Merge pull request #37 from Roll20/master
Getting latest Roll20 changes
@@ -1,3 +1,144 @@
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## Versioning
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I use [Semantic Versioning](http://semver.org/) which has 3 numbers separated by a dot: Major.Minor.Patch
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I use Major versions a bit liberally - I consider the following to be major changes:
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* Any changes to existing roll template fields
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* Any change to a repeating section which makes existing macro references break
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New features are a minor version.
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Bugs fall into the patch category.
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The sheet will always upgrade itself unless I specify otherwise, though some things like roll template fields changing will require users who have added custom macros to fix.
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## 11.3.3
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### Bug Fixes
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* [#431: Cantrip damage scaling wrong for NPCs](https://bitbucket.org/mlenser/5eshaped/issues/431/cantrip-damage-scaling-wrong-for-npcs) wasn't converted to the new damage system.
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* [#432: level attribute not set for npcs imported via script](https://bitbucket.org/mlenser/5eshaped/issues/432/level-attribute-not-set-for-npcs-imported)
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## 11.3.2
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### Bug Fixes
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* [#427: Saving throw proficiencies lost on update](https://bitbucket.org/mlenser/5eshaped/issues/427/saving-throw-proficiencies-lost-on-update)
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* Parsing of a range with only one number ("120 ft.") now works as well as the normal two number range ("20/120 ft."). I've added a test to ensure all other parsing succeeds.
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## 11.3.1
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### Bug Fixes
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* [#423: Crit damage not rolling](https://bitbucket.org/mlenser/5eshaped/issues/423/crit-damage-not-rolling)
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* [#424: Click to Roll is missing damage macro](https://bitbucket.org/mlenser/5eshaped/issues/424/click-to-roll-is-missing-damage-macro)
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## 11.3.0
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### Features
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* Implemented a flag to detect when a monster is complete from being dragged from SRD mostly from a PR from Lucian. This will help his script attach on at the appropriate times.
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### Bug Fixes
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* Resting has had a few minor bugs fixed: long rests now recharge short rests as well as turn recharges and "Recharge X". Same for short rests.
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* Saving throw capitalization is now consistent with the rest of the sheet. For example the title of a strength saving throw will now be "Strength saving throw" instead of "Strength Saving throw".
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* save_prof has been renamed to saving_throw_prof for all the saving throws (str, dex, con, death..) The upgrade handles the change.
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* [#419: OGL Conversion - Saving Throws](https://bitbucket.org/mlenser/5eshaped/issues/419/ogl-conversion-saving-throws)
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* [#420: OGL Conversion - Reactions](https://bitbucket.org/mlenser/5eshaped/issues/420/ogl-conversion-reactions)
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* [#421: OGL Conversion - Legendary Actions](https://bitbucket.org/mlenser/5eshaped/issues/421/ogl-conversion-legendary-actions)
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## 11.2.0
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### Features
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* Short and Long Rest are now on the sheet for all users. They no longer require a Pro subscription. Lucian's next version of the script will support the chat messages that accompany this feature.
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* If hit points are adjusted to be above 0 then death saving throws will reset in accordance with the rules: "The number of both is reset to zero when you regain any hit points or become stable"
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* Divine Smite's formula changed to allow automatic spell reduction - will require the script to set this all up. You can untoggle and retoggle divine smite to get the new formula.
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### Bug Fixes
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* Spell saving throw DC and spell attack will no longer use an ability modifier of -5 if there is no spell_ability selected.
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* Sheet based rests recharge short rests on a long rest now
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## 11.1.0
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### Features
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* PCs hit points will be calculated automatically if "Automatic hit points" is turned on on the settings page. Closes [#402: PCs should have the option of displaying default hit points](https://bitbucket.org/mlenser/5eshaped/issues/402/pcs-should-have-the-option-of-displaying)
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* OGL conversion now happens as one server call. The process should be quicker and notification window will now go away at the end.
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* OGL conversion will now remove all repeating sections from the OGL sheet to reduce the number of fields on the sheet. Less fields = less lag.
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### Bug Fixes
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* [#414: OGL Conversion - Statblock Macro](https://bitbucket.org/mlenser/5eshaped/issues/414/ogl-conversion-statblock-macro)
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* [#411: OGL Conversion - Spells are not sorted by level](https://bitbucket.org/mlenser/5eshaped/issues/411/ogl-conversion-spells-are-not-sorted-by)
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## 11.0.4
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### Bug Fixes
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* OGL conversion changes based on the silent updates. Solves [#408: Yawning Portal Conversion - Senses are missing](https://bitbucket.org/mlenser/5eshaped/issues/408/yawning-portal-conversion-senses-are), [#407: Yawning Portal Conversion - Speed Attribute](https://bitbucket.org/mlenser/5eshaped/issues/407/yawning-portal-conversion-speed-attribute), [#410: Yawning Portal Conversion - Proficiency Bonus](https://bitbucket.org/mlenser/5eshaped/issues/410/yawning-portal-conversion-proficiency), [#409: Yawning Portal Conversion - Ability Check Proficiency and Expertise](https://bitbucket.org/mlenser/5eshaped/issues/409/yawning-portal-conversion-ability-check)
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## 11.0.3
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### Bug Fixes
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* [#392: Spells macro empty after update](https://bitbucket.org/mlenser/5eshaped/issues/392/spells-macro-empty-after-update)
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* Change the name of the concentration filter so that it matches its new behavior. Also solves [#396: Setting a spell's duration to "Concentration" will delete the spell](https://bitbucket.org/mlenser/5eshaped/issues/396/setting-a-spells-duration-to-concentration)
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* [#395: Saving throws and Ability checks Query Macros are broken](https://bitbucket.org/mlenser/5eshaped/issues/395/saving-throws-and-ability-checks-query)
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* [#398: Hide AC does not work](https://bitbucket.org/mlenser/5eshaped/issues/398/hide-ac-does-not-work)
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## 11.0.2
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### Bug Fixes
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* [#391: Other second damage not in the blue damage area of the template](https://bitbucket.org/mlenser/5eshaped/issues/391/other-second-damage-not-in-the-blue-damage)
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### UI Change
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* Styling for the import message
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* Styling for !shaped-config
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## 11.0.1
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### Bug Fixes
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* Added default higher level queries
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* A spell changing to another level now ensures that the filter for that level is turned on.
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* Freeform is now at the end of repeats as well. Referencing [#379: Spell repeat does not work with freeform if there is a new line in freeform](https://bitbucket.org/mlenser/5eshaped/issues/379/spell-repeat-does-not-work-with-freeform)
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* [#388: Click to roll damage does not work if the output is from the shaped chat macros](https://bitbucket.org/mlenser/5eshaped/issues/388/click-to-roll-damage-does-not-work-if-the)
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* [#389: Click to roll damage cannot determine a crit on attack](https://bitbucket.org/mlenser/5eshaped/issues/389/click-to-roll-damage-cannot-determine-a)
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### UI Change
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* [#207: second damage roll template](https://bitbucket.org/mlenser/5eshaped/issues/207/second-damage-roll-template)
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## 11.0.0
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### Breaking Changes
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* Some unused fields related to abilities and saving throws have been removed
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* [#338: Click to roll damage](https://bitbucket.org/mlenser/5eshaped/issues/338/click-to-roll-damage) has been completed for both attacks and saving throws.
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* Spell filters have been revamped. Levels and casting time are toggled individually now. Concentration's behavior is now more clear. The filters are now consistent between PCs and NPCs. Adding spells on a new pc that doesn't have spellcasting should be much more clear. The macro output matches the levels that are toggled on.
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* Rests are always showing now. In 11.1.0 or 12.0.0 rests will be fully moved to the sheet so non-Pro members can use them to recharge things like hit points, hit dice, exhaustion, class features, etc.
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* Ability checks, Saving throws, and Spells chat macros now use the normal size of text used by attacks, actions, etc. It is no longer possible to configure them to be smaller.
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### Features
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* [#178: 3D dice should roll the appropriate amount of dice](https://bitbucket.org/mlenser/5eshaped/issues/178/3d-dice-should-roll-the-appropriate-amount)
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* [#359: Option to hide AC using stylish](https://bitbucket.org/mlenser/5eshaped/issues/359/option-to-hide-ac-using-stylish)
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* Distances entered into places like senses or speed will now convert the distance if the entered distance type (meters) doesn't match the text (feet).
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* [#204: Nowhere to store usage of lair and regional actions](https://bitbucket.org/mlenser/5eshaped/issues/204/nowhere-to-store-usage-of-lair-and)
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* Added configurable recharges to warlock slots and spell points (defaulting to short rest and long rest respectively)
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* [#244: Extra Attack Class Feature missing from togglable lists.](https://bitbucket.org/mlenser/5eshaped/issues/244/extra-attack-class-feature-missing-from)
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* Added styling for an upcoming API feature (Spells and Monster import revamp)
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### Bug Fixes
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* [#369: NPC Hit dice not able to be changed](https://bitbucket.org/mlenser/5eshaped/issues/369/npc-hit-dice-not-able-to-be-changed)
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* [#378: Hit dice formula error](https://bitbucket.org/mlenser/5eshaped/issues/378/hit-dice-formula-error). You may need to clear your chat archive for this one (I did, but I'm unsure if it is required)
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* [#379: Spell repeat does not work with freeform if there is a new line in freeform](https://bitbucket.org/mlenser/5eshaped/issues/379/spell-repeat-does-not-work-with-freeform)
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## 10.1.5
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### Bug Fixes
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@@ -31,8 +31,8 @@ This is the redesigned Shaped character sheet for use on Roll20.net with the 5th
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### [Changelog](https://github.com/mlenser/roll20-character-sheets/blob/master/5eShaped/changelog.md)
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### [Issue tracker](https://bitbucket.org/mlenser/5eshaped/issues)
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Please report any issues on the above issue tracker.
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### [Issue tracker](https://bitbucket.org/mlenser/5eshaped/issues?status=new&status=open&sort=-priority)
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Please report any issues on the issue tracker.
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If you're experiencing extreme lag please disable LastPass as it is known to cause problems with Roll20. This has nothing to do with the Shaped sheet.
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@@ -1,7 +1,7 @@
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{
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"html": "5eShaped.html",
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"css": "5eShaped.css",
