((?:\+|\-)\d+)/gi;var match=void 0;while((match=re.exec(skillsFromSRD))!==null){if(match&&match[1]&&match[2]){skillName=match[1];if(skillsObj[skillName]){var skillId=skillsObj[skillName];repeatingString=repeatingItem+'_'+skillId+'_';var skillAbility=v[repeatingString+'ability'];var abilityValue=getAbilityValue(v,skillAbility);var skillBonus=getIntValue(match[2])-abilityValue;if(skillBonus>=expertise){finalSetAttrs[repeatingString+'proficiency']='expertise';if(skillBonus>expertise){finalSetAttrs[repeatingString+'bonus']=skillBonus-expertise;}}else if(skillBonus>=pb){finalSetAttrs[repeatingString+'proficiency']='proficient';if(skillBonus>pb){finalSetAttrs[repeatingString+'bonus']=skillBonus-pb;}}}else {console.warn(skillName+' does not exist in the list of skills');}}}}setFinalAttrs(v,finalSetAttrs);});});};on('change:skills_srd',function(){updateSkillsFromSRD();});var updateSavingThrow=function updateSavingThrow(ability){var collectionArray=['pb',ability+'_mod',ability+'_save_prof',ability+'_save_bonus','global_saving_throw_bonus','saving_throws_half_proficiency'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var abilityMod=getIntValue(v[ability+'_mod']);var total=abilityMod;var totalFormula=abilityMod+'['+getAbilityShortName(ability)+']';var pb=getIntValue(v.pb);if(v[ability+'_save_prof']==='@{PB}'){total+=pb;totalFormula+=addArithmeticOperator(totalFormula,pb)+'[proficient]';}else if(v.saving_throws_half_proficiency==='on'){var halfPB=Math.floor(pb/2);total+=halfPB;totalFormula+=addArithmeticOperator(totalFormula,halfPB)+'[half proficiency]';}var abilitySavingThrowBonus=getIntValue(v[ability+'_save_bonus']);if(abilitySavingThrowBonus){total+=abilitySavingThrowBonus;totalFormula+=addArithmeticOperator(totalFormula,abilitySavingThrowBonus)+'['+getAbilityShortName(ability)+'saving throw bonus]';}var globalSavingThrowBonus=v.global_saving_throw_bonus;if(!isUndefined(globalSavingThrowBonus)){if(!isNaN(globalSavingThrowBonus)){total+=getIntValue(globalSavingThrowBonus);}totalFormula+=addArithmeticOperator(totalFormula,globalSavingThrowBonus)+'[global saving throw bonus]';}finalSetAttrs[ability+'_saving_throw_mod']=totalFormula;finalSetAttrs[ability+'_saving_throw_mod_with_sign']=showSign(total);setFinalAttrs(v,finalSetAttrs);});};var updateSavingThrows=function updateSavingThrows(){updateSavingThrow('strength');updateSavingThrow('dexterity');updateSavingThrow('constitution');updateSavingThrow('intelligence');updateSavingThrow('wisdom');updateSavingThrow('charisma');};on('change:pb change:global_saving_throw_bonus change:saving_throws_half_proficiency',function(){updateSavingThrows();});on('change:strength_mod change:strength_save_prof change:strength_save_bonus',function(){updateSavingThrow('strength');});on('change:dexterity_mod change:dexterity_save_prof change:dexterity_save_bonus',function(){updateSavingThrow('dexterity');});on('change:constitution_mod change:constitution_save_prof change:constitution_save_bonus',function(){updateSavingThrow('constitution');});on('change:intelligence_mod change:intelligence_save_prof change:intelligence_save_bonus',function(){updateSavingThrow('intelligence');});on('change:wisdom_mod change:wisdom_save_prof change:wisdom_save_bonus',function(){updateSavingThrow('wisdom');});on('change:charisma_mod change:charisma_save_prof change:charisma_save_bonus',function(){updateSavingThrow('charisma');});var updateSavingThrowsFromSRD=function updateSavingThrowsFromSRD(){var collectionArray=['saving_throws_srd'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var savingThrowsFromSRD=v.saving_throws_srd;var pbVar='@{PB}';if(savingThrowsFromSRD.indexOf('Str')!==-1){finalSetAttrs.strength_save_prof=pbVar;}if(savingThrowsFromSRD.indexOf('Dex')!==-1){finalSetAttrs.dexterity_save_prof=pbVar;}if(savingThrowsFromSRD.indexOf('Con')!==-1){finalSetAttrs.constitution_save_prof=pbVar;}if(savingThrowsFromSRD.indexOf('Int')!==-1){finalSetAttrs.intelligence_save_prof=pbVar;}if(savingThrowsFromSRD.indexOf('Wis')!==-1){finalSetAttrs.wisdom_save_prof=pbVar;}if(savingThrowsFromSRD.indexOf('Cha')!==-1){finalSetAttrs.charisma_save_prof=pbVar;}setFinalAttrs(v,finalSetAttrs);});};on('change:saving_throws_srd',function(){updateSavingThrowsFromSRD();});var updateSpellsFromSRD=function updateSpellsFromSRD(){var collectionArray=['spells_srd'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var spells=v.spells_srd.split(', ');var _iteratorNormalCompletion51=true;var _didIteratorError51=false;var _iteratorError51=undefined;try{for(var _iterator51=spells[Symbol.iterator](),_step51;!(_iteratorNormalCompletion51=(_step51=_iterator51.next()).done);_iteratorNormalCompletion51=true){var spell=_step51.value;var _repeatingString14='repeating_spell_'+generateRowID()+'_';finalSetAttrs[_repeatingString14+'name']=spell;}}catch(err){_didIteratorError51=true;_iteratorError51=err;}finally {try{if(!_iteratorNormalCompletion51&&_iterator51.return){_iterator51.return();}}finally {if(_didIteratorError51){throw _iteratorError51;}}}setFinalAttrs(v,finalSetAttrs);});};on('change:spells_srd',function(){updateSpellsFromSRD();});var updateAttachers=function updateAttachers(){var repeatingItem='repeating_attacher';var collectionArray=['attacher_initiative','attacher_death_saving_throw','attacher_hit_dice','attacher_attack','attacher_spell','attacher_skill','attacher_crit'];var finalSetAttrs={};var itemsToPush=['initiative','death_saving_throw','hit_dice','attack','spell','skill'];var _iteratorNormalCompletion52=true;var _didIteratorError52=false;var _iteratorError52=undefined;try{for(var _iterator52=ABILITIES[Symbol.iterator](),_step52;!(_iteratorNormalCompletion52=(_step52=_iterator52.next()).done);_iteratorNormalCompletion52=true){var ability=_step52.value;collectionArray.push('attacher_'+ability+'_check');collectionArray.push('attacher_'+ability+'_saving_throw');itemsToPush.push(ability+'_check');itemsToPush.push(ability+'_saving_throw');}}catch(err){_didIteratorError52=true;_iteratorError52=err;}finally {try{if(!_iteratorNormalCompletion52&&_iterator52.return){_iterator52.return();}}finally {if(_didIteratorError52){throw _iteratorError52;}}}getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion53=true;var _didIteratorError53=false;var _iteratorError53=undefined;try{for(var _iterator53=ids[Symbol.iterator](),_step53;!(_iteratorNormalCompletion53=(_step53=_iterator53.next()).done);_iteratorNormalCompletion53=true){var id=_step53.value;var _repeatingString16=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString16+'name');collectionArray.push(_repeatingString16+'freetext');collectionArray.push(_repeatingString16+'freeform');collectionArray.push(_repeatingString16+'crit_attacher');var _iteratorNormalCompletion56=true;var _didIteratorError56=false;var _iteratorError56=undefined;try{for(var _iterator56=itemsToPush[Symbol.iterator](),_step56;!(_iteratorNormalCompletion56=(_step56=_iterator56.next()).done);_iteratorNormalCompletion56=true){var itemToPush=_step56.value;collectionArray.push(''+_repeatingString16+itemToPush+'_attacher');finalSetAttrs['attacher_'+itemToPush]='';}}catch(err){_didIteratorError56=true;_iteratorError56=err;}finally {try{if(!_iteratorNormalCompletion56&&_iterator56.return){_iterator56.return();}}finally {if(_didIteratorError56){throw _iteratorError56;}}}}}catch(err){_didIteratorError53=true;_iteratorError53=err;}finally {try{if(!_iteratorNormalCompletion53&&_iterator53.return){_iterator53.return();}}finally {if(_didIteratorError53){throw _iteratorError53;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion54=true;var _didIteratorError54=false;var _iteratorError54=undefined;try{for(var _iterator54=ids[Symbol.iterator](),_step54;!(_iteratorNormalCompletion54=(_step54=_iterator54.next()).done);_iteratorNormalCompletion54=true){var id=_step54.value;var _repeatingString15=repeatingItem+'_'+id+'_';var _iteratorNormalCompletion55=true;var _didIteratorError55=false;var _iteratorError55=undefined;try{for(var _iterator55=itemsToPush[Symbol.iterator](),_step55;!(_iteratorNormalCompletion55=(_step55=_iterator55.next()).done);_iteratorNormalCompletion55=true){var itemToPush=_step55.value;var attacher=v[''+_repeatingString15+itemToPush+'_attacher'];if(exists(attacher)&&attacher==='on'){var attacherName=v[_repeatingString15+'name']||'';var freeText=v[_repeatingString15+'freetext'];if(exists(attacherName)&&exists(freeText)){var critAttacher=v[_repeatingString15+'crit_attacher'];if(critAttacher==='on'){finalSetAttrs['attacher_'+itemToPush]+='{{crit_name='+attacherName+'}} ';finalSetAttrs['attacher_'+itemToPush]+='{{crit_text='+freeText+'}} ';}else {finalSetAttrs['attacher_'+itemToPush]+='{{'+attacherName+'='+freeText+'}} ';}}var freeForm=v[_repeatingString15+'freeform'];if(exists(freeForm)){finalSetAttrs['attacher_'+itemToPush]+=freeForm+' ';}}}}catch(err){_didIteratorError55=true;_iteratorError55=err;}finally {try{if(!_iteratorNormalCompletion55&&_iterator55.return){_iterator55.return();}}finally {if(_didIteratorError55){throw _iteratorError55;}}}}}catch(err){_didIteratorError54=true;_iteratorError54=err;}finally {try{if(!_iteratorNormalCompletion54&&_iterator54.return){_iterator54.return();}}finally {if(_didIteratorError54){throw _iteratorError54;}}}setFinalAttrs(v,finalSetAttrs);});});};on('change:repeating_attacher remove:repeating_attacher',function(){updateAttachers();});var updateNPCChallenge=function updateNPCChallenge(){var collectionArray=['challenge','xp'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var challenge=v.challenge;var xpPerChallenge={0:0,'1/8':25,'1/4':50,'1/2':100,1:200,2:450,3:700,4:1100,5:1800,6:2300,7:2900,8:3900,9:5000,10:5900,11:7200,12:8400,13:10000,14:11500,15:13000,16:15000,17:18000,18:20000,19:22000,20:25000,21:33000,22:41000,23:50000,24:62000,25:75000,26:90000,27:105000,28:120000,29:135000,30:155000};finalSetAttrs.xp=xpPerChallenge[challenge];finalSetAttrs.xp_readable=numberWithCommas(finalSetAttrs.xp);finalSetAttrs.level=challenge;if(finalSetAttrs.level<1){finalSetAttrs.level=1;}setFinalAttrs(v,finalSetAttrs);});};on('change:challenge',function(){updateNPCChallenge();});var updateNPCHPFromSRD=function updateNPCHPFromSRD(){var collectionArray=['hp_srd','constitution','constitution_mod','constitution_bonus','global_ability_bonus'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(exists(v.hp_srd)){var match=v.hp_srd.match(/\((\d+)d(\d+)(?:\s?(\+|\-)\s?(\d+))?\)/i);if(!match||!match[1]||!match[2]){console.warn('Character doesn\'t have valid HP/HD format');}else {var hdNum=getIntValue(match[1]);var conMod=getIntValue(v.constitution_mod);if(!conMod){var conScore=getIntValue(v.constitution);var conBonus=getIntValue(v.constitution_bonus);var globalAbilityBonus=getIntValue(v.global_ability_bonus);conMod=getAbilityMod(conScore+conBonus+globalAbilityBonus);}finalSetAttrs.hit_dice=hdNum;finalSetAttrs.hit_die='d'+getIntValue(match[2]);var hpExpectedBonus=hdNum*conMod;var hpBonusSign=match[3];var hpBonus=getIntValue(match[4]);if(hpBonus!==hpExpectedBonus){if(hpBonusSign==='-'){finalSetAttrs.hp_extra=hpBonus+hpExpectedBonus;}else {finalSetAttrs.hp_extra=hpBonus-hpExpectedBonus;}}}}setFinalAttrs(v,finalSetAttrs);});};on('change:hp_srd',function(){updateNPCHPFromSRD();});var updateNPCHP=function updateNPCHP(){var collectionArray=['HP','HP_max','hp_formula','hit_dice','hit_die','hp_extra','constitution_mod'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var hdNum=getIntValue(v.hit_dice);var hdSize=getIntValue(v.hit_die.replace('d',''));var hdAverage=hdSize/2+0.5;var hpFormula=hdNum+'d'+hdSize;var conMod=getIntValue(v.constitution_mod);var totalHP=Math.floor(hdNum*hdAverage);var amount=void 0;if(conMod!==0){var bonusHP=hdNum*conMod;totalHP+=bonusHP;hpFormula+=addArithmeticOperator(hpFormula,bonusHP);}if(exists(v.hp_extra)){var regex=/(?:(\+|\-)\s?)?(\d+)(?:d(\d+))?/gi;var splitFormula=void 0;while((splitFormula=regex.exec(v.hp_extra))!==null){if(!splitFormula||!splitFormula[2]){console.warn('Character doesn\'t have valid hp formula');}else {amount=0;if(!splitFormula[3]){amount=getIntValue(splitFormula[2]);}else {var extraHdNum=getIntValue(splitFormula[2]);var extraHdSize=getIntValue(splitFormula[3]);var extraHdAverage=extraHdSize/2+0.5;amount=Math.floor(extraHdNum*extraHdAverage);}if(!splitFormula[1]||splitFormula[1]==='+'){totalHP+=amount;hpFormula+=''+addArithmeticOperator(hpFormula,amount);}else if(splitFormula[1]==='-'){totalHP-=amount;hpFormula+=''+addArithmeticOperator(hpFormula,amount);}}v.hp_extra.toString().replace(splitFormula[0],'');}}if(totalHP){finalSetAttrs.HP=totalHP;finalSetAttrs.HP_max=totalHP;finalSetAttrs.hp_formula=hpFormula;}setFinalAttrs(v,finalSetAttrs);});};on('change:hit_dice change:hit_die change:hp_extra change:constitution_mod',function(){updateNPCHP();});var updateNPCHD=function updateNPCHD(){var collectionArray=['hit_dice','hit_die'];var finalSetAttrs={};var hd={d20:0,d12:0,d10:0,d8:0,d6:0,d4:0,d2:0,d0:0};for(var key in hd){if(hd.hasOwnProperty(key)){collectionArray.push('hd_'+key+'_max');collectionArray.push('hd_'+key+'_query');collectionArray.push('hd_'+key+'_toggle');}}getAttrs(collectionArray,function(v){var hdNum=getIntValue(v.hit_dice);var hdSize=v.hit_die;if(hdNum&&hdSize){hd[hdSize]=hdNum;updateHD(v,finalSetAttrs,hd);}setFinalAttrs(v,finalSetAttrs);});};on('change:hit_dice change:hit_die',function(){updateNPCHD();});var updateNPCAC=function updateNPCAC(){var collectionArray=['ac_srd','ac','ac_note','dexterity_mod'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(exists(v.ac_srd)){var match=v.ac_srd.match(/(\d+)\s?(.*)/);if(match&&match[1]){finalSetAttrs.AC=match[1];}if(match&&match[2]){finalSetAttrs.ac_note=match[2].replace(/\(|\)/g,'');}}setFinalAttrs(v,finalSetAttrs);});};on('change:ac_srd',function(){updateNPCAC();});var setDefaultAbility=function setDefaultAbility(v,finalSetAttrs){var abilityScores=[getIntValue(v.intelligence),getIntValue(v.wisdom),getIntValue(v.charisma)];var highestAbilityScore=Math.max.apply(Math,abilityScores);var highestAbilityName='intelligence';if(highestAbilityScore===abilityScores[1]){highestAbilityName='wisdom';}else if(highestAbilityScore===abilityScores[2]){highestAbilityName='charisma';}finalSetAttrs.default_ability='@{'+highestAbilityName+'_mod}';};var parseSRDContentSection=function parseSRDContentSection(content,finalSetAttrs,title,name){var re=/@(.*)@:\s([^@]+)/gi;var match=void 0;var section=void 0;if(content.indexOf(title)!==-1){var contentSplit=content.split(title+'\n');section=contentSplit[1];content=contentSplit[0];}if(exists(section)){if(name==='legendaryaction'){var legendaryActionsMatch=section.match(/Can take (\d+) Legendary Actions/i);if(legendaryActionsMatch&&legendaryActionsMatch[1]){finalSetAttrs.legendary_action_amount=legendaryActionsMatch[1];}}while((match=re.exec(section.replace(/\*\*/g,'@')))!==null){if(match&&match[1]&&match[2]){var _repeatingString17='repeating_'+name+'_'+generateRowID()+'_';finalSetAttrs[_repeatingString17+'name']=match[1];var text=match[2].trim();if(name==='trait'){finalSetAttrs[_repeatingString17+'display_text']=text;}finalSetAttrs[_repeatingString17+'freetext']=text;}else {console.warn('Character doesn\'t have a valid '+name+' format');}}}return content;};var updateNPCContent=function updateNPCContent(){var collectionArray=['content_srd'];var finalSetAttrs={};var _iteratorNormalCompletion57=true;var _didIteratorError57=false;var _iteratorError57=undefined;try{for(var _iterator57=ABILITIES[Symbol.iterator](),_step57;!(_iteratorNormalCompletion57=(_step57=_iterator57.next()).done);_iteratorNormalCompletion57=true){var ability=_step57.value;collectionArray.push(ability);}}catch(err){_didIteratorError57=true;_iteratorError57=err;}finally {try{if(!_iteratorNormalCompletion57&&_iterator57.return){_iterator57.return();}}finally {if(_didIteratorError57){throw _iteratorError57;}}}getAttrs(collectionArray,function(v){var content=v.content_srd;var regionalEffects=void 0;var lairActions=void 0;var repeatingString=void 0;setDefaultAbility(v,finalSetAttrs);if(exists(content)){if(content.indexOf('Regional Effects')!==-1){var regionalEffectsSplit=content.split(/Regional Effects\n/);regionalEffects=regionalEffectsSplit[1];content=regionalEffectsSplit[0];}if(exists(regionalEffects)){var regionalEffectsList=regionalEffects.split(/\*\*/);regionalEffectsList.slice(1,-1).forEach(function(regionalEffect){repeatingString='repeating_regionaleffect_'+generateRowID()+'_';finalSetAttrs[repeatingString+'freetext']=regionalEffect.trim();});finalSetAttrs.regional_effects_fade=regionalEffectsList.slice(-1)[0];}if(content.indexOf('Lair Actions')!