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"authors": "Mark Lenser (Kryx on Roll20.net, @mlenser on Twitter). Companion script done by Lucian. French translations done by Alzam on Roll20. German translations done by Rouby.",
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"authors": "Mark Lenser (Kryx on Roll20), Lucian (Lucian on Roll20). Companion script done by Lucian.",
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"roll20userid": "277007",
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"preview": "5eShaped.jpg",
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"compendium": "dnd5e",
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@@ -131,11 +131,18 @@
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"description": "Show target's name on roll templates"
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},
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{
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"attribute": "show_rests",
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"displayname": "Show Rests",
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"attribute": "automatically_roll_damage_for_attacks",
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"displayname": "Automatically roll damage for attacks",
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"type": "checkbox",
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"value": "1",
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"description": "Show rests on the core page (API feature)"
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"description": "Automatically roll damage for attacks"
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},
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{
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"attribute": "automatically_roll_damage_for_saving_throws",
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"displayname": "Automatically roll damage for saving throws",
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"type": "checkbox",
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"value": "1",
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"description": "Automatically roll damage for saving throws"
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},
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{
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"attribute": "show_passive_skills",
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@@ -172,13 +179,6 @@
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"value": "1",
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"description": "Show freeform"
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},
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{
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"attribute": "show_crit_range",
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"displayname": "Crit range",
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"type": "checkbox",
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"value": "1",
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"description": "Show crit range"
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},
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{
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"attribute": "show_dice_modifiers",
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"displayname": "Dice modifiers",
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@@ -200,6 +200,13 @@
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"value": "1",
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"description": "Show extra damage on a critical hit"
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},
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{
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"attribute": "automatic_higher_level_queries",
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"displayname": "Automatic higher level queries",
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"type": "checkbox",
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"value": "1",
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"description": "Automatic higher level queries"
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},
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{
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"attribute": "ammo_auto_use",
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"displayname": "Automatically use ammo",
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@@ -484,6 +491,13 @@
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"value": "{{hide_recharge=1}}",
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"description": "Hide recharge (requires stylish, see the documentation)"
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},
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{
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"attribute": "hide_target_ac",
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"displayname": "Hide target AC",
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"type": "checkbox",
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"value": "{{hide_target_ac=1}}",
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"description": "Hide target AC (requires stylish, see the documentation)"
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},
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{
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"attribute": "hide_saving_throw_dc",
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"displayname": "Hide saving throw DC",
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@@ -18,7 +18,7 @@
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"1_ACTION":"1 action",
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"1_BONUS_ACTION":"1 bonus action",
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"1_HOUR":"1 hour",
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"1_MINUTE":"1 minutes",
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"1_MINUTE":"1 minute",
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"1_REACTION":"1 reaction",
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"1_ROUND":"1 round",
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"20TH_LEVEL":"20th-level",
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@@ -93,7 +93,10 @@
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"AT_WILL":"at will",
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"AUTO":"Auto",
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"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
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"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
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"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
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"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
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"AUTOMATIC_HIT_POINTS": "Automatic hit points",
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"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
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"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
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"AVG":"avg",
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@@ -132,6 +135,7 @@
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"CHARACTER_NAME":"Character name",
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"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
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"CHARISMA":"Charisma",
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"CHARISMA_SAVING_THROW":"Charisma saving throw",
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"CHARMED":"Charmed",
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"CHECK":"Check",
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"CHECK_BONUS":"Check bonus",
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@@ -158,6 +162,8 @@
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"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
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"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
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"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
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"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
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"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
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"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
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"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
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"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
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@@ -209,14 +215,11 @@
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"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
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"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
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"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Charaktename",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Charaktername bei allen Würfen",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check-Bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Konditions-Immunitäten",
|
||||
"CONJURATION":"Beschwörung",
|
||||
"CONSTITUTION":"Konstitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Inhalt",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Kupfermünzen",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Täuschung",
|
||||
"DEX":"Ges",
|
||||
"DEXTERITY":"Geschick",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Würfel",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Würfel",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Zähigkeit",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freiform",
|
||||
"FREETEXT":"Freitext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Goldmünzen",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Haar",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halblingsglück",
|
||||
"HALF_DAMAGE":"Schaden halbiert",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Verberge Rettungswurf-SG",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Verberge Rettungswurf-Erfolg",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Verberge Rettungswurf-Fehlschlag",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Höhere Stufe",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"Geschichte",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"TW",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"TP",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Gewürfelte TP",
|
||||
"HIT_POINTS_TEMP":"Temp TP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporäre Trefferpunkte",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Hausregeln",
|
||||
"HOVER":"Schweben",
|
||||
"HUGE":"Enorm",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Sofort oder 1 Stunde",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligenz",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Einschüchtern",
|
||||
"INVESTIGATION":"Untersuchung",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotischer",
|
||||
"NO":"Nein",
|
||||
"NORMAL":"Normalerweise",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NSC",
|
||||
"ONE_CREATURE":"eine Kreatur",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaktion",
|
||||
"REACTIONS":"Reaktionen",
|
||||
"RECHARGE":"Aufladung",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regionale Effekte",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Herausragender Athlet",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"Dieses Feature erfordert die API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistenzen & Immunitäten",
|
||||
"RESOURCES":"Ressourcen",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Rettungswurf",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"RW Fehlschlag",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Heimlichkeit",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Stärke",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Erschütterungssinn",
|
||||
"TRUESIGHT":"Wahrsicht",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"Wenn neu hinzugefügte Zauber nicht sichtbar sind, deaktiviere \"Filter\"",
|
||||
"TYPE":"Typ",
|
||||
"UNARMORED":"Ungepanzert",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Geflüstert an den GM",
|
||||
"WILL":"Willen",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wei",
|
||||
"WISDOM":"Weisheit",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Zauberer",
|
||||
"YES":"Ja"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -18,7 +18,7 @@
|
||||
"1_ACTION":"1 action",
|
||||
"1_BONUS_ACTION":"1 bonus action",
|
||||
"1_HOUR":"1 hour",
|
||||
"1_MINUTE":"1 minutes",
|
||||
"1_MINUTE":"1 minute",
|
||||
"1_REACTION":"1 reaction",
|
||||
"1_ROUND":"1 round",
|
||||
"20TH_LEVEL":"20th-level",
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"à volonté",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Dépenser automatiquement les ressources de sort",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Requêtes auto. sort de niv. sup.",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Enlever le (dés)avantage après chaque jet",
|
||||
"AVERAGE_OF_ABILITIES":"Moyenne des deux carac les plus élevées.",
|
||||
"AVG":"moy",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Nom du personnage",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nom du perso sur tous les jets",
|
||||
"CHARISMA":"Charisme",
|
||||
"CHARISMA_SAVING_THROW":"Jet de Sauvegarde de Charisme",
|
||||
"CHARMED":"Charmé",
|
||||
"CHECK":"Jet",
|
||||
"CHECK_BONUS":"Bonus Jet de Carac",
|
||||
@@ -156,94 +160,95 @@
|
||||
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"Vous gagnez l'usage d'un objet magique que vous avez fabriqué. Choisissez l'objet dans la liste de niveau ci-dessous.\nFabriquer un objet est une tâche difficile. Quand vous gagnez un objet magique grâce à cette capacité, cela reflète les longues heures d'études, de bricolage et d'expérimentation qui vous ont finalement permis de terminer l'objet. Partez du principe que vous avez travaillé sur cet objet durant vos temps libres pour le finir lors de votre changement de niveau.\n\nVous complétez un autre objet de votre choix quand vous atteignez les niveaux 5, 10, 15 et 20 dans cette classe. L'objet que vous choisissez doit être sur la liste de votre niveau actuel d'artificier ou d'un niveau inférieur. Ces objets magiques sont détaillés dans le Dungeon Master's Guide.\n\n• Niveau 2 : sac sans fond, cape de respiration aquatique, globe flottant, lunette de nuit, pierre de communication à distance.\n• Niveau 5 : jarre d'alchimie, casque de compréhension des langues, lanterne révélatrice, anneau de nage, robe de camelot, corde d'escalade, baguette de détection de la magie, baguette des secrets.\n• Niveau 10 : sac de haricots, carillon d'ouverture, carafe intarissable, yeux grossissants, bateau pliant, havresac d'Hévard.\n• Niveau 15 : bottes de sept lieues, bracelets d'archer, broche de défense, balai volant, couvre-chef de déguisement, chaussons d'araignée.\n• Niveau 20 : yeux de lynx, gemme d'illumination, gants antiprojectiles, gants de nage et d'escalade, anneau de saut, anneau de barrière mentale, cape de vol.",