==-1){var lairActionsSplit=content.split(/Lair Actions\n/);lairActions=lairActionsSplit[1];content=lairActionsSplit[0];}if(exists(lairActions)){lairActions.split(/\*\*/).slice(1).forEach(function(lairAction){repeatingString='repeating_lairaction_'+generateRowID()+'_';finalSetAttrs[repeatingString+'freetext']=lairAction.trim();});}content=parseSRDContentSection(content,finalSetAttrs,'Legendary Actions','legendaryaction');content=parseSRDContentSection(content,finalSetAttrs,'Reactions','reaction');content=parseSRDContentSection(content,finalSetAttrs,'Actions','action');parseSRDContentSection(content,finalSetAttrs,'Traits','trait');}setFinalAttrs(v,finalSetAttrs);});};on('change:content_srd',function(){updateNPCContent();});var displayTextForTraits=function displayTextForTraits(){var repeatingItem='repeating_trait';var collectionArray=[];var finalSetAttrs={};getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion58=true;var _didIteratorError58=false;var _iteratorError58=undefined;try{for(var _iterator58=ids[Symbol.iterator](),_step58;!(_iteratorNormalCompletion58=(_step58=_iterator58.next()).done);_iteratorNormalCompletion58=true){var id=_step58.value;var _repeatingString19=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString19+'display_text');collectionArray.push(_repeatingString19+'freetext');}}catch(err){_didIteratorError58=true;_iteratorError58=err;}finally {try{if(!_iteratorNormalCompletion58&&_iterator58.return){_iterator58.return();}}finally {if(_didIteratorError58){throw _iteratorError58;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion59=true;var _didIteratorError59=false;var _iteratorError59=undefined;try{for(var _iterator59=ids[Symbol.iterator](),_step59;!(_iteratorNormalCompletion59=(_step59=_iterator59.next()).done);_iteratorNormalCompletion59=true){var id=_step59.value;var _repeatingString18=repeatingItem+'_'+id+'_';if(isUndefined(v.display_text)){finalSetAttrs[_repeatingString18+'display_text']=v[_repeatingString18+'freetext'];}}}catch(err){_didIteratorError59=true;_iteratorError59=err;}finally {try{if(!_iteratorNormalCompletion59&&_iterator59.return){_iterator59.return();}}finally {if(_didIteratorError59){throw _iteratorError59;}}}setFinalAttrs(v,finalSetAttrs);});});};var parseDamage=function parseDamage(finalSetAttrs,repeatingString,freetext,regex,name,spellMods,meleeMods,spellAttack,rangedAttack,dexMod){var damageParseRegex=/(\d+d?\d+)(?:\s?(?:\+|\-)\s?(\d+))?/gi;var damage=regex.exec(freetext);var damageBonus=void 0;if(damage){if(damage[1]){damageBonus=damage[1];}if(damage[2]){var damageParsed=damageParseRegex.exec(damage[2]);if(damageParsed){if(damageParsed[1]){finalSetAttrs[repeatingString+name]=damageParsed[1];}if(damageParsed[2]){damageBonus=damageParsed[2];}}}damageBonus=getCorrectAbilityBasedOnBonus(finalSetAttrs,repeatingString,name+'_ability',damageBonus,spellMods,meleeMods,spellAttack,rangedAttack,dexMod);if(damage[3]){finalSetAttrs[''+repeatingString+name+'_type']=damage[3];}if(damageBonus){finalSetAttrs[''+repeatingString+name+'_bonus']=damageBonus;}freetext=freetext.replace(regex,'');finalSetAttrs[''+repeatingString+name+'_toggle']='@{'+name+'_toggle_var}';}return freetext;};var parseAction=function parseAction(type,rowId){var repeatingItem='repeating_'+type;var collectionArray=['level','challenge','global_attack_bonus','global_melee_attack_bonus','global_ranged_attack_bonus','global_damage_bonus','global_melee_damage_bonus','global_ranged_damage_bonus','default_ability'];var finalSetAttrs={};var damageSyntax=/((?:\d+d\d+|\d+)(?:\s(?:\+|\-)\s\d+)?)\)?\s*?/;var damageType=/((?:[a-zA-Z]+|[a-zA-Z]+\s(?:or|and)\s[a-zA-Z]+)(?:\s*?\([a-zA-Z\s]+\))?)\s*?damage\s?(\([a-zA-Z'\s]+\))?/;var altDamageSyntax=/(?:,\s*?or\s*?)/;var plus=/\s*?plus\s*?/;var savingThrowRe=/(?:DC)\s*?(\d+)\s*?([a-zA-Z]*)\s*?(?:saving throw)/;var saveSuccess=/or\s(.*)?\son a successful one./;var damageRegex=new RegExp(damageSyntax.source+damageType.source,'i');var damagePlusRegex=new RegExp(plus.source+damageSyntax.source+damageType.source,'i');var altDamageRegex=new RegExp(altDamageSyntax.source+damageSyntax.source+damageType.source,'i');var savingThrowRegex=new RegExp(savingThrowRe.source,'i');var saveSuccessRegex=new RegExp(saveSuccess.source,'i');var typeRegex=/(melee|ranged|melee or ranged)\s*(spell|weapon)\s*attack/gi;var toHitRegex=/:\s?\+\s?(\d+)\s*(?:to hit)/gi;var reachRegex=/(?:reach)\s?(\d+)\s?(?:ft)/gi;var rangeRegex=/(?:range)\s?(\d+)\/(\d+)\s?(ft)/gi;var spellcastingRegex=/(\d+)\w+\slevel\s\((\d+)\s?slot(?:s)?\)/gi;var spellcastingLevelRegex=/(\d+)(?:st|dn|rd|th)-level spellcaster/i;var spellcastingAbilityRegex=/spellcasting ability is (\w+)/i;var _iteratorNormalCompletion60=true;var _didIteratorError60=false;var _iteratorError60=undefined;try{for(var _iterator60=ABILITIES[Symbol.iterator](),_step60;!(_iteratorNormalCompletion60=(_step60=_iterator60.next()).done);_iteratorNormalCompletion60=true){var ability=_step60.value;collectionArray.push(ability+'_mod');}}catch(err){_didIteratorError60=true;_iteratorError60=err;}finally {try{if(!_iteratorNormalCompletion60&&_iterator60.return){_iterator60.return();}}finally {if(_didIteratorError60){throw _iteratorError60;}}}getSectionIDs(repeatingItem,function(ids){if(rowId){ids=[];ids.push(rowId);}var _iteratorNormalCompletion61=true;var _didIteratorError61=false;var _iteratorError61=undefined;try{for(var _iterator61=ids[Symbol.iterator](),_step61;!(_iteratorNormalCompletion61=(_step61=_iterator61.next()).done);_iteratorNormalCompletion61=true){var id=_step61.value;var _repeatingString21=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString21+'name');collectionArray.push(_repeatingString21+'freetext');}}catch(err){_didIteratorError61=true;_iteratorError61=err;}finally {try{if(!_iteratorNormalCompletion61&&_iterator61.return){_iterator61.return();}}finally {if(_didIteratorError61){throw _iteratorError61;}}}getAttrs(collectionArray,function(v){var pb=getPB(v.level,v.challenge);var strMod=getIntValue(v.strength_mod);var dexMod=getIntValue(v.dexterity_mod);var conMod=getIntValue(v.constitution_mod);var intMod=getIntValue(v.intelligence_mod);var wisMod=getIntValue(v.wisdom_mod);var chaMod=getIntValue(v.charisma_mod);var meleeMods=[strMod,dexMod];var spellMods=[intMod,wisMod,chaMod];var abilityMods=[strMod,dexMod,conMod,intMod,wisMod,chaMod];var _iteratorNormalCompletion62=true;var _didIteratorError62=false;var _iteratorError62=undefined;try{for(var _iterator62=ids[Symbol.iterator](),_step62;!(_iteratorNormalCompletion62=(_step62=_iterator62.next()).done);_iteratorNormalCompletion62=true){var id=_step62.value;var _repeatingString20=repeatingItem+'_'+id+'_';var rangedAttack=false;var spellAttack=false;var name=v[_repeatingString20+'name'];var freetext=v[_repeatingString20+'freetext'];if(name&&name.indexOf('Spellcasting')!==-1){var spellcastingSearch=spellcastingAbilityRegex.exec(freetext);if(spellcastingSearch&&spellcastingSearch[1]){var spellcastingAbility=spellcastingSearch[1].toLowerCase();finalSetAttrs.default_ability='@{'+spellcastingAbility+'_mod}';}var spellcastingLevelSearch=spellcastingLevelRegex.exec(freetext);if(spellcastingLevelSearch&&spellcastingLevelSearch[1]){finalSetAttrs.caster_level=spellcastingLevelSearch[1];}var match=void 0;while((match=spellcastingRegex.exec(freetext))!==null){if(match&&match[1]&&match[2]){finalSetAttrs['spell_slots_l'+match[1]+'_bonus']=match[2];}}}var actionType=typeRegex.exec(freetext);if(actionType){if(actionType[1]){actionType[1]=actionType[1].toLowerCase();if(actionType[1]==='melee'){finalSetAttrs[_repeatingString20+'type']='Melee Weapon';}else if(actionType[1]==='ranged'){finalSetAttrs[_repeatingString20+'type']='Ranged Weapon';rangedAttack=true;}else {finalSetAttrs[_repeatingString20+'type']='Other';}}if(actionType[2]){actionType[2]=actionType[2].toLowerCase();if(actionType[2]==='spell'){spellAttack=true;}}freetext=freetext.replace(typeRegex,'');}var reach=reachRegex.exec(freetext);if(reach&&reach[1]){finalSetAttrs[_repeatingString20+'reach']=reach[1]+'ft.';freetext=freetext.replace(reachRegex,'');}var range=rangeRegex.exec(freetext);if(range&&range[1]&&range[2]){finalSetAttrs[_repeatingString20+'range']=range[1]+'ft.';freetext=freetext.replace(rangeRegex,'');}var toHit=toHitRegex.exec(freetext);if(toHit&&toHit[1]){var hitBonus=toHit[1];hitBonus-=pb;hitBonus=getCorrectAbilityBasedOnBonus(finalSetAttrs,_repeatingString20,'attack_ability',hitBonus,spellMods,meleeMods,spellAttack,rangedAttack,dexMod);if(hitBonus){finalSetAttrs[_repeatingString20+'attack_bonus']=hitBonus;}freetext=freetext.replace(toHitRegex,'');finalSetAttrs[_repeatingString20+'roll_toggle']='@{roll_toggle_var}';}else {finalSetAttrs[_repeatingString20+'roll_toggle']='0';}var savingThrow=savingThrowRegex.exec(freetext);if(savingThrow){if(savingThrow[1]){var savingThrowTotal=savingThrow[1];savingThrowTotal-=8;savingThrowTotal-=pb;savingThrowTotal=getAnyCorrectAbilityBasedOnBonus(finalSetAttrs,_repeatingString20,'saving_throw_ability',savingThrowTotal,abilityMods);if(savingThrowTotal){finalSetAttrs[_repeatingString20+'saving_throw_bonus']=savingThrowTotal;}freetext=freetext.replace(savingThrowRegex,'');finalSetAttrs[_repeatingString20+'saving_throw_toggle']='@{saving_throw_toggle_var}';}if(savingThrow[2]){finalSetAttrs[_repeatingString20+'saving_throw_vs_ability']=savingThrow[2];}var halfDamage=saveSuccessRegex.exec(freetext);if(halfDamage&&halfDamage[1]){finalSetAttrs[_repeatingString20+'saving_throw_success']=halfDamage[1];freetext=freetext.replace(saveSuccessRegex,'');}}else {finalSetAttrs[_repeatingString20+'saving_throw_toggle']='0';}freetext=parseDamage(finalSetAttrs,_repeatingString20,freetext,damageRegex,'damage',spellMods,meleeMods,spellAttack,rangedAttack,dexMod);freetext=parseDamage(finalSetAttrs,_repeatingString20,freetext,altDamageRegex,'second_damage',spellMods,meleeMods,spellAttack,rangedAttack,dexMod);freetext=parseDamage(finalSetAttrs,_repeatingString20,freetext,damagePlusRegex,'second_damage',spellMods,meleeMods,spellAttack,rangedAttack,dexMod);if(!exists(finalSetAttrs[_repeatingString20+'second_damage'])){freetext=parseDamage(finalSetAttrs,_repeatingString20,freetext,damageRegex,'second_damage',spellMods,meleeMods,spellAttack,rangedAttack,dexMod);}finalSetAttrs[_repeatingString20+'extras_toggle']='@{extras_var}';}}catch(err){_didIteratorError62=true;_iteratorError62=err;}finally {try{if(!_iteratorNormalCompletion62&&_iterator62.return){_iterator62.return();}}finally {if(_didIteratorError62){throw _iteratorError62;}}}setFinalAttrs(v,finalSetAttrs,function(){updateAction(type,rowId);});});});};on('change:repeating_trait:freetext',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_trait',eventInfo);parseAction('trait',repeatingInfo.rowId);});on('change:repeating_action:freetext',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_action',eventInfo);parseAction('action',repeatingInfo.rowId);});on('change:repeating_reaction:freetext',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_reaction',eventInfo);parseAction('reaction',repeatingInfo.rowId);});on('change:repeating_legendaryaction:freetext',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_legendaryaction',eventInfo);parseAction('legendaryaction',repeatingInfo.rowId);});on('change:repeating_lairaction:freetext',function(eventInfo){var repeatingInfo=getRepeatingInfo('repeating_lairaction',eventInfo);parseAction('lairaction',repeatingInfo.rowId);});var countAction=function countAction(type){var repeatingItem='repeating_'+type;var collectionArray=[type+'s_exist'];var finalSetAttrs={};getSectionIDs(repeatingItem,function(ids){getAttrs(collectionArray,function(v){if(ids.length>0){finalSetAttrs[type+'s_exist']=1;}else if(exists(v[type+'s_exist'])){finalSetAttrs[type+'s_exist']=0;}setFinalAttrs(v,finalSetAttrs);});});};on('change:repeating_trait remove:repeating_trait',function(){countAction('trait');updateActionChatMacro('trait');});on('change:repeating_action remove:repeating_action',function(){countAction('action');updateActionChatMacro('action');});on('change:repeating_reaction remove:repeating_reaction',function(){countAction('reaction');updateActionChatMacro('reaction');});on('change:repeating_legendaryaction remove:repeating_legendaryaction',function(){countAction('legendaryaction');updateActionChatMacro('legendaryaction');});on('change:repeating_lairaction remove:repeating_lairaction',function(){countAction('lairaction');updateActionChatMacro('lairaction');});on('change:repeating_regionaleffect remove:repeating_regionaleffect',function(){countAction('regionaleffect');updateActionChatMacro('regionaleffect');});var switchToNPC=function switchToNPC(){var collectionArray=['is_npc','size','npc_whisper'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var isNPC=getIntValue(v.is_npc)===1;if(isNPC&&isUndefined(v.size)){finalSetAttrs.size='Large';}if(isNPC){finalSetAttrs.hit_dice_output_option='@{output_to_gm}';}else {finalSetAttrs.hit_dice_output_option='@{output_to_all}';}setFinalAttrs(v,finalSetAttrs);});};on('change:is_npc',function(){switchToNPC();});var updateSize=function updateSize(){var collectionArray=['size'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var creatureSize=v.size||'Large';var sizeToHdSize={Tiny:4,Small:6,Medium:8,Large:10,Huge:12,Gargantuan:20};finalSetAttrs.hit_die='d'+sizeToHdSize[creatureSize];setFinalAttrs(v,finalSetAttrs);});};on('change:size',function(){updateSize();});var updateType=function updateType(){var collectionArray=['type'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(v.type){finalSetAttrs.type=v.type.toLowerCase();}setFinalAttrs(v,finalSetAttrs);});};on('change:type',function(){updateType();});var updateAlignment=function updateAlignment(){var collectionArray=['alignment','is_npc'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(v.alignment&&v.is_npc==='1'){finalSetAttrs.alignment=v.alignment.toLowerCase();}setFinalAttrs(v,finalSetAttrs);});};on('change:alignment',function(){updateAlignment();});var updateSenses=function updateSenses(){var collectionArray=['senses'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(v.senses){finalSetAttrs.senses_exist=1;finalSetAttrs.senses=v.senses.toLowerCase();}else {finalSetAttrs.senses_exist=0;}setFinalAttrs(v,finalSetAttrs);});};on('change:senses',function(){updateSenses();});var updateLanguages=function updateLanguages(){var collectionArray=['languages','languages_exist','languages_chat_var'];var finalSetAttrs={};finalSetAttrs.languages_exist=0;finalSetAttrs.languages_chat_var='';getAttrs(collectionArray,function(v){if(v.languages){finalSetAttrs.languages_exist=1;finalSetAttrs.languages_chat_var='{{Languages=@{languages}}}';}setFinalAttrs(v,finalSetAttrs);});};on('change:languages',function(){updateLanguages();});var updateSpeed=function updateSpeed(){var collectionArray=['npc_speed'];var finalSetAttrs={};getAttrs(collectionArray,function(v){finalSetAttrs.npc_speed=v.npc_speed.toLowerCase();var match=finalSetAttrs.npc_speed.match(/^\s*(\d+)\s*ft/);if(match&&match[1]){finalSetAttrs.speed=match[1];}setFinalAttrs(v,finalSetAttrs);});};on('change:npc_speed',function(){updateSpeed();});var updateACNote=function updateACNote(){var collectionArray=['ac_note'];var finalSetAttrs={};getAttrs(collectionArray,function(v){finalSetAttrs.ac_note=v.ac_note.toLowerCase();setFinalAttrs(v,finalSetAttrs);});};on('change:ac_note',function(){updateACNote();});var updateDamageResistancesVar=function updateDamageResistancesVar(){var collectionArray=['damage_resistances_var','damage_vulnerabilities_exist','damage_resistances_exist','damage_immunities_exist','condition_immunities_exist'];var finalSetAttrs={};finalSetAttrs.damage_resistances_var='';getAttrs(collectionArray,function(v){if(v.damage_vulnerabilities_exist){finalSetAttrs.damage_resistances_var+='{{Damage Vulnerabilities=@{damage_vulnerabilities}}}';}if(v.damage_resistances_exist){if(finalSetAttrs.damage_resistances_var!==''){finalSetAttrs.damage_resistances_var+=' ';}finalSetAttrs.damage_resistances_var+='{{Damage Resistances=@{damage_resistances}}}';}if(v.damage_immunities_exist){if(finalSetAttrs.damage_resistances_var!==''){finalSetAttrs.damage_resistances_var+=' ';}finalSetAttrs.damage_resistances_var+='{{Damage Immunities=@{damage_immunities}}}';}if(v.condition_immunities_exist){if(finalSetAttrs.damage_resistances_var!