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Critique brutal",
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"Vous pouvez lancer un dé de dégâts de votre arme en plus lorsque vous déterminez les dégâts supplémentaires que vous infligez sur un coup critique réussi avec une attaque de corps à corps.\nCe bonus aux dégâts passe à deux dés au niveau 13 et à trois dés au niveau 17.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might",
|
||||
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
|
||||
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage",
|
||||
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Sens du danger",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"Vous avez l'avantage aux jets de sauvegarde de Dextérité contre les effets que vous pouvez voir, comme les pièges ou les sorts. Pour bénéficier de cet effet vous ne devez pas être aveuglé, assourdi ou incapable d'agir.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Attaque supplémentaire (Barbare)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Déplacement rapide",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres tant que vous ne portez pas d'armure lourde.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Instinct sauvage",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Vos instincts sont si aiguisés que vous obtenez l'avantage aux jets d'initiative.\nDe plus, si vous êtes surpris au début du combat et que vous n'êtes pas incapable d'agir, vous pouvez jouer normalement durant votre premier tour, mais seulement si vous entrez en rage avant de faire quoique ce soit d'autre à ce tour.",
|
||||
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Puissance indomptable",
|
||||
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"Si le résultat d'un jet de Force est inférieur à votre valeur de Force, vous pouvez utiliser votre valeur de Force à la place de ce résultat.",
|
||||
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Rage persistante",
|
||||
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Votre rage est si intense qu'elle ne s'arrête prématurément qu'à la condition que vous tombiez inconscient ou que vous choisissiez de l'arrêter.",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Champion primitif",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"Vous êtes l'incarnation de la puissance du monde sauvage. Vos valeurs de Force et de Constitution augmentent de 4. Votre maximum dans ces valeurs est maintenant de 24.",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE":"Rage",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage",
|
||||
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
|
||||
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense",
|
||||
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
|
||||
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration",
|
||||
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.",
|
||||
"CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm",
|
||||
"CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"Durant votre tour, vous pouvez entrer en rage en utilisant une action bonus. En rage, vous gagnez les bénéfices suivants si vous ne portez pas d'armure lourde :\n•&nbps;Vous avez l'avantage aux jets de Force et aux jets de sauvegarde de Force.\n•&nbps;Quand vous effectuez une attaque d'arme de corps à corps utilisant la Force, vous gagnez un bonus aux jets de dégâts qui dépend de votre niveau de barbare, comme indiqué dans la colonne Dégâts de la table ci-dessus.\n•&nbps;Vous avez la résistance aux dégâts contondants, perforants et tranchants.\nSi vous êtes capable de lancer des sorts, vous ne pouvez les lancer ou vous concentrer sur eux pendant que vous êtes en rage.\nVotre rage dure 1 minute. Elle finit prématurément si vous devenez inconscient, ou si votre tour se termine et que vous n'avez pas attaqué une créature hostile ni subit des dégâts depuis votre précédent tour. Vous pouvez également mettre fin à votre rage durant votre tour par une action bonus.",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Attaque téméraire",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"Lorsque vous effectuez la première attaque de votre tour, vous pouvez décider d'effectuer une Attaque téméraire. Vous obtenez ainsi un avantage aux jets d'attaque d'arme de corps à corps utilisant la Force durant ce tour, mais les attaques effectuées contre vous ont également l'avantage jusqu'à votre prochain tour de jeu.",
|
||||
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Rage implacable",
|
||||
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Votre rage vous permet de continuer à combattre en dépit de graves blessures. Si vous tombez à 0 point de vie pendant votre rage et que vous ne mourrez pas sur le coup, vous pouvez faire un jet de sauvegarde de Constitution DD [[10]]. Si vous le réussissez, vous retournez immédiatement à 1 point de vie.\nChaque fois que vous utilisez cette capacité après la première, le DD augmente de 5. Quand vous terminez un repos court ou long le DD retombe à 10.",
|
||||
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Défense sans armure",
|
||||
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"Tant que vous ne portez pas d'armure, votre classe d'armure est égale à 10 + votre modificateur de Dextérité + votre modificateur de Constitution. Vous pouvez utiliser un bouclier et bénéficier de cette capacité.",
|
||||
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Inspiration bardique",
|
||||
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"Vous pouvez inspirer les autres en maniant les mots ou la musique. Pour cela, utilisez une action bonus à votre tour pour choisir une créature autre que vous-même dans un rayon de 18 mètres autour de vous et qui peut vous entendre. Cette créature gagne un dé d'Inspiration bardique (d6).\nUne seule fois dans les 10 minutes suivantes, la créature peut lancer le dé et ajouter le nombre obtenu à un jet de caractéristique, d'attaque ou de sauvegarde qu'elle vient de faire. La créature peut attendre de voir le résultat de jet de caractéristique, d'attaque ou de sauvegarde avant de décider d'appliquer le dé d'Inspiration bardique, mais elle doit se décider avant que le MJ ne dise si le jet est un succès ou un échec. Une fois le dé d'Inspiration bardique lancé, il est consommé. Une créature ne peut avoir qu'un seul dé d'Inspiration bardique à la fois.",
|
||||
"CLASS_FEATURE_BARD_COUNTERCHARM":"Contre-charme",
|
||||
"CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"Vous gagnez la possibilité d'utiliser des notes de musique ou des mots de pouvoir pour perturber les effets qui affectent la pensée. Par une action, vous pouvez commencer une représentation qui durera jusqu'à la fin de votre prochain tour. Pendant ce temps, vous et toute créature amie dans un rayon de 9 mètres autour de vous avez un avantage aux jets de sauvegarde contre le fait d'être effrayé ou charmé. Une créature doit être en mesure de vous entendre pour obtenir cet avantage. La représentation se termine plus tôt si vous êtes incapable d'agir ou réduit au silence, ou si vous y mettez volontairement un terme (aucune action n'est requise pour cela).",
|
||||
"CLASS_FEATURE_BARD_EXPERTISE":"Expertise",
|
||||
"CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choisissez deux compétences que vous maîtrisez. Votre bonus de maîtrise est doublé pour tout jet de caractéristique que vous faites et qui implique une de ces deux compétences.\nAu niveau 10, vous pouvez choisir deux autres compétences maîtrisées et leur appliquer cette capacité.",
|
||||
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Touche-à-tout",
|
||||
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"Vous pouvez ajouter la moitié de votre bonus de maîtrise (arrondi au chiffre inférieur) à tout jet de caractéristique qui n'utilise pas déjà votre bonus de maîtrise.",
|
||||
"CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Secrets magiques",
|
||||
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"Vous avez récupéré des connaissances magiques à partir d'un large éventail de disciplines. Choisissez deux sorts de n'importe quelle classe, y compris de barde. Les sorts choisis doivent être d'un niveau que vous pouvez lancer, ou être des sorts mineurs.\nLes sorts choisis comptent comme des sorts de barde pour vous, et comptent dans la colonne des Sorts connus de la table du barde.\nVous apprenez deux sorts supplémentaires de n'importe quelle classe au niveau 14 puis à nouveau au niveau 18.",
|
||||
"CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest",
|
||||
"CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.",
|
||||
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration",
|
||||
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.",
|
||||
"CLASS_FEATURE_BARD_SONG_OF_REST":"Chant de repos",
|
||||
"CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"Vous pouvez utiliser de la musique ou une oraison apaisante lors d'un repos court pour aider à revitaliser vos alliés blessés. Si vous ou\ndes créatures amicales qui peuvent entendre votre prestation regagnez des points de vie à la fin du repos court en utilisant un ou plusieurs dés de vie, chacune de ces créatures récupère des points de vie supplémentaires.",
|
||||
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Inspiration supérieure",
|
||||
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"Quand vous jetez l'initiative et n'avez plus d'Inspiration bardique, vous regagnez une utilisation.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Canalisation divine",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
|
||||
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention",
|
||||
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
|
||||
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid",
|
||||
"CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidic",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Attaque supplémentaire",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"quatre fois",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer NUMBER_OF_TIMES, au lieu d'une, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"trois fois",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"deux fois",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
|
||||
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
|
||||
"CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.",
|
||||
"CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles",
|
||||
"CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet",
|
||||
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
|
||||
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"Vous gagnez la possibilité de canaliser l'énergie divine directement depuis votre divinité et d'utiliser cette énergie pour alimenter des effets magiques. Vous commencez avec deux effets : Renvoi de morts-vivants et un effet déterminé par votre domaine. Certains domaines vous accordent des effets supplémentaires lorsque vous montez de niveau, comme indiqué dans la description du domaine.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Renvoi de morts-vivants (Canalisation divine)",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"Au prix d'une action, vous présentez votre symbole sacré en psalmodiant une prière contre les morts-vivants. Chaque mort-vivant qui peut vous voir ou vous entendre et qui se trouve à 9 mètres ou moins de vous doit effectuer un jet de sauvegarde de Sagesse. Si la créature rate son jet de sauvegarde, elle est renvoyée pendant 1 minute ou jusqu'à ce qu'elle prenne des dégâts.\nUne créature renvoyée doit passer ses actions à essayer de s'éloigner le plus loin possible de vous et ne peut volontairement se rapprocher à moins de 9 mètres de vous. Elle ne peut pas avoir de réactions et peut utiliser ses actions seulement pour courir ou essayer de s'échapper d'un effet immobilisant. S'il n'y a nulle part où aller, la créature peut utiliser l'action d'esquive.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"Quand un mort-vivant rate son jet de sauvegarde contre votre capacité de Renvoi de morts-vivants, la créature est immédiatement détruite si son facteur de puissance est égal ou inférieur à CHALLENGE_RATING.",
|
||||
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Intervention divine",
|
||||
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"Vous pouvez faire appel à votre divinité pour qu'elle intervienne en cas de besoin réel.\nImplorer l'aide de votre divinité vous oblige à utiliser votre action. Décrivez l'aide que vous recherchez, et lancez un dé de pourcentage. Si vous obtenez un nombre égal ou inférieur à votre niveau de clerc, votre divinité intervient. Le MJ choisit la nature de l'intervention ; l'effet d'un sort de clerc ou d'un sort de domaine est approprié.\nSi votre divinité intervient, vous ne pouvez plus utiliser cette capacité durant les 7 prochains jours. Dans le cas contraire, vous pouvez l'utiliser à nouveau après avoir terminé un repos long.\nAu niveau 20, l'appel à votre divinité réussit automatiquement ; aucun jet n'est nécessaire.",
|
||||
"CLASS_FEATURE_DRUID_ARCHDRUID":"Archidruide",
|
||||
"CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"Vous pouvez utiliser votre forme animale un nombre illimité de fois par jour.\nDe plus, vous pouvez ignorer les composantes verbales et somatiques de vos sorts de même que toute composante matérielle non coûteuse qui n'est consommée par le sort. Vous gagnez ces avantages que vous soyez sous forme normale ou animale.",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS":"Incantation animale",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"Vous pouvez lancer sous forme animale la plupart des sorts que vous connaissez. Vous pouvez réaliser les composantes somatiques et verbales des sorts de druide lorsque vous êtes sous forme animale, mais vous ne pouvez pas lancer de sorts nécessitant une composante matérielle.",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC":"Druidique",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"Vous connaissez le druidique, le langage secret des druides. Vous pouvez parler cette langue et l'utiliser pour laisser des messages secrets. Vous, et les autres personnes connaissant ce langage, remarquez automatiquement un tel message. Les autres personnages remarquent la présence du message s'ils réussissent un jet de Sagesse (Perception) DD 15 mais ne peuvent pas le déchiffrer sans utiliser la magie.",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY":"Éternelle jeunesse",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"La magie primordiale que vous maniez ralentit le vieillissement de votre corps. Vous ne vieillissez que d'un an toutes les dix années écoulées.",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE":"Forme animale",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":" et qui n'a pas de vitesse de vol",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":" et qui n'a ni vitesse de vol ni vitesse de nage",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"Vous pouvez utiliser votre action pour prendre par magie la forme d'une bête que vous avez déjà vue auparavant. Vous pouvez vous transformer en n'importe qu'elle bête ayant un facteur de puissance de CHALLENGE_RATING ou inférieurLIMITATIONS.\nVous pouvez rester sous forme animale un nombre d'heures égal à [[WILD_SHAPE_HOURS[la moitié de votre niveau de druide (arrondi à l'entier inférieur)]]]. Vous reprenez alors votre forme normale à moins que vous ne dépensiez une nouvelle utilisation de cette capacité. Vous pouvez également revenir plus tôt à votre forme normale en utilisant votre action lors de votre tour de jeu. Vous revenez automatiquement à votre forme normale si vous tombez inconscient, si vous tombez à 0 point de vie ou si vous mourrez.\nTant que vous êtes transformé, les règles suivantes s'appliquent :\n•&nbps;Vos statistiques de jeu sont remplacées par celles de la bête, mais vous conservez votre alignement, votre personnalité et vos valeurs de Charisme, Intelligence et Sagesse. Vous conservez également vos maîtrises de jets de sauvegarde et de compétences, en plus de gagner celles de la créature. Si la créature a les mêmes maîtrises que vous et que son bonus dans ces caractéristiques est supérieur au vôtre, utilisez son bonus. Si la créature possède des actions légendaires ou des actions de repaire, vous ne pouvez pas les utiliser.\n•&nbps;Quand vous vous transformez, vous endossez également les points de vie de la bête et ses dés de vie. Lorsque vous reprenez votre forme vous récupérez le nombre de points de vie que vous aviez avant votre transformation. De plus, si vous vous retransformez parce que vous êtes tombé à 0 point de vie, tous les dégâts supplémentaires sont encaissés par les points de vie de votre forme normale. Par exemple, si vous subissez 10 points de dégâts sous forme animale alors que vous n'aviez plus qu'un point de vie, vous retournez à votre forme normale et encaissez 9 points de dégâts. Tant que ces dégâts résiduels ne font pas tomber les points de vie de votre forme normale à 0, vous ne sombrez pas dans l'inconscience.\n•&nbps;Vous ne pouvez pas lancer de sorts, et votre capacité à parler ou effectuer toute action qui nécessite des mains est limitée aux possibilités qu'offre votre forme animale. Toutefois, vous transformer ne brise pas votre concentration sur un sort que vous aviez déjà lancé, ni ne vous empêche d'utiliser une action pour rediriger un sort, comme le sort appel de la foudre, que vous auriez déjà lancé.\n•&nbps;Vous conservez les bénéfices de toutes vos capacités de classe, de race, ou de n'importe quelle autre origine, et vous pouvez les utiliser si vous en êtes physiquement capable. Cependant, vous ne pouvez pas utiliser de sens spéciaux, comme la vision dans le noir, sauf si votre forme animale les possède également.\n•&nbps;Vous choisissez si votre équipement tombe sur le sol, fusionne avec votre nouvelle forme ou est porté par votre nouvelle forme. L'équipement porté fonctionne correctement, mais le MD décide pour chaque pièce d'équipement s'il est possible pour votre nouvelle forme de la porter, en fonction de la morphologie et de la taille de la bête. Votre équipement ne change pas de taille ou de forme pour s'adapter à votre nouvelle forme, et tout l'équipement que la nouvelle forme ne peut pas porter tombe sur le sol ou fusionne avec vous. L'équipement qui fusionne avec la nouvelle forme n'a aucun effet tant que vous restez sous cette forme.",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Sursaut",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"À votre tour, vous pouvez réaliser une action supplémentaire en plus de votre action normale et de votre éventuelle action bonus.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Athlète remarquable",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Attaque supplémentaire (Guerrier)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour. Le nombre d'attaques augmente à trois lorsque vous atteignez le niveau 11 dans cette classe et à quatre lorsque vous atteignez le niveau 20 dans cette classe.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Style de combat (Guerrier)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"Vous adoptez un style particulier de combat qui sera votre spécialité. Choisissez l'une des options suivantes. Vous ne pouvez pas prendre une option de style de combat plus d'une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArcher\nVous obtenez un bonus de +2 aux jets d'attaque avec une arme à distance.\n\nArme à deux mains\nLorsque vous obtenez 1 ou 2 à un dé de dégâts lors d'une attaque que vous effectuez avec une arme de corps à corps que vous tenez avec vos deux mains, vous pouvez relancer le dé et obligatoirement prendre le nouveau résultat, même si celui-ci est un 1 ou un 2. L'arme doit avoir la propriété à deux mains ou polyvalente pour octroyer cet avantage.\n\nCombat à deux armes\nLorsque vous vous engagez dans un combat avec deux armes en mains, vous pouvez ajouter votre modificateur de caractéristique aux dégâts de la seconde attaque.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.\n\nProtection\nQuand une créature que vous pouvez voir attaque une cible autre que vous-même et qui se trouve à 1,50 mètre ou moins de vous, vous pouvez utiliser votre réaction pour imposer un désavantage à son jet d'attaque. Vous devez pour cela porter un bouclier.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomptable",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"Vous pouvez relancer un jet de sauvegarde que vous avez raté. Si vous le faites, vous devez obligatoirement utiliser le nouveau résultat.",
|
||||
"CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second souffle",
|
||||
"CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"À votre tour, vous pouvez utiliser une action bonus pour regagner des points de vie.",
|
||||
"CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Parade de projectiles",
|
||||
"CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"Vous pouvez utiliser votre réaction pour dévier ou attraper les projectiles lorsque vous êtes touché lors d'une attaque d'arme à distance. Lorsque vous choisissez d'utiliser la parade de projectiles, les dégâts que vous subissez de l'attaque sont réduits de [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nSi vous réduisez les dégâts à 0, vous pouvez attraper le projectile s'il est suffisamment petit pour que vous puissiez le tenir à une main et si bien sûr vous avez une main de libre. Si vous attrapez le projectile de cette façon, vous pouvez dépenser 1 point ki pour effectuer une attaque à distance avec cette arme ou cette munition (portée 6\/18 mètres, 20\/60 feet), attaque qui fait partie de votre réaction. Vous effectuez cette attaque avec votre bonus de maîtrise, que vous maîtrisiez ou non l'arme en question, et le projectile compte comme arme de moine pour cette attaque",
|
||||
"CLASS_FEATURE_MONK_DIAMOND_SOUL":"Âme de diamant",
|
||||
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Votre maîtrise du ki vous confère la maîtrise de tous les jets de sauvegarde.\nDe plus, lorsque vous effectuez un jet de sauvegarde et l'échouez, vous pouvez dépenser 1 point ki pour le retenter ; vous devez prendre ce second résultat.",
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY":"Corps vide",
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"Vous pouvez utiliser votre action pour dépenser 4 points ki et ainsi devenir invisible pendant 1 minute. Au cours de cette période, vous obtenez également la résistance à tous les dégâts, à l'exception des dégâts de force.\nDe plus, vous pouvez dépenser 8 points de ki pour lancer le sort projection astral, sans avoir besoin des composantes matérielles. De cette manière, vous ne pouvez pas prendre d'autres créatures avec vous.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Dérobade",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Votre agilité instinctive vous permet d'esquiver certains effets de zone, comme le souffle d'un dragon bleu ou le sort boule de feu. Lorsque vous êtes sujet à un effet qui vous autorise un jet de sauvegarde de Dextérité pour ne subir que la moitié de ses dégâts initiaux, vous ne subissez aucun dégât si vous réussissez votre jet de sauvegarde, et seulement la moitié des dégâts si vous l'échouez.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Attaque supplémentaire (Moine)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Déluge de coups",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immédiatement après avoir utilisé une action Attaquer au cours de votre tour, vous pouvez dépenser 1 point ki pour effectuer deux attaques à mains nues via une action bonus.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes",
|
||||
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
|
||||
"CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
|
||||
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
|
||||
"CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
|
||||
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
|
||||
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
|
||||
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
|
||||
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Frappes de ki",
|
||||
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Vos attaques à mains nues sont considérées comme des attaques magiques pour ce qui est de vaincre la résistance et l'immunité aux attaques et dégâts non-magiques.",
|
||||
"CLASS_FEATURE_MONK_KI_TEXT":"Votre entrainement vous permet d'exploiter cette mystérieuse énergie qu'est le ki. Votre accès à cette énergie est représenté par un nombre de points ki. Votre niveau de moine détermine le nombre de points ki que vous possédez. Vous pouvez dépenser ces points pour déclencher diverses capacités ki. Vous débutez en connaissant trois de ces capacités ki : Déluge de coups, Défense patiente et Déplacement aérien. Vous apprendrez de nouvelles capacités ki en gagnant des niveaux de moine.\nLorsque vous dépensez un point ki, il n'est plus disponible jusqu'à ce que vous finissiez un repos court ou long, à la fin desquels vous récupérez tous les points ki utilisés. Vous devez passer au moins 30 minutes de votre repos à méditer pour pouvoir regagner vos points ki.",
|
||||
"CLASS_FEATURE_MONK_MARTIAL_ARTS":"Arts martiaux",
|
||||
"CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Votre pratique des arts martiaux vous donne la maîtrise des styles de combat utilisant les attaques à mains nues et les armes de moine, qui sont l'épée courte et toutes les armes de corps à corps courantes qui n'ont ni la propriété \"à deux mains\", ni la propriété \"lourde\". Vous gagnez les avantages suivants lorsque vous êtes à mains nues ou ne maniez que des armes de moine et que vous n'êtes équipé ni d'armure ni de bouclier :\n\nVous pouvez utiliser la Dextérité à la place de la Force aux jets d'attaque et de dégâts de vos attaques à mains nues et avec des armes de moine.\nVous pouvez lancer un d4 à la place des dégâts normaux de votre attaque à mains nues ou de vos armes de moine. Ce dé change lorsque vous gagnez des niveaux de moine, comme indiqué dans la colonne Arts martiaux de la table ci-dessus.\nLorsque vous utilisez l'action Attaquer avec une attaque à mains nues ou une arme de moine au cours de votre tour, vous pouvez effectuer une attaque à mains nues au prix d'une action bonus. Par exemple, si vous prenez l'action Attaque et attaquez avec un bâton, vous pouvez également effectuer une attaque à mains nues avec votre action bonus, à la condition que vous n'ayez pas déjà utilisé votre action bonus pour ce tour.\nCertains monastères utilisent des versions spéciales des armes de moine. Par exemple, vous pourriez utiliser un gourdin dont les deux manches en bois sont reliés par une chaîne de fer (cette arme est alors appelée un nunchaku) ou bien une serpe possédant une lame plus courte et plus droite (on parle alors de kama). Quel que soit le nom que vous utilisiez pour votre arme de moine, vous pouvez utiliser les statistiques de jeu données à l'arme.",
|
||||
"CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Défense patiente",
|
||||
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l'action Esquiver via une action bonus au cours de votre tour.",
|
||||
"CLASS_FEATURE_MONK_PERFECT_SELF":"Perfection de l'être",
|
||||
"CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
|
||||
"CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body",
|
||||
"CLASS_FEATURE_MONK_PURITY_OF_BODY":"Pureté du corps",
|
||||
"CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.",
|
||||
"CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall",
|
||||
"CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Immunité aux conditions",
|
||||
"CONJURATION":"Invocation",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Jet de Sauvegarde de Constitution",
|
||||
"CONTENT":"Contenu",
|
||||
"CONTRACT":"Réduire",
|
||||
"COPPER_PIECES":"Pièces de cuivre",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Tromperie",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dextérité",
|
||||
"DEXTERITY_SAVING_THROW":"Jet de Sauvegarde de Dextérité",
|
||||
"DICE":"Dés",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Dé",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Entrée supplémentaire",
|
||||
"FREETEXT":"Texte supplémentaire",
|
||||
"FRIGHTENED":"Effrayé",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Pièces d'or",
|
||||
"GRAPPLED":"Agrippé",
|
||||
"HAIR":"Cheveux",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Chance (Half)",
|
||||
"HALF_DAMAGE":"moitié dégâts",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Masquer DD de sauvegarde",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Masquer échec au jet de sauvegarde",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Masquer succes au jet de sauvegarde",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Niveau Sup",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"Histoire",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Dés de vie",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Points de vie",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Points de vie jetés",
|
||||
"HIT_POINTS_TEMP":"PV Temp",
|
||||
"HIT_POINTS_TEMPORARY":"Points de vie temporaires",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honneur",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Règles maison",
|
||||
"HOVER":"Plane",
|
||||
"HUGE":"Très Grande",
|
||||
@@ -602,13 +620,14 @@
|
||||
"INNATE_SPELLCASTING_TEXT_1":"Le",
|
||||
"INNATE_SPELLCASTING_TEXT_2":" a pour charactéristique de lancement de Sorts inné le",
|
||||
"INNATE_SPELLCASTING_TEXT_3":"peut lancer de manière innée les sorts suivants,",
|
||||
"INSIGHT":"Intuition",
|
||||
"INSIGHT":"Perspicacité",
|
||||
"INSPIRATION":"Inspiration",
|
||||
"INSPIRATION_MULTIPLE":"Inspirations multiple",
|
||||
"INSTANTANEOUS":"Instantané",
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantané ou 1 heure",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -632,7 +651,7 @@
|
||||
"LIGHT_ARMOR":"Armure Légère",
|
||||
"LIMIT":"Limite",
|
||||
"LONGER":"Plus long",
|
||||
"LONGSWORD":"Longsword",
|
||||
"LONGSWORD":"Épée longue",
|
||||
"LONG_REST":"Rep. Long",
|
||||
"MACROS":"Macros",
|
||||
"MAX":"Max",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"nécrotique",
|
||||
"NO":"Non",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"Aucun dégât supplémentaire sur un coup critique",