==''){finalSetAttrs.damage_resistances_var+=' ';}finalSetAttrs.damage_resistances_var+='{{Condition Immunities=@{condition_immunities}}}';}setFinalAttrs(v,finalSetAttrs);});};var updateDamageVulnerabilities=function updateDamageVulnerabilities(){var collectionArray=['damage_vulnerabilities'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(v.damage_vulnerabilities){finalSetAttrs.damage_vulnerabilities_exist=1;finalSetAttrs.damage_vulnerabilities=lowercaseDamageTypes(v.damage_vulnerabilities);}else {finalSetAttrs.damage_vulnerabilities_exist=0;}setFinalAttrs(v,finalSetAttrs,function(){updateDamageResistancesVar();});});};on('change:damage_vulnerabilities',function(){updateDamageVulnerabilities();});var updateDamageResistances=function updateDamageResistances(){var collectionArray=['damage_resistances'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(v.damage_resistances){finalSetAttrs.damage_resistances_exist=1;finalSetAttrs.damage_resistances=lowercaseDamageTypes(v.damage_resistances);}else {finalSetAttrs.damage_resistances_exist=0;}setFinalAttrs(v,finalSetAttrs,function(){updateDamageResistancesVar();});});};on('change:damage_resistances',function(){updateDamageResistances();});var updateDamageImmunities=function updateDamageImmunities(){var collectionArray=['damage_immunities'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(v.damage_immunities){finalSetAttrs.damage_immunities_exist=1;finalSetAttrs.damage_immunities=lowercaseDamageTypes(v.damage_immunities);}else {finalSetAttrs.damage_immunities_exist=0;}setFinalAttrs(v,finalSetAttrs,function(){updateDamageResistancesVar();});});};on('change:damage_immunities',function(){updateDamageImmunities();});var updateConditionImmunities=function updateConditionImmunities(){var collectionArray=['condition_immunities'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(v.condition_immunities){finalSetAttrs.condition_immunities_exist=1;finalSetAttrs.condition_immunities=lowercaseDamageTypes(v.condition_immunities);}else {finalSetAttrs.condition_immunities_exist=0;}setFinalAttrs(v,finalSetAttrs,function(){updateDamageResistancesVar();});});};on('change:condition_immunities',function(){updateConditionImmunities();});var updateLanguageSelection=function updateLanguageSelection(){var collectionArray=['lang'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var language=v.lang;if(language){if(language==='English'){finalSetAttrs.lang='en';}else if(language==='French'){finalSetAttrs.lang='fr';}else if(language==='German'){finalSetAttrs.lang='de';}else if(language==='Russian'){finalSetAttrs.lang='ru';}}setFinalAttrs(v,finalSetAttrs);});};var resourcesToTraits=function resourcesToTraits(){var repeatingItem='repeating_resource';var newRepeatingItem='repeating_trait';var collectionArray=[];var finalSetAttrs={};var repeatingString=void 0;getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion63=true;var _didIteratorError63=false;var _iteratorError63=undefined;try{for(var _iterator63=ids[Symbol.iterator](),_step63;!(_iteratorNormalCompletion63=(_step63=_iterator63.next()).done);_iteratorNormalCompletion63=true){var id=_step63.value;repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'name');collectionArray.push(repeatingString+'uses');collectionArray.push(repeatingString+'uses_max');collectionArray.push(repeatingString+'toggle_details');collectionArray.push(repeatingString+'recharge');collectionArray.push(repeatingString+'extras_toggle');collectionArray.push(repeatingString+'freetext');collectionArray.push(repeatingString+'freeform');}}catch(err){_didIteratorError63=true;_iteratorError63=err;}finally {try{if(!_iteratorNormalCompletion63&&_iterator63.return){_iterator63.return();}}finally {if(_didIteratorError63){throw _iteratorError63;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion64=true;var _didIteratorError64=false;var _iteratorError64=undefined;try{for(var _iterator64=ids[Symbol.iterator](),_step64;!(_iteratorNormalCompletion64=(_step64=_iterator64.next()).done);_iteratorNormalCompletion64=true){var id=_step64.value;repeatingString=repeatingItem+'_'+id+'_';var newRepeatingString=newRepeatingItem+'_'+generateRowID()+'_';finalSetAttrs[newRepeatingString+'name']=v[repeatingString+'name'];finalSetAttrs[newRepeatingString+'uses']=v[repeatingString+'uses'];finalSetAttrs[newRepeatingString+'uses_max']=v[repeatingString+'uses_max'];finalSetAttrs[newRepeatingString+'toggle_details']=v[repeatingString+'toggle_details'];finalSetAttrs[newRepeatingString+'recharge']=v[repeatingString+'recharge'];finalSetAttrs[newRepeatingString+'extras_toggle']=v[repeatingString+'extras_toggle'];finalSetAttrs[newRepeatingString+'freetext']=v[repeatingString+'freetext'];finalSetAttrs[newRepeatingString+'freeform']=v[repeatingString+'freeform'];}}catch(err){_didIteratorError64=true;_iteratorError64=err;}finally {try{if(!_iteratorNormalCompletion64&&_iterator64.return){_iterator64.return();}}finally {if(_didIteratorError64){throw _iteratorError64;}}}setFinalAttrs(v,finalSetAttrs);});});};var classFeaturesToTraits=function classFeaturesToTraits(){var repeatingItem='repeating_classfeature';var newRepeatingItem='repeating_trait';var collectionArray=['lang'];var finalSetAttrs={};var repeatingString=void 0;getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion65=true;var _didIteratorError65=false;var _iteratorError65=undefined;try{for(var _iterator65=ids[Symbol.iterator](),_step65;!(_iteratorNormalCompletion65=(_step65=_iterator65.next()).done);_iteratorNormalCompletion65=true){var id=_step65.value;repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'name');collectionArray.push(repeatingString+'uses');collectionArray.push(repeatingString+'uses_max');collectionArray.push(repeatingString+'recharge');collectionArray.push(repeatingString+'saving_throw_toggle');collectionArray.push(repeatingString+'saving_throw_condition');collectionArray.push(repeatingString+'saving_throw_ability');collectionArray.push(repeatingString+'saving_throw_bonus');collectionArray.push(repeatingString+'saving_throw_vs_ability');collectionArray.push(repeatingString+'saving_throw_failure');collectionArray.push(repeatingString+'saving_throw_success');collectionArray.push(repeatingString+'damage_toggle');collectionArray.push(repeatingString+'damage');collectionArray.push(repeatingString+'damage_ability');collectionArray.push(repeatingString+'damage_bonus');collectionArray.push(repeatingString+'damage_type');collectionArray.push(repeatingString+'second_damage_toggle');collectionArray.push(repeatingString+'second_damage');collectionArray.push(repeatingString+'second_damage_ability');collectionArray.push(repeatingString+'second_damage_bonus');collectionArray.push(repeatingString+'second_damage_type');collectionArray.push(repeatingString+'heal');collectionArray.push(repeatingString+'heal_ability');collectionArray.push(repeatingString+'heal_bonus');collectionArray.push(repeatingString+'heal_query_toggle');collectionArray.push(repeatingString+'extras_toggle');collectionArray.push(repeatingString+'emote');collectionArray.push(repeatingString+'freetext');collectionArray.push(repeatingString+'freeform');}}catch(err){_didIteratorError65=true;_iteratorError65=err;}finally {try{if(!_iteratorNormalCompletion65&&_iterator65.return){_iterator65.return();}}finally {if(_didIteratorError65){throw _iteratorError65;}}}getAttrs(collectionArray,function(v){var language=v.lang;var _iteratorNormalCompletion66=true;var _didIteratorError66=false;var _iteratorError66=undefined;try{for(var _iterator66=ids[Symbol.iterator](),_step66;!