|
||||
"NPC":"PNJ",
|
||||
"ONE_CREATURE":"une créature",
|
||||
@@ -673,7 +693,7 @@
|
||||
"OUTPUT":"Affichage",
|
||||
"PALADIN":"Paladin",
|
||||
"PARALYZED":"Paralysé",
|
||||
"PASSIVE":"Passive",
|
||||
"PASSIVE":"Passif",
|
||||
"PASSIVE_ABILITY_CHECK":"Carac passive",
|
||||
"PASSIVE_SKILLS":"Compétence passive",
|
||||
"PC":"PJ",
|
||||
@@ -700,7 +720,7 @@
|
||||
"PROF":"Maît",
|
||||
"PROFICIENCIES":"Maîtrises",
|
||||
"PROFICIENCY_BONUS":"Bonus de maîtrise",
|
||||
"PROFICIENCY_DICE":"Proficiency dice",
|
||||
"PROFICIENCY_DICE":"Dés de maîtrise",
|
||||
"PROFICIENT":"Maîtrise",
|
||||
"PRONE":"À terre",
|
||||
"PSION":"Psion",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Réaction",
|
||||
"REACTIONS":"Réactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharge après un Repos Long",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharge après un Repos Court ou Long",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Max réduit",
|
||||
"REDUCED_MAX_HIT_POINTS":"Max réduit",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Réf",
|
||||
"REFLEX":"Réflexe",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Effets régionaux",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Athlète remarquable",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"REPORT_AN_ISSUE":"Signaler un problème",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"Cette fonctionnalité nécessite l'usage de l'API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Résistances & Immunités",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Affichage des jets",
|
||||
"SAN":"San",
|
||||
"SANITY":"Santé mentale",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Sauvegarde",
|
||||
"SAVE_DC":"DD Jet de Sauv.",
|
||||
"SAVE_FAILURE":"Échec",
|
||||
@@ -776,7 +802,7 @@
|
||||
"SHEET_OUTPUT":"Option d'affichage",
|
||||
"SHEET_SETTING":"Paramètres",
|
||||
"SHIELD":"Bouclier",
|
||||
"SHORT_OR_LONG_REST":"Short or Long Rest",
|
||||
"SHORT_OR_LONG_REST":"Repos Court ou Long",
|
||||
"SHORT_REST":"Rep. Court",
|
||||
"SHOW_ALL":"Tout voir",
|
||||
"SHOW_RESTS":"Voir repos",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Discrétion",
|
||||
"STR":"For",
|
||||
"STRENGTH":"Force",
|
||||
"STRENGTH_SAVING_THROW":"Jet de Sauvegarde de Force",
|
||||
"STR_13":"For 13",
|
||||
"STR_15":"For 15",
|
||||
"STUNNED":"Étourdi",
|
||||
@@ -850,7 +877,8 @@
|
||||
"TRANSMUTATION":"Transmutation",
|
||||
"TREMORSENSE":"Perception des vibrations",
|
||||
"TRUESIGHT":"Vision véritable",
|
||||
"TURN":"Turn",
|
||||
"TURN":"Tour",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"Décochez \"filtres\" si vous ne voyez pas les sorts récement créés",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Sans armure",
|
||||
@@ -860,7 +888,7 @@
|
||||
"UNTIL_DISPELLED_OR_TRIGGERED":"jusqu'à dissipation ou déclenchement",
|
||||
"USES":"Charges",
|
||||
"USE_CUSTOM_SAVING_THROWS":"Jets de sauvegarde personnalisés",
|
||||
"VERSATILE":"Versatile",
|
||||
"VERSATILE":"Polyvalente",
|
||||
"VS":"vs",
|
||||
"VS_FIEND_OR_UNDEAD":"contre démons ou mort-vivants",
|
||||
"WARLOCK":"Sorcier",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Poid par pièce",
|
||||
"WHISPERED_TO_GM":"Chuchoter au MJ",
|
||||
"WILL":"Volonté",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Sag",
|
||||
"WISDOM":"Sagesse",
|
||||
"WISDOM_SAVING_THROW":"Jet de Sauvegarde de Sagesse",
|
||||
"WIZARD":"Magicien",
|
||||
"YES":"Oui"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Ripristina (s)vantaggio automaticamente",
|
||||
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Nome del personaggio",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nome del personaggio nei template di tiro",
|
||||
"CHARISMA":"Carisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Prova",
|
||||
"CHECK_BONUS":"Bonus alla prova",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Attacco extra",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"quattro volte",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Puoi attaccare NUMBER_OF_TIMES invece di una quando usi la tua azione di attacco nel tuo turno.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"tre volte",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"due volte",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Immunità alle condizioni",
|
||||
"CONJURATION":"Invocazione",
|
||||
"CONSTITUTION":"Costituzione",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Contenuto",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Monete di rame",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Raggirare",
|
||||
"DEX":"Des",
|
||||
"DEXTERITY":"Destrezza",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dadi",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Dado",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"forza",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Testo",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Monete d'oro",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Capelli",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Fortuna halfling",
|
||||
"HALF_DAMAGE":"metà danni",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Nasc. CD tiro salvezza",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Nasc. fallimento tiro salvezza",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Nasc. successo tiro",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Livelli più alti",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"Storia",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Dadi Vita",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Punti ferita",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Punti ferita tirati",
|
||||
"HIT_POINTS_TEMP":"PF temp.",
|
||||
"HIT_POINTS_TEMPORARY":"Punti ferita temporanei",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Regole personalizzate",
|
||||
"HOVER":"Stazionare",
|
||||
"HUGE":"Enorme",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Istantanea o 1 ora",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligenza",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidazione",
|
||||
"INVESTIGATION":"Investigare",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotico",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normale",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"PNG",
|
||||
"ONE_CREATURE":"una creatura",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reazione",
|
||||
"REACTIONS":"Reazioni",
|
||||
"RECHARGE":"Ricarica",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Effetti regionali",
|
||||
"RELIGION":"Religione",
|
||||
"REMARKABLE_ATHLETE":"Atleta impressionante",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"Questa opzione richiede l'API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistenze e immunità",
|
||||
"RESOURCES":"Risorse",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Template tiro",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Tiro salvezza fallito",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Furtività",
|
||||
"STR":"For",
|
||||
"STRENGTH":"Forza",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"For 13",
|
||||
"STR_15":"For 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Senso tellurico",
|
||||
"TRUESIGHT":"Visione del vero",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva \"filters\"",
|
||||
"TYPE":"Tipo",
|
||||
"UNARMORED":"senza armatura",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Sussurrato al GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Sag",
|
||||
"WISDOM":"Saggezza",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Mago",
|
||||
"YES":"Sì"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -2,15 +2,15 @@
|
||||
"0":"0",
|
||||
"10TH_LEVEL":"10º-nível",
|
||||
"10_DAYS":"10 dias",
|
||||
"10_MINUTES":"10 minutes",
|
||||
"10_MINUTES":"10 minutos",
|
||||
"11TH_LEVEL":"11º-nível",
|
||||
"12TH_LEVEL":"12th-level",
|
||||
"12_HOURS":"12 hours",
|
||||
"12_HOURS":"12 horas",
|
||||
"13TH_LEVEL":"13º-nível",
|
||||
"14TH_LEVEL":"14th-level",
|
||||
"15TH_LEVEL":"15º-nível",
|
||||
"16TH_LEVEL":"16º-nível",
|
||||
"17TH_LEVEL":"17th-level",
|
||||
"17TH_LEVEL":"17º-nível",
|
||||
"18TH_LEVEL":"18º-nível",
|
||||
"19TH_LEVEL":"19º-nível",
|
||||
"1ST":"1st",
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Nome do personagem",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Sussurrou ao Mestre",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"По желанию",
|
||||
"AUTO":"Авто",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Автоматически откатывать преимущество\/помеху",
|
||||
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Имя персонажа",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Имя Персонажа на всех щаблонах бросков",
|
||||
"CHARISMA":"Харизма",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Очаровно",
|
||||
"CHECK":"Проверка",
|
||||
"CHECK_BONUS":"Бонус к проверке",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Дополнительная атака",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"4 раза",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Вы можете атаковать NUMBER_OF_TIMES, вместо одного, каждый раз когда вы выбираете действие Атака в свой ход",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"3 раза",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"2 раза",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Иммунитет к состояниям",
|
||||
"CONJURATION":"Вызов",
|
||||
"CONSTITUTION":"Телосложение",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Описание",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Медных монет",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Обман",
|
||||
"DEX":"Лов",
|
||||
"DEXTERITY":"Ловкость",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Кости",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Кость",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Сила духа",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Свободный текст",
|
||||
"FRIGHTENED":"Напугано",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Золотых монет",
|
||||
"GRAPPLED":"Cхвачено",
|
||||
"HAIR":"Волосы",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Удача полурос.",
|
||||
"HALF_DAMAGE":"половина урона",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Выс. уровни",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"История",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Кости Хитов",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Хит Поинты",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Выкинуто ХП",
|
||||
"HIT_POINTS_TEMP":"Врмн. ХП",
|
||||
"HIT_POINTS_TEMPORARY":"Временные ХП",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Парение",
|
||||
"HUGE":"Огромное",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Мгновенно или 1 час",
|
||||
"INT":"Инт",
|
||||
"INTELLIGENCE":"Интеллект",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Запугивание",
|
||||
"INVESTIGATION":"Анализ",
|
||||
"INVISIBLE":"Невидимо",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"некротический",
|
||||
"NO":"Нет",
|
||||
"NORMAL":"Обычное",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"одно существо",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Реакция",
|
||||
"REACTIONS":"Реакции",
|
||||
"RECHARGE":"Перезарядка",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Сниженные макс. ХП",
|
||||
"REDUCED_MAX_HIT_POINTS":"Сниженные макс. ХП",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Реф",
|
||||
"REFLEX":"Рефлекс",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Эффекты на область",
|
||||
"RELIGION":"Религия",
|
||||
"REMARKABLE_ATHLETE":"Выдающийся атлет",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"Эта фича требует API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Сопротивления и Иммунитеты",
|
||||
"RESOURCES":"Ресурсы",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Шаблоны бросков",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"СБ(Спас)",
|
||||
"SAVE_DC":"СЛ Спасброска",
|
||||
"SAVE_FAILURE":"Спасбросок Провален",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Скрытность",
|
||||
"STR":"Сила",
|
||||
"STRENGTH":"Сила",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Сила 13",
|
||||
"STR_15":"Сила 15",
|
||||
"STUNNED":"Оглушено",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Колебаний земли",
|
||||
"TRUESIGHT":"Истинное зрение",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"Если вы не видите заклинаний выключите \"фильтры\"",
|
||||
"TYPE":"Тип",
|
||||
"UNARMORED":"Без брони",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Масса монеты",
|
||||
"WHISPERED_TO_GM":"Шепот к ГМ",
|
||||
"WILL":"Воля",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Муд",
|
||||
"WISDOM":"Мудрость",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Волшебник",
|
||||
"YES":"Да"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of abilities",
|
||||
"AVG":"avg",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"Character name",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
|
||||
"CHARISMA":"Charisma",
|
||||
"CHARISMA_SAVING_THROW":"Charisma saving throw",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -1,55 +1,55 @@
|
||||
{
|
||||
"0":"0",
|
||||
"10TH_LEVEL":"10th-level",
|
||||
"10_DAYS":"10 days",
|
||||
"10_MINUTES":"10 minutes",
|
||||
"11TH_LEVEL":"11th-level",
|
||||
"12TH_LEVEL":"12th-level",
|
||||
"12_HOURS":"12 hours",
|
||||
"13TH_LEVEL":"13th-level",
|
||||
"14TH_LEVEL":"14th-level",
|
||||
"15TH_LEVEL":"15th-level",
|
||||
"16TH_LEVEL":"16th-level",
|
||||
"17TH_LEVEL":"17th-level",
|
||||
"18TH_LEVEL":"18th-level",
|
||||
"19TH_LEVEL":"19th-level",
|
||||
"1ST":"1st",
|
||||
"1ST_LEVEL":"1st-level",
|
||||
"1_ACTION":"1 action",
|
||||
"1_BONUS_ACTION":"1 bonus action",
|
||||
"1_HOUR":"1 hour",
|
||||
"10TH_LEVEL":"10級",
|
||||
"10_DAYS":"10日",
|
||||
"10_MINUTES":"10分鐘",
|
||||
"11TH_LEVEL":"11級",
|
||||
"12TH_LEVEL":"12級",
|
||||
"12_HOURS":"12小時",
|
||||
"13TH_LEVEL":"13級",
|
||||
"14TH_LEVEL":"14級",
|
||||
"15TH_LEVEL":"15級",
|
||||
"16TH_LEVEL":"16級",
|
||||
"17TH_LEVEL":"17級",
|
||||
"18TH_LEVEL":"18級",
|
||||
"19TH_LEVEL":"19級",
|
||||
"1ST":"1級",
|
||||
"1ST_LEVEL":"1級",
|
||||
"1_ACTION":"1動作",
|
||||
"1_BONUS_ACTION":"1額外動作",
|
||||
"1_HOUR":"1小時",
|
||||
"1_MINUTE":"1 minutes",
|
||||
"1_REACTION":"1 reaction",
|
||||
"1_ROUND":"1 round",
|
||||
"20TH_LEVEL":"20th-level",
|
||||
"21ST_LEVEL":"21st-level",
|
||||
"22ND_LEVEL":"22nd-level",
|
||||
"23RD_LEVEL":"23rd-level",
|
||||
"24TH_LEVEL":"24th-level",
|
||||
"24_HOURS":"24 hours",
|
||||
"25TH_LEVEL":"25th-level",
|
||||
"26TH_LEVEL":"26th-level",
|
||||
"27TH_LEVEL":"27th-level",
|
||||
"28TH_LEVEL":"28th-level",
|
||||
"29TH_LEVEL":"29th-level",
|
||||
"2ND":"2nd",
|
||||
"2ND_LEVEL":"2nd-level",
|
||||
"30TH_LEVEL":"30th-level",
|
||||
"30_DAYS":"30 days",
|
||||
"3RD":"3rd",
|
||||
"3RD_LEVEL":"3rd-level",
|
||||
"4TH":"4th",
|
||||
"4TH_LEVEL":"4th-level",
|
||||
"5TH":"5th",
|
||||
"5TH_LEVEL":"5th-level",
|
||||
"6TH":"6th",
|
||||
"6TH_LEVEL":"6th-level",
|
||||
"7TH":"7th",
|
||||
"7TH_LEVEL":"7th-level",
|
||||
"7_DAYS":"7 days",
|
||||
"8TH":"8th",
|
||||
"8TH_LEVEL":"8th-level",
|
||||
"8_HOURS":"8 hours",
|
||||
"1_REACTION":"1反應",
|
||||
"1_ROUND":"1輪",
|
||||
"20TH_LEVEL":"20級",
|
||||
"21ST_LEVEL":"21級",
|
||||
"22ND_LEVEL":"22級",
|
||||
"23RD_LEVEL":"23級",
|
||||
"24TH_LEVEL":"24級",
|
||||
"24_HOURS":"24小時",
|
||||
"25TH_LEVEL":"25級",
|
||||
"26TH_LEVEL":"26級",
|
||||
"27TH_LEVEL":"27級",
|
||||
"28TH_LEVEL":"28級",
|
||||
"29TH_LEVEL":"29級",
|
||||
"2ND":"2級",
|
||||
"2ND_LEVEL":"2級",
|
||||
"30TH_LEVEL":"30級",
|
||||
"30_DAYS":"30日",
|
||||
"3RD":"3級",
|
||||
"3RD_LEVEL":"3級",
|
||||
"4TH":"4級",
|
||||
"4TH_LEVEL":"4級",
|
||||
"5TH":"5級",
|
||||
"5TH_LEVEL":"5級",
|
||||
"6TH":"6級",
|
||||
"6TH_LEVEL":"6級",
|
||||
"7TH":"7級",
|
||||
"7TH_LEVEL":"7級",
|
||||
"7_DAYS":"7日",
|
||||
"8TH":"8級",
|
||||
"8TH_LEVEL":"8級",
|
||||
"8_HOURS":"8小時",
|
||||
"9TH":"9th",
|
||||
"9TH_LEVEL":"9th-level",
|
||||
"ABILITY":"Ability",
|
||||
@@ -93,61 +93,65 @@
|
||||
"AT_WILL":"at will",
|
||||
"AUTO":"Auto",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
|
||||
"AUTOMATIC_HIT_POINTS":"Automatic hit points",
|
||||
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
|
||||
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
|
||||
"AVG":"avg",
|
||||
"BACKGROUND":"Background",
|
||||
"BACKSTORY":"Backstory",
|
||||
"BARBARIAN":"Barbarian",
|
||||
"BARD":"Bard",
|
||||
"BASE_DC":"Base DC",
|
||||
"BIG":"Big",
|
||||
"BITE":"Bite",
|
||||
"BLINDED":"Blinded",
|
||||
"BLINDSIGHT":"Blindsight",
|
||||
"BACKGROUND":"背景",
|
||||
"BACKSTORY":"背景故事",
|
||||
"BARBARIAN":"野蠻人",
|
||||
"BARD":"吟遊詩人",
|
||||
"BASE_DC":"基本DC",
|
||||
"BIG":"大",
|
||||
"BITE":"囓咬",
|
||||
"BLINDED":"目盲",
|
||||
"BLINDSIGHT":"盲視",
|
||||
"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",
|
||||
"CHARMED":"Charmed",
|
||||
"CHECK":"Check",
|
||||
"CHECK_BONUS":"Check bonus",
|
||||
"CHOOSE_WHEN_ROLLING":"Choose when rolling",
|
||||
"CLASS":"Class",
|
||||
"CLASS_AND_LEVEL":"Class & Level",
|
||||
"BLUDGEONING":"敲擊",
|
||||
"BONDS":"羈絆",
|
||||
"BONUS":"加值",
|
||||
"BONUSES":"加值",
|
||||
"BONUSES_AND_PENALTIES":"加值&減值",
|
||||
"BONUSES_AND_PENALTIES_TOOLTIP":"使用角色紙巨集自動為擲骰加上加值\/減值。<br>使用方法:如果你獲得一件給予你+1法術豁免DC的魔法物品,則在法術豁免DC欄位輸入1。如果你在祝福術的效果影響之下,在攻擊檢定欄位與豁免檢定欄位輸入\"d4cs0cf0\"。",
|
||||
"BREAK_TIES":"處理平手",
|
||||
"BURROW":"掘地",
|
||||
"CANCEL":"取消",
|
||||
"CANTRIP":"戲法",
|
||||
"CANTRIPS":"戲法",
|
||||
"CAN_HAVE":"可有",
|
||||
"CARRIED":"攜帶",
|
||||
"CARRYING_CAPACITY":"負重",
|
||||
"CARRYING_PUSH_DRAG_LIFT":"推\/拉\/舉起",
|
||||
"CASTERS_FULL":"全施法者(9級:吟遊詩人、牧師、德魯伊、術士、法師)",
|
||||
"CASTERS_HALF":"半施法者(5級:聖武士、遊俠)",
|
||||
"CASTERS_THIRD":"次施法者(3級:秘法原型)",
|
||||
"CASTING_TIME":"施法時間",
|
||||
"CHA":"魅力",
|
||||
"CHALLENGE":"挑戰",
|
||||
"CHARACTER":"角色",
|
||||
"CHARACTER_NAME":"角色名稱",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"所有擲骰模板的角色名稱",
|
||||
"CHARISMA":"魅力",
|
||||
"CHARISMA_SAVING_THROW":"魅力豁免",
|
||||
"CHARMED":"魅惑",
|
||||
"CHECK":"檢定",
|
||||
"CHECK_BONUS":"檢定加值",
|
||||
"CHOOSE_WHEN_ROLLING":"擲骰時選擇",
|
||||
"CLASS":"職業",
|
||||
"CLASS_AND_LEVEL":"職業&等級",
|
||||
"CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
|
||||
"CLASS_FEATURES":"Class features",
|
||||
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
|
||||
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
|
||||
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
|
||||
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
|
||||
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
|
||||
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
|
||||
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
|
||||
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
|
||||
"CLASS_FEATURES":"職業能力",
|
||||
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"魔力灌注",
|
||||
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"你獲得將機關術士法術導入物品中稍後使用的能力。當你施展施法時間為1動作的機關術士法術時,你可以增加其施法時間至1分鐘。若你如此行動並在施法期間握持一件非魔法物品,你可以消耗一個法術位,而此法術的效果不會發生。取而代之的是此法術會轉移到該物品上供稍後使用,但該物品必須未以此能力存入法術。\n任何在這之後持用該物品的生物若擁有6以上的智力,都可以使用一個動作來啟動該法術。該法術將會使用你的施法屬性來施展,目標為啟動該物品的生物。如果該法術擁有多個目標,啟動該物品的生物選擇額外的目標。如果該法術有範圍效果,範圍的中心為該物品。如果該法術的距離為自身,法術目標會改為啟動該物品的生物。\n當你以此方法灌注法術時,此物品必須在8小時內被啟動。經過8小時後,魔力將會消散並被浪費掉。\n你同時可以灌注的法術數目有上限。上限等同於你的智力調整值。",
|
||||
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"分析魔法物品",
|
||||
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"你對魔法物品的理解使你得以剖析並理解它們的祕密。你知曉機關術士法術偵測魔法和鑑定術,並可使用儀式來施展它們。你在以此職業能力施展鑑定術時不需要法術材料成份。",
|
||||
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"機械僕役",
|
||||
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"你對工藝的研究和掌握使你得以製造機械僕役。該僕役為絕對服從你命令的構裝生物,可以在戰鬥中保護你。雖然創造它的過程需要魔法,但此僕役本身並不具有魔法。你被視為已經在此創造此僕役上投注了不少時間,而在你到達6級之後,經過一個短休息或長休息後終於完成它。選擇一隻挑戰級數在2以下的大型野獸。此僕役使用該野獸的數值,但它可以擁有任意你指定的外觀,只要它的外型與該數值相符。它擁有以下的調整:\n•它是構裝生物而非野獸。\n•它無法被魅惑。\n•它免疫毒素傷害與中毒狀態。\n•若它先前沒有60呎黑暗視覺,現在獲得此能力。\n•如果你成為近戰攻擊的目標,而此僕役位在攻擊者5呎以內處,你可以使用反應來命令僕役動作,使用僕役的反應來對攻擊者進行一次近戰攻擊。\n僕役將會盡可能地服從你的指令。在戰鬥中,它會單獨擲先攻權並獨立行動。\n如果僕役被殺死,它可以用一般的方法重獲生命,如復活法術。除此之外,若你能接觸到它的身體,你可以在長休息時將被殺害的僕役修復。它在休息結束時復活並擁有1點生命值。如果僕役已經無法復原,你可以花費一週時間工作(每日八小時)以及1000金幣材料費用來建造一個新的僕役。",
|
||||
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"機關術魂",
|
||||
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"你對魔法物品的理解無人能及,你可以將你的靈魂和與你連繫的魔法物品交融。你可以同時與至多六件魔法物品同調。除此之外,你每與一件魔法物品同調時便在所有豁免檢定上獲得+1加值。",
|
||||
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
|
||||
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
|
||||
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION":"Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_KI":"Ki",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"Condition Immunities",
|
||||
"CONJURATION":"Conjuration",
|
||||
"CONSTITUTION":"Constitution",
|
||||
"CONSTITUTION_SAVING_THROW":"Constitution saving throw",
|
||||
"CONTENT":"Content",
|
||||
"CONTRACT":"Contract",
|
||||
"COPPER_PIECES":"Copper pieces",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"Deception",
|
||||
"DEX":"Dex",
|
||||
"DEXTERITY":"Dexterity",
|
||||
"DEXTERITY_SAVING_THROW":"Dexterity saving throw",
|
||||
"DICE":"Dice",
|
||||
"DICE_MODIFIERS":"Dice modifiers",
|
||||
"DIE":"Die",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"force",
|
||||
"FORT":"Fort",
|
||||
"FORTITUDE":"Fortitude",
|
||||
"FORTITUDE_SAVING_THROW":"Fortitude saving throw",
|
||||
"FREEFORM":"Freeform",
|
||||
"FREETEXT":"Freetext",
|
||||
"FRIGHTENED":"Frightened",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"Gold pieces",
|
||||
"GRAPPLED":"Grappled",
|
||||
"HAIR":"Hair",
|
||||
"HALF":"Half",
|
||||
"HALFLING_LUCK":"Halfling Luck",
|
||||
"HALF_DAMAGE":"half damage",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
|
||||
"HIDE_INFO_TARGET_AC":"Hide target AC",
|
||||
"HIGHER_LEVEL":"Higher level",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
|
||||
"HISTORY":"History",
|
||||
"HIT":"Hit",
|
||||
"HIT_DICE":"Hit dice",
|
||||
"HIT_DICE_RECOVERED":"Hit dice recovered",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
|
||||
"HIT_POINTS":"Hit points",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
|
||||
"HIT_POINTS_ROLLED":"Hit points rolled",
|
||||
"HIT_POINTS_TEMP":"Temp HP",
|
||||
"HIT_POINTS_TEMPORARY":"Temporary hit points",
|
||||
"HON":"Hon",
|
||||
"HONOR":"Honor",
|
||||
"HONOR_SAVING_THROW":"Honor saving throw",
|
||||
"HOUSERULES":"Houserules",
|
||||
"HOVER":"Hover",
|
||||
"HUGE":"Huge",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
|
||||
"INT":"Int",
|
||||
"INTELLIGENCE":"Intelligence",
|
||||
"INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
|
||||
"INTIMIDATION":"Intimidation",
|
||||
"INVESTIGATION":"Investigation",
|
||||
"INVISIBLE":"Invisible",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"necrotic",
|
||||
"NO":"No",
|
||||
"NORMAL":"Normal",
|
||||
"NO_CONCENTRATION":"No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
|
||||
"NPC":"NPC",
|
||||
"ONE_CREATURE":"one creature",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"Reaction",
|
||||
"REACTIONS":"Reactions",
|
||||
"RECHARGE":"Recharge",
|
||||
"RECHARGED":"recharged",
|
||||
"RECHARGE_2_6":"Recharge 2-6",
|
||||
"RECHARGE_3_6":"Recharge 3-6",
|
||||
"RECHARGE_4_6":"Recharge 4-6",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"Recharge 6",
|
||||
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
|
||||
"RECOVERED":"recovered",
|
||||
"REDUCED_MAX":"Reduced max",
|
||||
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
|
||||
"REDUCED_TO":"reduced to",
|
||||
"REF":"Ref",
|
||||
"REFLEX":"Reflex",
|
||||
"REFLEX_SAVING_THROW":"Reflex saving throw",
|
||||
"REGAIN":"Regain",
|
||||
"REGIONAL_EFFECTS":"Regional Effects",
|
||||
"RELIGION":"Religion",
|
||||
"REMARKABLE_ATHLETE":"Remarkable Athlete",
|
||||
"REPEAT":"Repeat",
|
||||
"REPORT_AN_ISSUE":"Report an issue",
|
||||
"RESET":"reset",
|
||||
"REQUIRES_API":"This feature requires the API",
|
||||
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
|
||||
"RESOURCES":"Resources",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"Roll template",
|
||||
"SAN":"San",
|
||||
"SANITY":"Sanity",
|
||||
"SANITY_SAVING_THROW":"Sanity saving throw",
|
||||
"SAVE":"Save",
|
||||
"SAVE_DC":"Save DC",
|
||||
"SAVE_FAILURE":"Save Failure",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"Stealth",
|
||||
"STR":"Str",
|
||||
"STRENGTH":"Strength",
|
||||
"STRENGTH_SAVING_THROW":"Strength saving throw",
|
||||
"STR_13":"Str 13",
|
||||
"STR_15":"Str 15",
|
||||
"STUNNED":"Stunned",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"Tremorsense",
|
||||
"TRUESIGHT":"Truesight",
|
||||
"TURN":"Turn",
|
||||
"TURN_RECHARGE":"Turn recharge",
|
||||
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
|
||||
"TYPE":"Type",
|
||||
"UNARMORED":"Unarmored",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"Weight per coin",
|
||||
"WHISPERED_TO_GM":"Whispered to the GM",
|
||||
"WILL":"Will",
|
||||
"WILL_SAVING_THROW":"Will saving throw",
|
||||
"WIS":"Wis",
|
||||
"WISDOM":"Wisdom",
|
||||
"WISDOM_SAVING_THROW":"Wisdom saving throw",
|
||||
"WIZARD":"Wizard",
|
||||
"YES":"Yes"
|
||||
}
|
||||
@@ -18,7 +18,7 @@
|
||||
"1_ACTION":"crwdns24770:0crwdne24770:0",
|
||||
"1_BONUS_ACTION":"crwdns24771:0crwdne24771:0",
|
||||
"1_HOUR":"crwdns24772:0crwdne24772:0",
|
||||
"1_MINUTE":"crwdns24773:0crwdne24773:0",
|
||||
"1_MINUTE":"crwdns41057:0crwdne41057:0",
|
||||
"1_REACTION":"crwdns24774:0crwdne24774:0",
|
||||
"1_ROUND":"crwdns24775:0crwdne24775:0",
|
||||
"20TH_LEVEL":"crwdns24776:0crwdne24776:0",
|
||||
@@ -93,7 +93,10 @@
|
||||
"AT_WILL":"crwdns24851:0crwdne24851:0",
|
||||
"AUTO":"crwdns24852:0crwdne24852:0",
|
||||
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"crwdns38699:0crwdne38699:0",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"crwdns41058:0crwdne41058:0",
|
||||
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"crwdns41059:0crwdne41059:0",
|
||||
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"crwdns37561:0crwdne37561:0",
|
||||
"AUTOMATIC_HIT_POINTS":"crwdns41060:0crwdne41060:0",
|
||||
"AUTO_REVERT_ADV":"crwdns24853:0crwdne24853:0",
|
||||
"AVERAGE_OF_ABILITIES":"crwdns24854:0crwdne24854:0",
|
||||
"AVG":"crwdns37562:0crwdne37562:0",
|
||||
@@ -132,6 +135,7 @@
|
||||
"CHARACTER_NAME":"crwdns24886:0crwdne24886:0",
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"crwdns24887:0crwdne24887:0",
|
||||
"CHARISMA":"crwdns24888:0crwdne24888:0",
|
||||
"CHARISMA_SAVING_THROW":"crwdns41061:0crwdne41061:0",
|
||||
"CHARMED":"crwdns24889:0crwdne24889:0",
|
||||
"CHECK":"crwdns24890:0crwdne24890:0",
|
||||
"CHECK_BONUS":"crwdns24891:0crwdne24891:0",
|
||||
@@ -158,6 +162,8 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"crwdns38716:0crwdne38716:0",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"crwdns38717:0crwdne38717:0",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"crwdns38718:0crwdne38718:0",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"crwdns41062:0crwdne41062:0",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"crwdns41063:0crwdne41063:0",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"crwdns38719:0crwdne38719:0",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"crwdns38720:0crwdne38720:0",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"crwdns38721:0crwdne38721:0",
|
||||
@@ -209,14 +215,11 @@
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"crwdns38767:0crwdne38767:0",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"crwdns38768:0crwdne38768:0",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"crwdns38769:0crwdne38769:0",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK":"crwdns24956:0crwdne24956:0",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_FOUR":"crwdns24957:0crwdne24957:0",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TEXT":"crwdns24958:0crwdne24958:0",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_THREE":"crwdns24959:0crwdne24959:0",
|
||||
"CLASS_FEATURE_EXTRA_ATTACK_TWICE":"crwdns24960:0crwdne24960:0",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"crwdns38770:0crwdne38770:0",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"crwdns38771:0crwdne38771:0",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"crwdns38772:0crwdne38772:0",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"crwdns41064:0crwdne41064:0",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"crwdns41065:0crwdne41065:0",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"crwdns38773:0crwdne38773:0",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"crwdns38774:0crwdne38774:0",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"crwdns38775:0crwdne38775:0",
|
||||
@@ -231,6 +234,8 @@
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"crwdns38784:0crwdne38784:0",
|
||||
"CLASS_FEATURE_MONK_EVASION":"crwdns38785:0crwdne38785:0",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT":"crwdns38786:0crwdne38786:0",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK":"crwdns41066:0crwdne41066:0",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"crwdns41067:0crwdne41067:0",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"crwdns38787:0crwdne38787:0",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"crwdns38788:0crwdne38788:0",
|
||||
"CLASS_FEATURE_MONK_KI":"crwdns38789:0crwdne38789:0",
|
||||
@@ -275,6 +280,8 @@
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"crwdns38828:0crwdne38828:0",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"crwdns38829:0crwdne38829:0",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"crwdns38830:0crwdne38830:0",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"crwdns41068:0crwdne41068:0",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"crwdns41069:0crwdne41069:0",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"crwdns38831:0crwdne38831:0",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"crwdns38832:0crwdne38832:0",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"crwdns38833:0crwdne38833:0",
|
||||
@@ -301,6 +308,8 @@
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"crwdns38854:0crwdne38854:0",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH":"crwdns38855:0crwdne38855:0",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"crwdns38856:0crwdne38856:0",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK":"crwdns41070:0crwdne41070:0",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"crwdns41071:0crwdne41071:0",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"crwdns38857:0crwdne38857:0",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"crwdns38858:0crwdne38858:0",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES":"crwdns38859:0crwdne38859:0",
|
||||
@@ -420,6 +429,7 @@
|
||||
"CONDITION_IMMUNITIES":"crwdns25135:0crwdne25135:0",
|
||||