(_iteratorNormalCompletion66=(_step66=_iterator66.next()).done);_iteratorNormalCompletion66=true){var id=_step66.value;repeatingString=repeatingItem+'_'+id+'_';var newRepeatingString=newRepeatingItem+'_'+generateRowID()+'_';var name=v[repeatingString+'name'];var classFeatures=TRANSLATIONS[language].CLASS_FEATURES;var featureExistsInDefinedList=false;for(var classFeature in classFeatures){if(classFeatures.hasOwnProperty(classFeature)){if(classFeatures[classFeature]===name){featureExistsInDefinedList=true;}}}if(!featureExistsInDefinedList){finalSetAttrs[newRepeatingString+'name']=name;}else {finalSetAttrs[newRepeatingString+'name']='DELETE - '+name;}finalSetAttrs[newRepeatingString+'uses']=v[repeatingString+'uses'];finalSetAttrs[newRepeatingString+'uses_max']=v[repeatingString+'uses_max'];finalSetAttrs[newRepeatingString+'recharge']=v[repeatingString+'recharge'];finalSetAttrs[newRepeatingString+'saving_throw_toggle']=v[repeatingString+'saving_throw_toggle'];finalSetAttrs[newRepeatingString+'saving_throw_condition']=v[repeatingString+'saving_throw_condition'];finalSetAttrs[newRepeatingString+'saving_throw_ability']=v[repeatingString+'saving_throw_ability'];finalSetAttrs[newRepeatingString+'saving_throw_bonus']=v[repeatingString+'saving_throw_bonus'];finalSetAttrs[newRepeatingString+'saving_throw_vs_ability']=v[repeatingString+'saving_throw_vs_ability'];finalSetAttrs[newRepeatingString+'saving_throw_failure']=v[repeatingString+'saving_throw_failure'];finalSetAttrs[newRepeatingString+'saving_throw_success']=v[repeatingString+'saving_throw_success'];finalSetAttrs[newRepeatingString+'damage_toggle']=v[repeatingString+'damage_toggle'];finalSetAttrs[newRepeatingString+'damage']=v[repeatingString+'damage'];finalSetAttrs[newRepeatingString+'damage_ability']=v[repeatingString+'damage_ability'];finalSetAttrs[newRepeatingString+'damage_bonus']=v[repeatingString+'damage_bonus'];finalSetAttrs[newRepeatingString+'damage_type']=v[repeatingString+'damage_type'];finalSetAttrs[newRepeatingString+'second_damage_toggle']=v[repeatingString+'second_damage_toggle'];finalSetAttrs[newRepeatingString+'second_damage']=v[repeatingString+'second_damage'];finalSetAttrs[newRepeatingString+'second_damage_ability']=v[repeatingString+'second_damage_ability'];finalSetAttrs[newRepeatingString+'second_damage_bonus']=v[repeatingString+'second_damage_bonus'];finalSetAttrs[newRepeatingString+'second_damage_type']=v[repeatingString+'second_damage_type'];finalSetAttrs[newRepeatingString+'heal']=v[repeatingString+'heal'];finalSetAttrs[newRepeatingString+'heal_ability']=v[repeatingString+'heal_ability'];finalSetAttrs[newRepeatingString+'heal_bonus']=v[repeatingString+'heal_bonus'];finalSetAttrs[newRepeatingString+'heal_query_toggle']=v[repeatingString+'heal_query_toggle'];finalSetAttrs[newRepeatingString+'extras_toggle']=v[repeatingString+'extras_toggle'];finalSetAttrs[newRepeatingString+'emote']=v[repeatingString+'emote'];finalSetAttrs[newRepeatingString+'freetext']=v[repeatingString+'freetext'];finalSetAttrs[newRepeatingString+'display_text']=v[repeatingString+'freetext'];finalSetAttrs[newRepeatingString+'freeform']=v[repeatingString+'freeform'];}}catch(err){_didIteratorError66=true;_iteratorError66=err;}finally {try{if(!_iteratorNormalCompletion66&&_iterator66.return){_iterator66.return();}}finally {if(_didIteratorError66){throw _iteratorError66;}}}setFinalAttrs(v,finalSetAttrs);});});};var setSkillStorageNames=function setSkillStorageNames(){var repeatingItem='repeating_skill';var collectionArray=['lang'];var finalSetAttrs={};var repeatingString=void 0;getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion67=true;var _didIteratorError67=false;var _iteratorError67=undefined;try{for(var _iterator67=ids[Symbol.iterator](),_step67;!(_iteratorNormalCompletion67=(_step67=_iterator67.next()).done);_iteratorNormalCompletion67=true){var id=_step67.value;repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'storage_name');collectionArray.push(repeatingString+'name');}}catch(err){_didIteratorError67=true;_iteratorError67=err;}finally {try{if(!_iteratorNormalCompletion67&&_iterator67.return){_iterator67.return();}}finally {if(_didIteratorError67){throw _iteratorError67;}}}getAttrs(collectionArray,function(v){var language=v.lang;if(!language||language==='en'){var _iteratorNormalCompletion68=true;var _didIteratorError68=false;var _iteratorError68=undefined;try{for(var _iterator68=ids[Symbol.iterator](),_step68;!(_iteratorNormalCompletion68=(_step68=_iterator68.next()).done);_iteratorNormalCompletion68=true){var id=_step68.value;repeatingString=repeatingItem+'_'+id+'_';var name=v[repeatingString+'name'];if(!isUndefined(name)){var storageName=getKeyByValue(TRANSLATIONS.en,name);if(storageName&&isUndefined(v[repeatingString+'storage_name'])){finalSetAttrs[repeatingString+'storage_name']=storageName;}}}}catch(err){_didIteratorError68=true;_iteratorError68=err;}finally {try{if(!_iteratorNormalCompletion68&&_iterator68.return){_iterator68.return();}}finally {if(_didIteratorError68){throw _iteratorError68;}}}setFinalAttrs(v,finalSetAttrs);}});});};var generateSkills=function generateSkills(){var repeatingItem='repeating_skill';var collectionArray=['lang'];var finalSetAttrs={};var repeatingString=void 0;getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion69=true;var _didIteratorError69=false;var _iteratorError69=undefined;try{for(var _iterator69=ids[Symbol.iterator](),_step69;!(_iteratorNormalCompletion69=(_step69=_iterator69.next()).done);_iteratorNormalCompletion69=true){var id=_step69.value;repeatingString=repeatingItem+'_'+id+'_';collectionArray.push(repeatingString+'storage_name');collectionArray.push(repeatingString+'name');collectionArray.push(repeatingString+'ability');}}catch(err){_didIteratorError69=true;_iteratorError69=err;}finally {try{if(!_iteratorNormalCompletion69&&_iterator69.return){_iterator69.return();}}finally {if(_didIteratorError69){throw _iteratorError69;}}}getAttrs(collectionArray,function(v){var language=v.lang||'en';for(var prop in SKILLS){if(SKILLS.hasOwnProperty(prop)){var skillId=void 0;var _iteratorNormalCompletion70=true;var _didIteratorError70=false;var _iteratorError70=undefined;try{for(var _iterator70=ids[Symbol.iterator](),_step70;!(_iteratorNormalCompletion70=(_step70=_iterator70.next()).done);_iteratorNormalCompletion70=true){var id=_step70.value;repeatingString=repeatingItem+'_'+id+'_';if(v[repeatingString+'storage_name']===prop||v[repeatingString+'storage_name']===prop.toLowerCase()){skillId=id;break;}}}catch(err){_didIteratorError70=true;_iteratorError70=err;}finally {try{if(!_iteratorNormalCompletion70&&_iterator70.return){_iterator70.return();}}finally {if(_didIteratorError70){throw _iteratorError70;}}}if(!skillId){skillId=generateRowID();}repeatingString=repeatingItem+'_'+skillId+'_';finalSetAttrs[repeatingString+'storage_name']=prop;finalSetAttrs[repeatingString+'name']=translate(language,''+prop);finalSetAttrs[repeatingString+'ability']='@{'+SKILLS[prop]+'_mod}';updateSkill(skillId);}}setFinalAttrs(v,finalSetAttrs);});});};on('change:lang',function(){generateSkills();updateLevels();});on('change:generate_skills',function(){generateSkills();});on('change:pb',function(){updateSkill();updateAttack();updateSpell();updateJackOfAllTrades();updateRemarkableAthlete();updateActions();});var extasToExtrasFix=function extasToExtrasFix(repeatingItem){var collectionArray=[];var finalSetAttrs={};getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion71=true;var _didIteratorError71=false;var _iteratorError71=undefined;try{for(var _iterator71=ids[Symbol.iterator](),_step71;!(_iteratorNormalCompletion71=(_step71=_iterator71.next()).done);_iteratorNormalCompletion71=true){var id=_step71.value;var _repeatingString23=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString23+'extas_toggle');}}catch(err){_didIteratorError71=true;_iteratorError71=err;}finally {try{if(!_iteratorNormalCompletion71&&_iterator71.return){_iterator71.return();}}finally {if(_didIteratorError71){throw _iteratorError71;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion72=true;var _didIteratorError72=false;var _iteratorError72=undefined;try{for(var _iterator72=ids[Symbol.iterator](),_step72;!(_iteratorNormalCompletion72=(_step72=_iterator72.next()).done);_iteratorNormalCompletion72=true){var id=_step72.value;var _repeatingString22=repeatingItem+'_'+id+'_';var extrasToggle=v[_repeatingString22+'extas_toggle'];if(!isUndefined(extrasToggle)){finalSetAttrs[_repeatingString22+'extras_toggle']=extrasToggle;}}}catch(err){_didIteratorError72=true;_iteratorError72=err;}finally {try{if(!_iteratorNormalCompletion72&&_iterator72.return){_iterator72.return();}}finally {if(_didIteratorError72){throw _iteratorError72;}}}setFinalAttrs(v,finalSetAttrs);});});};var armorPlusDexRemoval=function armorPlusDexRemoval(){var repeatingItem='repeating_armor';var collectionArray=[];var finalSetAttrs={};getSectionIDs(repeatingItem,function(ids){var _iteratorNormalCompletion73=true;var _didIteratorError73=false;var _iteratorError73=undefined;try{for(var _iterator73=ids[Symbol.iterator](),_step73;!