"CONJURATION":"crwdns25136:0crwdne25136:0",
|
||||
"CONSTITUTION":"crwdns25137:0crwdne25137:0",
|
||||
"CONSTITUTION_SAVING_THROW":"crwdns41072:0crwdne41072:0",
|
||||
"CONTENT":"crwdns25138:0crwdne25138:0",
|
||||
"CONTRACT":"crwdns29632:0crwdne29632:0",
|
||||
"COPPER_PIECES":"crwdns25139:0crwdne25139:0",
|
||||
@@ -452,6 +462,7 @@
|
||||
"DECEPTION":"crwdns25161:0crwdne25161:0",
|
||||
"DEX":"crwdns25162:0crwdne25162:0",
|
||||
"DEXTERITY":"crwdns25163:0crwdne25163:0",
|
||||
"DEXTERITY_SAVING_THROW":"crwdns41073:0crwdne41073:0",
|
||||
"DICE":"crwdns25164:0crwdne25164:0",
|
||||
"DICE_MODIFIERS":"crwdns38935:0crwdne38935:0",
|
||||
"DIE":"crwdns25165:0crwdne25165:0",
|
||||
@@ -531,6 +542,7 @@
|
||||
"FORCE":"crwdns25235:0crwdne25235:0",
|
||||
"FORT":"crwdns25236:0crwdne25236:0",
|
||||
"FORTITUDE":"crwdns25237:0crwdne25237:0",
|
||||
"FORTITUDE_SAVING_THROW":"crwdns41074:0crwdne41074:0",
|
||||
"FREEFORM":"crwdns25238:0crwdne25238:0",
|
||||
"FREETEXT":"crwdns25239:0crwdne25239:0",
|
||||
"FRIGHTENED":"crwdns25240:0crwdne25240:0",
|
||||
@@ -551,6 +563,7 @@
|
||||
"GOLD_PIECES":"crwdns25244:0crwdne25244:0",
|
||||
"GRAPPLED":"crwdns25245:0crwdne25245:0",
|
||||
"HAIR":"crwdns25246:0crwdne25246:0",
|
||||
"HALF":"crwdns41075:0crwdne41075:0",
|
||||
"HALFLING_LUCK":"crwdns25247:0crwdne25247:0",
|
||||
"HALF_DAMAGE":"crwdns25248:0crwdne25248:0",
|
||||
"HALF_ORC_SAVAGE_ATTACKS":"crwdns37614:0crwdne37614:0",
|
||||
@@ -574,17 +587,22 @@
|
||||
"HIDE_INFO_SAVING_THROW_DC":"crwdns25263:0crwdne25263:0",
|
||||
"HIDE_INFO_SAVING_THROW_FAILURE":"crwdns25264:0crwdne25264:0",
|
||||
"HIDE_INFO_SAVING_THROW_SUCCESS":"crwdns25265:0crwdne25265:0",
|
||||
"HIDE_INFO_TARGET_AC":"crwdns41076:0crwdne41076:0",
|
||||
"HIGHER_LEVEL":"crwdns25267:0crwdne25267:0",
|
||||
"HIGHER_LEVEL_FLAT_AMOUNT":"crwdns37618:0crwdne37618:0",
|
||||
"HISTORY":"crwdns25268:0crwdne25268:0",
|
||||
"HIT":"crwdns37619:0crwdne37619:0",
|
||||
"HIT_DICE":"crwdns25269:0crwdne25269:0",
|
||||
"HIT_DICE_RECOVERED":"crwdns41077:0crwdne41077:0",
|
||||
"HIT_DICE_RECOVERED_ON_A_LONG_REST":"crwdns41078:0crwdne41078:0",
|
||||
"HIT_POINTS":"crwdns25270:0crwdne25270:0",
|
||||
"HIT_POINTS_RECOVERED_ON_A_LONG_REST":"crwdns41079:0crwdne41079:0",
|
||||
"HIT_POINTS_ROLLED":"crwdns25271:0crwdne25271:0",
|
||||
"HIT_POINTS_TEMP":"crwdns25272:0crwdne25272:0",
|
||||
"HIT_POINTS_TEMPORARY":"crwdns25273:0crwdne25273:0",
|
||||
"HON":"crwdns37620:0crwdne37620:0",
|
||||
"HONOR":"crwdns37621:0crwdne37621:0",
|
||||
"HONOR_SAVING_THROW":"crwdns41080:0crwdne41080:0",
|
||||
"HOUSERULES":"crwdns25274:0crwdne25274:0",
|
||||
"HOVER":"crwdns25275:0crwdne25275:0",
|
||||
"HUGE":"crwdns25276:0crwdne25276:0",
|
||||
@@ -609,6 +627,7 @@
|
||||
"INSTANTANEOUS_OR_1_HOUR":"crwdns25293:0crwdne25293:0",
|
||||
"INT":"crwdns25294:0crwdne25294:0",
|
||||
"INTELLIGENCE":"crwdns25295:0crwdne25295:0",
|
||||
"INTELLIGENCE_SAVING_THROW":"crwdns41081:0crwdne41081:0",
|
||||
"INTIMIDATION":"crwdns25296:0crwdne25296:0",
|
||||
"INVESTIGATION":"crwdns25297:0crwdne25297:0",
|
||||
"INVISIBLE":"crwdns25298:0crwdne25298:0",
|
||||
@@ -660,6 +679,7 @@
|
||||
"NECROTIC":"crwdns25340:0crwdne25340:0",
|
||||
"NO":"crwdns25341:0crwdne25341:0",
|
||||
"NORMAL":"crwdns25342:0crwdne25342:0",
|
||||
"NO_CONCENTRATION":"crwdns41082:0crwdne41082:0",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"crwdns38937:0crwdne38937:0",
|
||||
"NPC":"crwdns25343:0crwdne25343:0",
|
||||
"ONE_CREATURE":"crwdns25344:0crwdne25344:0",
|
||||
@@ -731,6 +751,7 @@
|
||||
"REACTION":"crwdns25403:0crwdne25403:0",
|
||||
"REACTIONS":"crwdns25404:0crwdne25404:0",
|
||||
"RECHARGE":"crwdns25405:0crwdne25405:0",
|
||||
"RECHARGED":"crwdns41083:0crwdne41083:0",
|
||||
"RECHARGE_2_6":"crwdns37640:0crwdne37640:0",
|
||||
"RECHARGE_3_6":"crwdns37641:0crwdne37641:0",
|
||||
"RECHARGE_4_6":"crwdns37642:0crwdne37642:0",
|
||||
@@ -738,16 +759,20 @@
|
||||
"RECHARGE_6":"crwdns37644:0crwdne37644:0",
|
||||
"RECHARGE_AFTER_LONG_REST":"crwdns37645:0crwdne37645:0",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"crwdns37646:0crwdne37646:0",
|
||||
"RECOVERED":"crwdns41084:0crwdne41084:0",
|
||||
"REDUCED_MAX":"crwdns25406:0crwdne25406:0",
|
||||
"REDUCED_MAX_HIT_POINTS":"crwdns25407:0crwdne25407:0",
|
||||
"REDUCED_TO":"crwdns41085:0crwdne41085:0",
|
||||
"REF":"crwdns25408:0crwdne25408:0",
|
||||
"REFLEX":"crwdns25409:0crwdne25409:0",
|
||||
"REFLEX_SAVING_THROW":"crwdns41086:0crwdne41086:0",
|
||||
"REGAIN":"crwdns38940:0crwdne38940:0",
|
||||
"REGIONAL_EFFECTS":"crwdns25410:0crwdne25410:0",
|
||||
"RELIGION":"crwdns25411:0crwdne25411:0",
|
||||
"REMARKABLE_ATHLETE":"crwdns25412:0crwdne25412:0",
|
||||
"REPEAT":"crwdns38941:0crwdne38941:0",
|
||||
"REPORT_AN_ISSUE":"crwdns37647:0crwdne37647:0",
|
||||
"RESET":"crwdns41087:0crwdne41087:0",
|
||||
"REQUIRES_API":"crwdns25413:0crwdne25413:0",
|
||||
"RESISTANCES_AND_IMMUNITIES":"crwdns25414:0crwdne25414:0",
|
||||
"RESOURCES":"crwdns25415:0crwdne25415:0",
|
||||
@@ -760,6 +785,7 @@
|
||||
"ROLL_TEMPLATE":"crwdns25421:0crwdne25421:0",
|
||||
"SAN":"crwdns37648:0crwdne37648:0",
|
||||
"SANITY":"crwdns37649:0crwdne37649:0",
|
||||
"SANITY_SAVING_THROW":"crwdns41088:0crwdne41088:0",
|
||||
"SAVE":"crwdns25422:0crwdne25422:0",
|
||||
"SAVE_DC":"crwdns25423:0crwdne25423:0",
|
||||
"SAVE_FAILURE":"crwdns38942:0crwdne38942:0",
|
||||
@@ -828,6 +854,7 @@
|
||||
"STEALTH":"crwdns25487:0crwdne25487:0",
|
||||
"STR":"crwdns25488:0crwdne25488:0",
|
||||
"STRENGTH":"crwdns25489:0crwdne25489:0",
|
||||
"STRENGTH_SAVING_THROW":"crwdns41089:0crwdne41089:0",
|
||||
"STR_13":"crwdns25490:0crwdne25490:0",
|
||||
"STR_15":"crwdns25491:0crwdne25491:0",
|
||||
"STUNNED":"crwdns25492:0crwdne25492:0",
|
||||
@@ -851,6 +878,7 @@
|
||||
"TREMORSENSE":"crwdns25512:0crwdne25512:0",
|
||||
"TRUESIGHT":"crwdns25513:0crwdne25513:0",
|
||||
"TURN":"crwdns37657:0crwdne37657:0",
|
||||
"TURN_RECHARGE":"crwdns41090:0crwdne41090:0",
|
||||
"TURN_OFF_FILTERING":"crwdns37658:0crwdne37658:0",
|
||||
"TYPE":"crwdns25515:0crwdne25515:0",
|
||||
"UNARMORED":"crwdns25516:0crwdne25516:0",
|
||||
@@ -870,8 +898,10 @@
|
||||
"WEIGHT_PER_COIN":"crwdns25530:0crwdne25530:0",
|
||||
"WHISPERED_TO_GM":"crwdns25531:0crwdne25531:0",
|
||||
"WILL":"crwdns25532:0crwdne25532:0",
|
||||
"WILL_SAVING_THROW":"crwdns41091:0crwdne41091:0",
|
||||
"WIS":"crwdns25533:0crwdne25533:0",
|
||||
"WISDOM":"crwdns25534:0crwdne25534:0",
|
||||
"WISDOM_SAVING_THROW":"crwdns41092:0crwdne41092:0",
|
||||
"WIZARD":"crwdns25535:0crwdne25535:0",
|
||||
"YES":"crwdns25536:0crwdne25536:0"
|
||||
}
|
||||
@@ -2531,10 +2531,6 @@ button[type=roll] * {
|
||||
display: inline-block;
|
||||
}
|
||||
|
||||
.charsheet .sheet-skills-list-cs {
|
||||
display: none !important;
|
||||
}
|
||||
|
||||
/* TRANSITION SCRIPT */
|
||||
.sheet-class_options,
|
||||
.sheet-skill_options,
|
||||
@@ -2701,7 +2697,7 @@ button[type=roll] * {
|
||||
}
|
||||
|
||||
.charsheet.lang-cs .sheet-class {
|
||||
width: 80px;
|
||||
width: 79px;
|
||||
}
|
||||
|
||||
.charsheet.lang-cs .sheet-hlabel-container .sheet-multiclass-display {
|
||||
@@ -2714,12 +2710,4 @@ button[type=roll] * {
|
||||
|
||||
.charsheet.lang-cs .sheet-hlabel-container input.sheet-class-level {
|
||||
width: 28px;
|
||||
}
|
||||
|
||||
.charsheet.lang-cs .sheet-skills-list-cs {
|
||||
display: block !important;
|
||||
}
|
||||
|
||||
.charsheet.lang-cs .sheet-skills-list {
|
||||
display: none !important;
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u": "NPC OPTIONS",
|
||||
"name-u": "NAME",
|
||||
"npc-type-u": "NPC TYPE",
|
||||
|
||||
@@ -1,16 +1,17 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"name-u":"NAAM",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
"npc-type-place":"Medium fiend, any evil alignment",
|
||||
"armor-class-u":"ARMOR CLASS",
|
||||
"type-u":"TYPE",
|
||||
"type-u":"TIPE",
|
||||
"npc-armor-place":"scale mail",
|
||||
"hit-points-u":"HIT POINTS",
|
||||
"formula-u":"FORMULA",
|
||||
"speed-u":"SPEED",
|
||||
"npc-speed-place":"30 ft., fly 60ft.",
|
||||
"attributes-u":"ATTRIBUTES",
|
||||
"formula-u":"FORMULE",
|
||||
"speed-u":"SPOED",
|
||||
"npc-speed-place":"30 vt., vlieg 60vt.",
|
||||
"attributes-u":"KENMERKE",
|
||||
"str-u":"STR",
|
||||
"dex-u":"DEX",
|
||||
"con-u":"CON",
|
||||
@@ -23,13 +24,13 @@
|
||||
"animal-handling-u":"ANIMAL HANDLING",
|
||||
"arcana-u":"ARCANA",
|
||||
"athletics-u":"ATHLETICS",
|
||||
"deception-u":"DECEPTION",
|
||||
"history-u":"HISTORY",
|
||||
"insight-u":"INSIGHT",
|
||||
"intimidation-u":"INTIMIDATION",
|
||||
"investigation-u":"INVESTIGATION",
|
||||
"medicine-u":"MEDICINE",
|
||||
"nature-u":"NATURE",
|
||||
"deception-u":"MISLEIDING",
|
||||
"history-u":"GESKIEDENIS",
|
||||
"insight-u":"INSIG",
|
||||
"intimidation-u":"INTIMIDASIE",
|
||||
"investigation-u":"ONDERSOEK",
|
||||
"medicine-u":"MEDISYNE",
|
||||
"nature-u":"NATUUR",
|
||||
"perception-u":"PERCEPTION",
|
||||
"performance-u":"PERFORMANCE",
|
||||
"persuasion-u":"PERSUASION",
|
||||
@@ -38,16 +39,16 @@
|
||||
"stealth-u":"STEALTH",
|
||||
"survival-u":"SURVIVAL",
|
||||
"damage-vuln-u":"DAMAGE VULNERABILITIES",
|
||||
"npc-dmg-vuln-place":"fire",
|
||||
"npc-dmg-vuln-place":"vuur",
|
||||
"damage-res-u":"DAMAGE RESISTANCES",
|
||||
"npc-dmg-res-place":"cold",
|
||||
"npc-dmg-res-place":"koue",
|
||||
"damage-imm-u":"DAMAGE IMMUNITIES",
|
||||
"npc-dmg-imm-place":"lightning, thunder",
|
||||
"cond-imm-u":"CONDITION IMMUNITIES",
|
||||
"npc-cond-imm-place":"charmed",
|
||||
"senses-u":"SENSES",
|
||||
"npc-senses-place":"darkvision 120ft., passive Perception 16",
|
||||
"langs-u":"LANGUAGES",
|
||||
"langs-u":"Tale",
|
||||
"npc-langs-place":"Abyssal, Common, Infernal",
|
||||
"challenge-u":"CHALLENGE",
|
||||
"xp-u":"XP",
|
||||
@@ -150,7 +151,7 @@
|
||||
"melee":"Melee",
|
||||
"ranged":"Ranged",
|
||||
"range-reach:-u":"RANGE/REACH:",
|
||||
"range-reach-place":"5 ft.",
|
||||
"range-reach-place":"5 vt.",
|
||||
"to-hit:-u":"TO HIT:",
|
||||
"target:-u":"TARGET:",
|
||||
"target:":"Target:",
|
||||
@@ -183,39 +184,39 @@
|
||||
"spell-component-verbal":"V",
|
||||
"spell-component-somatic":"S",
|
||||
"spell-component-material":"M",
|
||||
"ruby-dust-place":"ruby dust worth 50gp",
|
||||
"concentration-u":"CONCENTRATION",
|
||||
"concentration":"Concentration",
|
||||
"duration:-u":"DURATION:",
|
||||
"duration:":"Duration:",
|
||||
"ruby-dust-place":"robyn stof terwaarde van 50gp",
|
||||
"concentration-u":"KONSENTRASIE",
|
||||
"concentration":"Konsentrasie",
|
||||
"duration:-u":"DUUR:",
|
||||
"duration:":"Duur:",
|
||||
"difficulty-class-abv":"DC",
|
||||
"output:-u":"OUTPUT:",
|
||||
"spellcard-u":"SPELLCARD",
|
||||
"spell-atk:-u":"SPELL ATTACK:",
|
||||
"none":"None",
|
||||
"dmg:-u":"DAMAGE:",
|
||||
"dmg2:-u":"DAMAGE2:",
|
||||
"healing:-u":"HEALING:",
|
||||
"none":"Geen",
|
||||
"dmg:-u":"SKADE:",
|
||||
"dmg2:-u":"SKADE2:",
|
||||
"healing:-u":"GENESING:",
|
||||
"add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING",
|
||||
"effect:-u":"EFFECT:",
|
||||
"npc-atk-effect-place":"Half damage",
|
||||
"desc:-u":"DESCRIPTION:",
|
||||
"at-higher-lvl:-u":"AT HIGHER LEVELS:",
|
||||
"at-higher-lvl":"At Higher Levels",
|
||||
"effect:-u":"EFFEK:",
|
||||
"npc-atk-effect-place":"Halwe skade",
|
||||
"desc:-u":"BESKRYWING:",
|
||||
"at-higher-lvl:-u":"OP HOËR VLAKKE:",
|
||||
"at-higher-lvl":"Op hoër vlakke",
|
||||
"higher-lvl-cast":"Higher Level Cast",
|
||||
"leg-actions":"Legendary Actions",
|
||||
"leg-actions-desc":"The <span name=\"attr_npc_name\"></span> can take <span name=\"attr_npc_legendary_actions\"></span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <span name=\"attr_npc_name\"></span> regains spent legendary actions at the start of its turn.",
|
||||
"atk-range-place":"5 ft.",
|
||||
"atk-target-place":"One target",
|
||||
"leg-actions":"Legendariese aksies",
|
||||
"leg-actions-desc":"Die <span name=\"attr_npc_name\"></span> kan <span name=\"attr_npc_legendary_actions\"></span> legendariese aksies neem, kies uit die opsies hier onder. Slegs een legendariese opsie kan gebruik word op 'n slag en slegs aan die einde van 'n ander skepsel se beurt. Die <span name=\"attr_npc_name\"></span> herwin gebruikte legendariese aksies aan die begin van sy beurt.",
|
||||
"atk-range-place":"5 vt.",
|
||||
"atk-target-place":"Een teiken",
|
||||
"atk-dmg-type-place":"slashing",
|
||||
"atk-dmg-type2-place":"fire",
|
||||
"adv-u":"ADVANTAGE",
|
||||
"norm-u":"NORMAL",
|
||||
"disadv-u":"DISADVANTAGE",
|
||||
"core-u":"CORE",
|
||||
"atk-dmg-type2-place":"vuur",
|
||||
"adv-u":"VOORDEEL",
|
||||
"norm-u":"NORMAAL",
|
||||
"disadv-u":"NADEEL",
|
||||
"core-u":"KERN",
|
||||
"bio-u":"BIO",
|
||||
"spells-u":"SPELLS",
|
||||
"char-name-u":"CHARACTER NAME",
|
||||
"char-name-u":"KARAKTER NAAM",
|
||||
"barbarian":"Barbarian",
|
||||
"bard":"Bard",
|
||||
"cleric":"Cleric",
|
||||
@@ -243,7 +244,7 @@
|
||||
"constitution-save":"Constitution Save",
|
||||
"intelligence":"Intelligence",
|
||||
"intelligence-save":"Intelligence Save",
|
||||
"wisdom":"Wisdom",
|
||||
"wisdom":"Wysheid",
|
||||
"wisdom-save":"Wisdom Save",
|
||||
"charisma":"Charisma",
|
||||
"charisma-save":"Charisma Save",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,athletics,sleight-of-hand,history,deception,medicine,arcana,religion,stealth,animal-handling,investigation,persuasion,survival,nature,performance,insight,perception,intimidation",
|
||||
"npc-options-u":"NASTAVENÍ NPC",
|
||||
"name-u":"JMÉNO",
|
||||
"npc-type-u":"TYP NPC",
|
||||
@@ -185,7 +186,7 @@
|
||||
"spell-component-material":"S",
|
||||
"ruby-dust-place":"Rubínový prach v hodnotě 50 zl",
|
||||
"concentration-u":"SOUSTŘEDĚNÍ",
|
||||
"concentration":"Koncentrace",
|
||||
"concentration":"Soustředění",
|
||||
"duration:-u":"TRVÁNÍ:",
|
||||
"duration:":"Trvání:",
|
||||
"difficulty-class-abv":"SO",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"Akrobatik, Mit Tieren umgehen, Arkana, Athletik, Täuschen, Geschichte, Einsicht, Einschüchtern, Nachforschen, Medizin, Natur, Wahrnehmung, Darstellen, Überreden, Religion, Fingerfertigkeit, Heimlichkeit, Überlebenskunst",
|
||||
"npc-options-u":"NSC Optionen",
|
||||
"name-u":"Name",
|
||||
"npc-type-u":"NSC Typ",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"OPCIONES DE PNJ",
|
||||
"name-u":"NOMBRE",
|
||||
"npc-type-u":"TIPO DE PNJ",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"Acrobaties,Dressage,Arcane,Tromperie,Histoire,Perspicacité,Intimidation,Investigation,Médecine,Nature,Perception,Représentation,Persuasion,Religion,Escamotage,Discrétion,Survie",
|
||||
"npc-options-u":"OPTIONS PNJ",
|
||||
"name-u":"NOM",
|
||||
"npc-type-u":"TYPE PNJ",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
@@ -8,7 +9,7 @@
|
||||
"npc-armor-place":"scale mail",
|
||||
"hit-points-u":"HIT POINTS",
|
||||
"formula-u":"FORMULA",
|
||||
"speed-u":"SPEED",
|
||||
"speed-u":"속도",
|
||||
"npc-speed-place":"30 ft., fly 60ft.",
|
||||
"attributes-u":"ATTRIBUTES",
|
||||
"str-u":"STR",
|
||||
@@ -54,17 +55,17 @@
|
||||
"spellcast-npc-u":"SPELLCASTING NPC",
|
||||
"spell-ability-u":"SPELLCASTING ABILITY",
|
||||
"none-u":"NONE",
|
||||
"strength-u":"STRENGTH",
|
||||
"strength-u":"힘",
|
||||
"strength-save-u":"STRENGTH SAVE",
|
||||
"dexterity-u":"DEXTERITY",
|
||||
"dexterity-u":"민첩성",
|
||||
"dexterity-save-u":"DEXTERITY SAVE",
|
||||
"constitution-u":"CONSTITUTION",
|
||||
"constitution-u":"건강",
|
||||
"constitution-save-u":"CONSTITUTION SAVE",