(_iteratorNormalCompletion73=(_step73=_iterator73.next()).done);_iteratorNormalCompletion73=true){var id=_step73.value;var _repeatingString25=repeatingItem+'_'+id+'_';collectionArray.push(_repeatingString25+'type');}}catch(err){_didIteratorError73=true;_iteratorError73=err;}finally {try{if(!_iteratorNormalCompletion73&&_iterator73.return){_iterator73.return();}}finally {if(_didIteratorError73){throw _iteratorError73;}}}getAttrs(collectionArray,function(v){var _iteratorNormalCompletion74=true;var _didIteratorError74=false;var _iteratorError74=undefined;try{for(var _iterator74=ids[Symbol.iterator](),_step74;!(_iteratorNormalCompletion74=(_step74=_iterator74.next()).done);_iteratorNormalCompletion74=true){var id=_step74.value;var _repeatingString24=repeatingItem+'_'+id+'_';var armorType=v[_repeatingString24+'type'];if(armorType==='Armor + Dex'){finalSetAttrs[_repeatingString24+'type']='Light Armor';}}}catch(err){_didIteratorError74=true;_iteratorError74=err;}finally {try{if(!_iteratorNormalCompletion74&&_iterator74.return){_iterator74.return();}}finally {if(_didIteratorError74){throw _iteratorError74;}}}setFinalAttrs(v,finalSetAttrs);});});};var fixRollTwo=function fixRollTwo(){var collectionArray=['roll_setting'];var finalSetAttrs={};getAttrs(collectionArray,function(v){if(v.roll_setting==='@{attr_roll_2}'){finalSetAttrs.roll_setting='@{roll_2}';}setFinalAttrs(v,finalSetAttrs);});};var checkVersionFormat=function checkVersionFormat(version,finalSetAttrs){var versionRegex=/\d+\.\d+\.\d+/gi;var versionIsProperFormat=versionRegex.exec(version);if(version&&!versionIsProperFormat){finalSetAttrs.version=version=currentVersion;}return version;};var sheetOpened=function sheetOpened(){var collectionArray=['version','strength','dexterity','constitution','intelligence','wisdom','charisma','import_data','roll_setting'];var finalSetAttrs={};getAttrs(collectionArray,function(v){var version=checkVersionFormat(v.version,finalSetAttrs);if(!version){if(!v.import_data){finalSetAttrs.edit_mode='on';}finalSetAttrs.roll_info='';if(!v.roll_setting){finalSetAttrs.roll_setting='@{roll_1}';}var setAbilities={};if(isUndefined(v.strength)){setAbilities.strength=10;}if(isUndefined(v.dexterity)){setAbilities.dexterity=10;}if(isUndefined(v.constitution)){setAbilities.constitution=10;}if(isUndefined(v.intelligence)){setAbilities.intelligence=10;}if(isUndefined(v.wisdom)){setAbilities.wisdom=10;}if(isUndefined(v.charisma)){setAbilities.charisma=10;}setFinalAttrs(v,setAbilities,function(){updatePb();generateSkills();updateSavingThrows();updateLevels();updateAbilityChecksMacro();updateInitiative();updateArmor();updateSpellChatMacroShow();});}else {if(versionCompare(version,'2.1.0')<0){updateNPCChallenge();updateDamageVulnerabilities();updateDamageResistances();updateDamageImmunities();updateConditionImmunities();updateLanguages();updateSenses();}if(versionCompare(version,'2.1.3')<0){updateType();updateAlignment();}if(versionCompare(version,'2.1.5')<0){updateNPCAC();updateLanguageSelection();}if(versionCompare(version,'2.1.7')<0){setSkillStorageNames();}if(versionCompare(version,'2.1.10')<0){updateSavingThrows();}if(versionCompare(version,'2.1.13')<0){weighEquipment();}if(versionCompare(version,'2.1.15')<0){displayTextForTraits();}if(versionCompare(version,'2.2.1')<0){updateAbilityModifiers();}if(versionCompare(version,'2.2.2')<0){resourcesToTraits();}if(versionCompare(version,'2.2.4')<0){updateInitiative();}if(versionCompare(version,'2.2.5')<0){weighAmmo();}if(versionCompare(version,'2.2.6')<0){updateLevels();extasToExtrasFix('repeating_attack');extasToExtrasFix('repeating_action');extasToExtrasFix('repeating_spell');}if(versionCompare(version,'2.2.15')<0){updatePreAndPostRoll();}if(versionCompare(version,'2.3.3')<0){updateAttachers();}if(versionCompare(version,'2.4.2')<0){updateAbilityModifiers();updateActionChatMacro('trait');updateActionChatMacro('action');updateActionChatMacro('reaction');updateActionChatMacro('legendaryaction');}if(versionCompare(version,'2.4.3')<0){setClassFeatures();}if(versionCompare(version,'2.4.4')<0){updateAttack();}if(versionCompare(version,'2.4.7')<0){classFeaturesToTraits();updateAction('trait');}if(versionCompare(version,'2.4.8')<0){fixRollTwo();}if(versionCompare(version,'2.4.12')<0){armorPlusDexRemoval();updateArmor();}if(versionCompare(version,'2.6.1')<0){updateSkill();}if(versionCompare(version,'2.6.3')<0){updateSpell();}if(versionCompare(version,'3.1.0')<0){updateAttackChatMacro();}if(versionCompare(version,'3.1.1')<0){updateActionChatMacro('lairaction');updateActionChatMacro('regionaleffect');updateAbilityChecksMacro();}if(versionCompare(version,'3.1.3')<0){updateSkill();}if(versionCompare(version,'3.2.1')<0){updateCritDamage();}if(versionCompare(version,'3.2.3')<0){updateDamageResistancesVar();}if(versionCompare(version,'3.5.0')<0){generateHigherLevelQueries();updateSpellChatMacro();updateSpellChatMacroShow();}if(versionCompare(version,'3.5.1')<0){updateSpellSlots();}if(versionCompare(version,'3.6.1')<0){updateNPCHD();switchToNPC();}}if(isUndefined(version)||!version||version!==currentVersion){finalSetAttrs.version=currentVersion;}setFinalAttrs(v,finalSetAttrs);});};on('sheet:opened',function(){sheetOpened();});var importData=function importData(){getAttrs(['import_data','version'],function(v){if(v.import_data){(function(){var finalSetAttrs={};var importObject=JSON.parse(v.import_data);if(importObject.npc){if(!v.version){sheetOpened();}for(var prop in importObject.npc){if(importObject.npc.hasOwnProperty(prop)){finalSetAttrs[prop]=importObject.npc[prop];}}}if(importObject.spells){importObject.spells.forEach(function(spell){var repeatingString='repeating_spell_'+generateRowID()+'_';for(var _prop2 in spell){if(spell.hasOwnProperty(_prop2)){finalSetAttrs[''+repeatingString+_prop2]=spell[_prop2];}}});}finalSetAttrs.import_data='';finalSetAttrs.import_data_present='off';setFinalAttrs(v,finalSetAttrs);})();}});};var deleteImportData=function deleteImportData(){getAttrs(['import_data','version'],function(v){var importObject=JSON.parse(v.import_data);if(importObject.npc&&!v.version){sheetOpened();}setFinalAttrs({},{import_data:'',import_data_present:'off'});});};on('change:accept_import',importData);on('change:reject_import',deleteImportData);</script>
<rolltemplate class="sheet-rolltemplate-5e-shaped">
<div class="rt-card">
<div class="rt-header relative{{#action}} action{{/action}}{{#spell}} spell{{/spell}}{{#ability}} ability{{/ability}}{{#saving_throw}} saving-throw{{/saving_throw}}{{#death_saving_throw}} death-saving-throw{{/death_saving_throw}}">
<div class="rt-title">{{title}}</div>
{{#show_character_name}}
<div class="rt-subheader">{{character_name}}</div>
{{/show_character_name}}
{{#spell}}
<div class="rt-subheader italic">{{friendly_level}}{{#cast_as_level}} (as {{cast_as_level}}){{/cast_as_level}}{{#school}} {{school}}{{/school}}{{#ritual}} (ritual){{/ritual}}</div>
{{/spell}}
{{#action}}
<div class="rt-subheader">
{{#reach}}{{reach}} reach{{/reach}}
{{#range}}{{#reach}} &bullet; {{/reach}}{{range}} range{{/range}}
{{#ammo}}{{#range}} &bullet; {{/range}}{{ammo}} {{#ammo_name}}{{ammo_name}}{{/ammo_name}}{{^ammo_name}}ammo{{/ammo_name}}{{/ammo}}
</div>
{{/action}}
{{#uses}}
<div class="rt-subheader">{{uses}} / {{uses_max}}</div>
{{/uses}}
{{#subheader}}
<div class="rt-subheader">{{subheader}}</div>
{{/subheader}}
{{#targetName}}
<div class="rt-subheader">vs {{targetName}}</div>
{{/targetName}}
{{#advantage}}
<div class="rt-subheader">Advantage</div>
{{/advantage}}
{{#disadvantage}}
<div class="rt-subheader">Disadvantage</div>
{{/disadvantage}}
</div>
{{#emote}}
<p class="rt-emote">{{character_name}} {{emote}}</p>
{{/emote}}
<div class="rt-content">
{{#spell}}
{{#casting_time}}
<div class="no-border">
<span class="bold">Casting Time:</span> <span>{{casting_time}}</span>
</div>
{{/casting_time}}
{{#range}}
<div class="no-border">
<span class="bold">Range:</span> <span>{{range}}</span>
</div>
{{/range}}
{{#components}}
<div class="no-border">
<span class="bold">Components:</span>
{{components}}
{{#materials}}({{materials}}){{/materials}}
</div>
{{/components}}
{{#duration}}
<div class="no-border">
<span class="bold">Duration:</span>
<span>{{concentration}}</span>
<span>{{duration}}</span>
</div>
{{/duration}}
{{#target}}
<div class="no-border">
<span class="bold">Target:</span> <span>{{target}}</span>
</div>
{{/target}}
{{/spell}}
{{#content}}
<div class="mar-t-md{{#hide_spell_content}} gm-info-block{{/hide_spell_content}}">{{content}}</div>
{{/content}}
{{#text_top}}
<div class="output center">{{text_top}}</div>
{{/text_top}}
{{#roll1}}
<div class="shaped-row center{{#hide_attack}} gm-info-flex{{/hide_attack}}">
<div class="col-{{#roll2}}50{{/roll2}}{{^roll2}}100{{/roll2}} output">{{roll1}}</div>
{{#roll2}}
<div class="col-50 output border-left">{{roll2}}</div>
{{/roll2}}
{{#vs_ac}}
<div class="col-100 output-small-label">vs AC{{#targetAC}} {{targetAC}}{{/targetAC}}</div>
{{/vs_ac}}
</div>
{{/roll1}}
{{#saving_throw_dc}}
<div class="center">
{{#saving_throw_condition}}
<div class="output-small-label">{{saving_throw_condition}}</div>
{{/saving_throw_condition}}
{{#saving_throw_dc}}
<div class="output">
<span class="{{#hide_saving_throw_dc}}gm-info-inline-block{{/hide_saving_throw_dc}}">DC {{saving_throw_dc}}</span>
[{{saving_throw_vs_ability}}](~target|shaped_{{saving_throw_vs_ability}}_saving_throw)
</div>
<div>saving throw</div>
{{/saving_throw_dc}}
{{#saving_throw_failure}}
<div class="{{#hide_saving_throw_failure}}gm-info-block{{/hide_saving_throw_failure}}">
<span class="bold italic">Save Failure.</span>
{{saving_throw_failure}}
</div>
{{/saving_throw_failure}}
{{#saving_throw_success}}
<div class="{{#hide_saving_throw_success}}gm-info-block{{/hide_saving_throw_success}}">
<span class="bold italic">Save Success.</span>
{{saving_throw_success}}
</div>
{{/saving_throw_success}}
</div>
{{/saving_throw_dc}}
{{#damage}}
<div class="shaped-row zebra center vert-center{{#hide_damage}} gm-info-flex{{/hide_damage}}">
<div class="col-47">
<div class="output">
{{damage}}
{{#rollWasCrit() roll1}}
<span>+ {{crit_damage}}</span>
{{/rollWasCrit() roll1}}
{{#^rollWasCrit() roll1}}
{{#rollWasCrit() roll2}}
<span>+ {{crit_damage}}</span>
{{/rollWasCrit() roll2}}
{{/^rollWasCrit() roll1}}
</div>
<div class="output-small-label">{{damage_type}}{{^damage_type}}damage{{/damage_type}}</div>
</div>
{{/damage}}
{{#second_damage}}
{{#damage}}
<div class="output">+</div>
{{/damage}}
{{^damage}}
<div class="shaped-row zebra center vert-center">
{{/damage}}
<div class="col-47">
<div class="output">
{{second_damage}}
{{#rollWasCrit() roll1}}
<span>+ {{second_crit_damage}}</span>
{{/rollWasCrit() roll1}}
{{#^rollWasCrit() roll1}}
{{#rollWasCrit() roll2}}
<span>+ {{second_crit_damage}}</span>
{{/rollWasCrit() roll2}}
{{/^rollWasCrit() roll1}}
</div>
<div class="output-small-label">{{second_damage_type}}{{^second_damage_type}}damage{{/second_damage_type}}</div>
</div>
{{^damage}}
</div>
{{/damage}}
{{/second_damage}}
{{#damage}}
</div>
{{/damage}}
{{#heal}}
<div class="center vert-center output">Heal for {{heal}} HP</div>
{{/heal}}
{{#death_saving_throw_successes}}
<div class="center">
Successes {{death_saving_throw_successes}} / 3
</div>
{{/death_saving_throw_successes}}
{{#death_saving_throw_failures}}
<div class="col-100 center">
Failures {{death_saving_throw_failures}} / 3
</div>
{{/death_saving_throw_failures}}
{{#cantrips}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">Cantrips.</span>
{{cantrips}}
</div>
{{/cantrips}}
{{#spells_level_1_show}}
{{#spells_level_1}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">1st-level {{#spells_level_1_uses}}({{spells_level_1_uses}}){{/spells_level_1_uses}}.</span>
{{spells_level_1}}
</div>
{{/spells_level_1}}
{{/spells_level_1_show}}
{{#spells_level_2_show}}
{{#spells_level_2}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">2nd-level {{#spells_level_2_uses}}({{spells_level_2_uses}}){{/spells_level_2_uses}}.</span>
{{spells_level_2}}
</div>
{{/spells_level_2}}
{{/spells_level_2_show}}
{{#spells_level_3_show}}
{{#spells_level_3}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">3rd-level {{#spells_level_3_uses}}({{spells_level_3_uses}}){{/spells_level_3_uses}}.</span>
{{spells_level_3}}
</div>
{{/spells_level_3}}
{{/spells_level_3_show}}
{{#spells_level_4_show}}
{{#spells_level_4}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">4th-level {{#spells_level_4_uses}}({{spells_level_4_uses}}){{/spells_level_4_uses}}.</span>
{{spells_level_4}}
</div>
{{/spells_level_4}}
{{/spells_level_4_show}}
{{#spells_level_5_show}}
{{#spells_level_5}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">5th-level {{#spells_level_5_uses}}({{spells_level_5_uses}}){{/spells_level_5_uses}}.</span>
{{spells_level_5}}
</div>
{{/spells_level_5}}
{{/spells_level_5_show}}
{{#spells_level_6_show}}
{{#spells_level_6}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">6th-level {{#spells_level_6_uses}}({{spells_level_6_uses}}){{/spells_level_6_uses}}.</span>
{{spells_level_6}}
</div>
{{/spells_level_6}}
{{/spells_level_6_show}}
{{#spells_level_7_show}}
{{#spells_level_7}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">7th-level {{#spells_level_7_uses}}({{spells_level_7_uses}}){{/spells_level_7_uses}}.</span>
{{spells_level_7}}
</div>
{{/spells_level_7}}
{{/spells_level_7_show}}
{{#spells_level_8_show}}
{{#spells_level_8}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">8th-level {{#spells_level_8_uses}}({{spells_level_8_uses}}){{/spells_level_8_uses}}.</span>
{{spells_level_8}}
</div>
{{/spells_level_8}}
{{/spells_level_8_show}}
{{#spells_level_9_show}}
{{#spells_level_9}}
<div class="{{#spells_text_size}}output{{/spells_text_size}}">
<span class="bold italic">9th-level {{#spells_level_9_uses}}({{spells_level_9_uses}}){{/spells_level_9_uses}}.</span>
{{spells_level_9}}
</div>
{{/spells_level_9}}
{{/spells_level_9_show}}
{{#text_center}}
<div class="center">{{text_center}}</div>
{{/text_center}}
{{#text}}
<div>{{text}}</div>
{{/text}}
{{#text_big}}
<div class="output">{{text_big}}</div>
{{/text_big}}
{{#allprops() freetext text text_center text_big text_top character_name saving_throw title ignore show_character_name subheader uses uses_max roll1 roll2 advantage disadvantage vs_ac ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName action type crit_name crit_text damage damage_type crit_damage second_damage second_damage_type second_crit_damage ranged damage target reach range ammo ammo_name spell saving_throw_condition saving_throw_dc saving_throw_vs_ability saving_throw_success saving_throw_failure friendly_level school ritual content cast_as_level heal casting_time concentration duration components materials hide_saving_throw_dc hide_spell_content hide_freetext hide_attack hide_damage hide_saving_throw_failure hide_saving_throw_success recharge hide_recharge fx trait armor equipment cantrips spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show spells_text_size}}
<div>
<span class="bold italic">{{key}}.</span>
{{value}}
</div>
{{/allprops() freetext text text_center text_big text_top character_name saving_throw title ignore show_character_name subheader uses uses_max roll1 roll2 advantage disadvantage vs_ac ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName action type crit_name crit_text damage damage_type crit_damage second_damage second_damage_type second_crit_damage ranged damage target reach range ammo ammo_name spell saving_throw_condition saving_throw_dc saving_throw_vs_ability saving_throw_success saving_throw_failure friendly_level school ritual content cast_as_level heal casting_time concentration duration components materials hide_saving_throw_dc hide_spell_content hide_freetext hide_attack hide_damage hide_saving_throw_failure hide_saving_throw_success recharge hide_recharge fx trait armor equipment cantrips spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show spells_text_size}}
{{#freetext}}
<div class="{{#hide_freetext}} gm-info-block{{/hide_freetext}}">{{freetext}}</div>
{{/freetext}}
{{#crit_name}}
{{#rollWasCrit() roll1}}
<div>
<span class="bold italic">{{crit_name}}.</span>
{{crit_text}}
</div>
{{/rollWasCrit() roll1}}
{{#^rollWasCrit() roll1}}
{{#rollWasCrit() roll2}}
<div>
<span class="bold italic">{{crit_name}}.</span>
{{crit_text}}
</div>
{{/rollWasCrit() roll2}}
{{/^rollWasCrit() roll1}}
{{/crit_name}}
{{#recharge}}
<div class="center{{#hide_recharge}} gm-info-block{{/hide_recharge}}">
<span class="bold italic">Recharge.</span>
{{recharge}}
</div>
{{/recharge}}
</div>
</div>
</rolltemplate>