|
||||
"intelligence-u":"INTELLIGENCE",
|
||||
"intelligence-u":"지능",
|
||||
"intelligence-save-u":"INTELLIGENCE SAVE",
|
||||
"wisdom-u":"WISDOM",
|
||||
"wisdom-u":"지혜",
|
||||
"wisdom-save-u":"WISDOM SAVE",
|
||||
"charisma-u":"CHARISMA",
|
||||
"charisma-u":"매력",
|
||||
"charisma-save-u":"CHARISMA SAVE",
|
||||
"spell-dc-u":"SPELL DC",
|
||||
"spell-atk-bonus-u":"SPELL ATTACK BONUS",
|
||||
@@ -215,37 +216,37 @@
|
||||
"core-u":"CORE",
|
||||
"bio-u":"BIO",
|
||||
"spells-u":"SPELLS",
|
||||
"char-name-u":"CHARACTER NAME",
|
||||
"barbarian":"Barbarian",
|
||||
"bard":"Bard",
|
||||
"cleric":"Cleric",
|
||||
"druid":"Druid",
|
||||
"fighter":"Fighter",
|
||||
"monk":"Monk",
|
||||
"paladin":"Paladin",
|
||||
"ranger":"Ranger",
|
||||
"rogue":"Rogue",
|
||||
"sorcerer":"Sorcerer",
|
||||
"warlock":"Warlock",
|
||||
"wizard":"Wizard",
|
||||
"class-level-u":"CLASS & LEVEL",
|
||||
"background-u":"BACKGROUND",
|
||||
"race-u":"RACE",
|
||||
"alignment-u":"ALIGNMENT",
|
||||
"exp-pts-u":"EXPERIENCE POINTS",
|
||||
"inspiration-u":"INSPIRATION",
|
||||
"prof-bonus-u":"PROFICIENCY BONUS",
|
||||
"strength":"Strength",
|
||||
"char-name-u":"캐릭터 이름",
|
||||
"barbarian":"바바리안",
|
||||
"bard":"음유시인",
|
||||
"cleric":"클레릭",
|
||||
"druid":"드루이드",
|
||||
"fighter":"전사",
|
||||
"monk":"몽크",
|
||||
"paladin":"성기사",
|
||||
"ranger":"레인저",
|
||||
"rogue":"로그",
|
||||
"sorcerer":"소서러",
|
||||
"warlock":"워록",
|
||||
"wizard":"위저드",
|
||||
"class-level-u":"클래스 & 레벨",
|
||||
"background-u":"배경",
|
||||
"race-u":"종족",
|
||||
"alignment-u":"가치관",
|
||||
"exp-pts-u":"경험 포인트",
|
||||
"inspiration-u":"영감",
|
||||
"prof-bonus-u":"능숙도 보너스",
|
||||
"strength":"힘",
|
||||
"strength-save":"Strength Save",
|
||||
"dexterity":"Dexterity",
|
||||
"dexterity":"민첩성",
|
||||
"dexterity-save":"Dexterity Save",
|
||||
"constitution":"Constitution",
|
||||
"constitution":"건강",
|
||||
"constitution-save":"Constitution Save",
|
||||
"intelligence":"Intelligence",
|
||||
"intelligence":"지능",
|
||||
"intelligence-save":"Intelligence Save",
|
||||
"wisdom":"Wisdom",
|
||||
"wisdom":"지혜",
|
||||
"wisdom-save":"Wisdom Save",
|
||||
"charisma":"Charisma",
|
||||
"charisma":"매력",
|
||||
"charisma-save":"Charisma Save",
|
||||
"saving-throws-u":"SAVING THROWS",
|
||||
"acrobatics-core":"Acrobatics <span>(Dex)</span>",
|
||||
@@ -278,16 +279,16 @@
|
||||
"tool-prof-u":"TOOL PROFICIENCIES",
|
||||
"other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES",
|
||||
"init":"Initiative",
|
||||
"init-u":"INITIATIVE",
|
||||
"hp-max-u":"Hit Point Maximum",
|
||||
"hp-current-u":"CURRENT HIT POINTS",
|
||||
"hp-temp-u":"TEMPORARY HIT POINTS",
|
||||
"total":"Total",
|
||||
"init-u":"우선권",
|
||||
"hp-max-u":"최대 HP",
|
||||
"hp-current-u":"현재 HP",
|
||||
"hp-temp-u":"임시 HP",
|
||||
"total":"합계",
|
||||
"hit-dice-u":"HIT DICE",
|
||||
"successes-u":"SUCCESSES",
|
||||
"failures-u":"FAILURES",
|
||||
"successes-u":"성공",
|
||||
"failures-u":"실패",
|
||||
"death-save-u":"DEATH SAVE",
|
||||
"death-saves-u":"DEATH SAVES",
|
||||
"death-saves-u":"사망 판정",
|
||||
"atk-u":"ATK",
|
||||
"dmg-type-u":"DAMAGE/TYPE",
|
||||
"attack:-u":"ATTACK:",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobacia,adestrar-animais,arcanismo,atletismo,enganação,história,intuição,intimidação,investigação,medicina,natureza,percepção,atuação,persuasão,religião,prestidigitação,furtividade,sobrevivência",
|
||||
"npc-options-u":"OPÇÕES DE PDM",
|
||||
"name-u":"NOME",
|
||||
"npc-type-u":"TIPO DE PDM",
|
||||
@@ -71,7 +72,7 @@
|
||||
"has-reaction-u":"POSSUI REAÇÕES",
|
||||
"leg-actions:-u":"AÇÕES LENDÁRIAS:",
|
||||
"gen-opts-u":"OPÇÕES GERAIS",
|
||||
"npc-u":"PdM",
|
||||
"npc-u":"PDM",
|
||||
"roll-queries:-u":"OPÇÕES DE ROLAGEM:",
|
||||
"always-adv":"Sempre rolar com vantagem",
|
||||
"adv-toggle":"Ativar vantagem",
|
||||
@@ -212,7 +213,7 @@
|
||||
"adv-u":"VANTAGEM",
|
||||
"norm-u":"NORMAL",
|
||||
"disadv-u":"DESVANTAGEM",
|
||||
"core-u":"NÚCLEO",
|
||||
"core-u":"BASE",
|
||||
"bio-u":"BIO",
|
||||
"spells-u":"MAGIAS",
|
||||
"char-name-u":"NOME DO PERSONAGEM",
|
||||
@@ -232,7 +233,7 @@
|
||||
"background-u":"ANTECEDENTE",
|
||||
"race-u":"RAÇA",
|
||||
"alignment-u":"TENDÊNCIA",
|
||||
"exp-pts-u":"XP",
|
||||
"exp-pts-u":"PONTOS DE EXP",
|
||||
"inspiration-u":"INSPIRAÇÃO",
|
||||
"prof-bonus-u":"BÔNUS DE PROFICIÊNCIA",
|
||||
"strength":"Força",
|
||||
@@ -292,7 +293,7 @@
|
||||
"dmg-type-u":"DANO/TIPO",
|
||||
"attack:-u":"ATAQUE:",
|
||||
"proficient-u":"PROFICIENTE",
|
||||
"range-place":"PESSOAL (Cone 18m)",
|
||||
"range-place":"Pessoal (Cone de 18 m)",
|
||||
"magic-bonus:-u":"BÔNUS MAGICO:",
|
||||
"crit-range-u":"CRÍTICO:",
|
||||
"damage:-u":"DANO:",
|
||||
@@ -302,7 +303,7 @@
|
||||
"saving-throw:-u":"TESTE DE RESIST.:",
|
||||
"vs-dc:-u":"CONTRA CD:",
|
||||
"spell-u":"MAGIA",
|
||||
"flat-u":"FLAT",
|
||||
"flat-u":"FIXO",
|
||||
"save":"Teste",
|
||||
"save-effect:-u":"EM CASO DE SUCESSO:",
|
||||
"save-effect-place":"metade do dano",
|
||||
@@ -343,22 +344,22 @@
|
||||
"skin-u":"PELE",
|
||||
"hair-u":"CABELO",
|
||||
"char-appearance-u":"APARÊNCIA DO PERSONAGEM",
|
||||
"char-backstory-u":"HISTÓRICO DO PERSONAGEM",
|
||||
"allies-orgs-u":"ALIADOS & ORGANIZAÇÕES",
|
||||
"add-feats-traits-u":"CARACTERÍSTICAS & TRAÇOS ADICIONAIS",
|
||||
"char-backstory-u":"HISTÓRIA DO PERSONAGEM",
|
||||
"allies-orgs-u":"ALIADOS E ORGANIZAÇÕES",
|
||||
"add-feats-traits-u":"CARACTERÍSTICAS E TRAÇOS ADICIONAIS",
|
||||
"treasure-u":"TESOURO",
|
||||
"spell-save-dc-u":"CD DE RESIST. DA MAGIA",
|
||||
"spell-save-dc-u":"CD DE RESISTÊNCIA DA MAGIA",
|
||||
"cantrips-u":"TRUQUES",
|
||||
"ritual-u":"RITUAL",
|
||||
"casting-time:-u":"TEMPO P/ CONJURAR:",
|
||||
"casting-time:-u":"TEMPO DE CONJ.:",
|
||||
"casting-time:":"Tempo de Conjuração:",
|
||||
"at-higher-lvl-dmg:-u":"DANO EM NÍVEIS SUPERIORES:",
|
||||
"half-dmg-place":"metade do dano",
|
||||
"half-dmg-place":"Metade do dano",
|
||||
"hit-die:-u":"DADO DE VIDA:",
|
||||
"initiative-mod:-u":"MODIFICADOR DE INICIATIVA:",
|
||||
"glob-saving-mod:-u":"MODIFICADOR GERAL DOS TESTES DE RESISTÊNCIA:",
|
||||
"glob-ac-mod:-u":"MODIFICADOR GERAL DA CA:",
|
||||
"glob-atk-mod:-u":"MODIFICADOR GERAL DE ATAQUES MAGICOS:",
|
||||
"glob-saving-mod:-u":"MOD. GERAL DOS TESTES DE RESISTÊNCIA:",
|
||||
"glob-ac-mod:-u":"MODIFICADOR GLOBAL DA CA:",
|
||||
"glob-atk-mod:-u":"MODIFICADOR GERAL DE ATAQUES MÁGICOS:",
|
||||
"pass-perc-mod:-u":"MODIFICADOR DE PERCEPÇÃO PASSIVA:",
|
||||
"death-save-mod:-u":"MODIFICADOR DE RESISTÊNCIA À MORTE:",
|
||||
"magic-caster-lvl:-u":"NÍVEL DE CONJURADOR:",
|
||||
@@ -383,16 +384,16 @@
|
||||
"expirtise":"Aptidão",
|
||||
"skill-opts-u":"OPÇÕES DE PERÍCIA",
|
||||
"version":"v",
|
||||
"always-roll-adv":"Sempre rolar com vantagem",
|
||||
"toggle-roll-adv":"Ativar vantagem",
|
||||
"query-roll-adv":"Perguntar por vantagem",
|
||||
"never-roll-adv":"Nunca rolar com vantagem",
|
||||
"never-whisper-roll":"Nunca sussurar rolagens",
|
||||
"query-whisper-roll":"Perguntar por sussurro",
|
||||
"always-whisper-roll":"Sempre sussurar rolagens",
|
||||
"never-roll-dmg":"Não rolar dano automaticamente",
|
||||
"always-roll-dmg":"Rolar dano & critico automaticamente",
|
||||
"add-char-to-templates:-u":"ADICIONAR NOME DO PERSONAGEM AOS MODELOS:",
|
||||
"always-roll-adv":"Sempre Rolar Vantagem",
|
||||
"toggle-roll-adv":"Ativar Vantagem",
|
||||
"query-roll-adv":"Perguntar Pela Vantagem",
|
||||
"never-roll-adv":"Nunca Rolar Vantagem",
|
||||
"never-whisper-roll":"Nunca Sussurar Rolagens",
|
||||
"query-whisper-roll":"Perguntar pelo Sussurro",
|
||||
"always-whisper-roll":"Sempre Sussurar Rolagens",
|
||||
"never-roll-dmg":"Não Rolar Dano Automaticamente",
|
||||
"always-roll-dmg":"Rolar Dano E Critico Automaticamente",
|
||||
"add-char-to-templates:-u":"ADD. NOME DO PERSONAGEM AOS MODELOS:",
|
||||
"on":"Sim",
|
||||
"off":"Não",
|
||||
"inventory:-u":"INVENTÁRIO:",
|
||||
@@ -409,11 +410,11 @@
|
||||
"transition-opts-u":"OPÇÕES DE TRANSIÇÃO",
|
||||
"portions-sheet-utilize":"Partes desta ficha utilizam conteúdo do Documento de Referência do Sistema 5.0 sob a Licença OGL. Vizulaizar a Licença OGL e o Aviso de Direitos Autorais. https://wiki.roll20.net/SRD_5.0_OGL_License",
|
||||
"api-required-title":"Experimente agora com a instalação fácil da API em um clique disponível com a sua assinatura Pro.",
|
||||
"api-required-u":"(API NECESSÁRIA)",
|
||||
"api-required-u":"(NECESSÁRIO A API)",
|
||||
"spell_dc_mod:-u":"MOD DO TESTE DE RESISTÊNCIA DA MAGIA:",
|
||||
"custom_ac:-u":"CA CUSTOMIZADA:",
|
||||
"npc-info":"A opção de PdM define novos personagens para usar o estilo do cartão de ficha de PdM como padrão. Útil se os personagens já foram criados e todas as fichas de personagens novos adicionados ao jogo provavelmente representarão personagens não jogáveis.",
|
||||
"npc-pc":"PdM/PJ",
|
||||
"npc-info":"A opção de PDM define novos personagens para usar o estilo do cartão de ficha de PDM como padrão. Útil se os personagens já foram criados e todas as fichas de personagens novos adicionados ao jogo provavelmente representarão personagens não jogáveis.",
|
||||
"npc-pc":"PDM/PJ",
|
||||
"roll-queries-info":"As rolagens de D20 sairão de acordo com esta opção. Sempre Rolar Com Vantagem é a opção padrão e irá rolar dois D20 em todas as rolagens no caso de vantagem. É esperado que se não tiver vantagem ou desvantagem você usará o resultado à esquerda. A opção Ativar Vantagem adiciona três novos botões no topo do ficha para que você possa alternar a vantagem dependendo de cada situação. Perguntar Por Vantagem lhe dá uma solicitação para cada rolagem perguntando se ela tem vantagem. Nunca Rolar Com Vantagem sempre rola um único D20 em todas as rolagens, presumindo que o jogador role uma segunda vez no caso de vantagem ou desvantagem.",
|
||||
"whisp-rolls-gm-info":"Todas as rolagens da ficha são enviadas para todos os jogadores na aba de conversação por padrão. A opção Perguntar Por Sussurro lhe dá uma solicitação em cada rolagem perguntando se ela deverá ou não ser enviada privativamente apenas para você e o Mestre. Sempre Sussurrar Rolagens irá enviar as rolagens apenas para você e o Mestre.",
|
||||
"auto-dmg-roll-info":"Por padrão, rolagens de dano não são roladas até que o ataque seja confirmado. O dano é rolado a partir do modelo de rolagem do bate-papo, clicando no nome do ataque na barra à direita, ao qual mostra o dano. O método padrão é compatível com o dado 3D. Opcionalmente, você pode escolher ter a opção Rolar Dano & Crítico Automaticamente ao qual rola o dano e dado de crítico ao mesmo tempo que o ataque, apresentando todas os possíveis resultados no momento do ataque.",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
|
||||
"npc-options-u":"NPC OPTIONS",
|
||||
"name-u":"NAME",
|
||||
"npc-type-u":"NPC TYPE",
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"skills-list":"crwdns41056:0crwdne41056:0",
|
||||
"npc-options-u":"crwdns25537:0crwdne25537:0",
|
||||
"name-u":"crwdns25538:0crwdne25538:0",
|
||||
"npc-type-u":"crwdns25539:0crwdne25539:0",
|
||||
|
||||
@@ -14,6 +14,10 @@
|
||||
display: inline-block;
|
||||
width: 47px;
|
||||
}
|
||||
.charsheet input.sheet-track {
|
||||
display: inline-block;
|
||||
width: 59px;
|
||||
}
|
||||
.charsheet input.sheet-sym {
|
||||
display: inline-block;
|
||||
width: 72px;
|
||||
@@ -34,6 +38,10 @@
|
||||
display: inline-block;
|
||||
width: 79px;
|
||||
}
|
||||
.charsheet input.sheet-fill {
|
||||
display: inline-block;
|
||||
width: 106px;
|
||||
}
|
||||
.charsheet input.sheet-mintext {
|
||||
display: inline-block;
|
||||
width: 74px;
|
||||
@@ -264,7 +272,8 @@ div[class^="sheet-section"] {
|
||||
.charsheet input.sheet-tab73:checked ~ div.sheet-section-character-info-details,
|
||||
.charsheet input.sheet-tab74:checked ~ div.sheet-section-character-info-tracker,
|
||||
.charsheet input.sheet-tab75:checked ~ div.sheet-section-currency-birthright,
|
||||
.charsheet input.sheet-tab76:checked ~ div.sheet-section-birthright {
|
||||
.charsheet input.sheet-tab76:checked ~ div.sheet-section-birthright,
|
||||
.charsheet input.sheet-tab77:checked ~ div.sheet-section-movement-barbarian {
|
||||
display: block;
|
||||
}
|
||||
|
||||
@@ -373,7 +382,8 @@ div[class^="sheet-section"] {
|
||||
.charsheet input.sheet-tab73:checked + span.sheet-tab73,
|
||||
.charsheet input.sheet-tab74:checked + span.sheet-tab74,
|
||||
.charsheet input.sheet-tab75:checked + span.sheet-tab75,
|
||||
.charsheet input.sheet-tab76:checked + span.sheet-tab76 {
|
||||
.charsheet input.sheet-tab76:checked + span.sheet-tab76,
|
||||
.charsheet input.sheet-tab77:checked + span.sheet-tab77 {
|
||||
display: inline-table;
|
||||
background: #ab8b57;
|
||||
color: white;
|
||||
|
||||
@@ -4,5 +4,5 @@
|
||||
"authors": "SFX",
|
||||
"preview": "2EPreview.png",
|
||||
"roll20userid": "877778",
|
||||
"instructions": "This is a revised sheet for Advanced Dungeons and Dragons 2nd Edition for both Player Characters and Monsters. The sheet no longer requires +'s in front of numbers except where they already exist. -'s are still needed where applicable. Numerous Skills and Powers sections have been added. As well as Psionics, both versions. Weapons sections have been split to accomodate the introduction of specific modifiers. This sheet has full integration for macro support within many fields of the sheet. Equipment Carried and Gem Value Totals are now autocalculating fields. Please update these trackers by changing a quantity value and then changing it back. If in need of assistance or to report a bug, please send a message to https://app.roll20.net/users/877778/SFX and I will be happy to assist you."
|
||||
"instructions": "This sheet supports Advanced Dungeons and Dragons 2nd Edition Revised for both Player Characters and Monsters. This sheet has full integration for macro support within many fields of the sheet. Many fields are now autocalculating fields. Please update these trackers by changing a quantity value and then changing it back. If in need of assistance or to report a bug, please send a message to https://app.roll20.net/users/877778/SFX and I will be happy to assist you."
|
||||
}
|
||||
|
||||
@@ -206,6 +206,7 @@ input[type="checkbox"]:checked + span::before
|
||||
.sheet-rolltemplate-2Eattack div.sheet-template-container,
|
||||
.sheet-rolltemplate-2Espell div.sheet-template-container,
|
||||
.sheet-rolltemplate-2Echeck div.sheet-template-container,
|
||||
.sheet-rolltemplate-2Einversecheck div.sheet-template-container,
|
||||
.sheet-rolltemplate-2Esave div.sheet-template-container {
|
||||
border: none;
|
||||
text-align: left;
|
||||
@@ -215,6 +216,7 @@ input[type="checkbox"]:checked + span::before
|
||||
.sheet-rolltemplate-2Eattack th.sheet-template-title1,
|
||||
.sheet-rolltemplate-2Espell th.sheet-template-title1,
|
||||
.sheet-rolltemplate-2Echeck th.sheet-template-title1,
|
||||
.sheet-rolltemplate-2Einversecheck th.sheet-template-title1,
|
||||
.sheet-rolltemplate-2Esave th.sheet-template-title1 {
|
||||
font-size: 12pt;
|
||||
font-weight: bold;
|
||||
@@ -231,6 +233,7 @@ input[type="checkbox"]:checked + span::before
|
||||
.sheet-rolltemplate-2Eattack th.sheet-template-title2,
|
||||
.sheet-rolltemplate-2Espell th.sheet-template-title2,
|
||||
.sheet-rolltemplate-2Echeck th.sheet-template-title2,
|
||||
.sheet-rolltemplate-2Einversecheck th.sheet-template-title2,
|
||||
.sheet-rolltemplate-2Esave th.sheet-template-title2 {
|
||||
font-size: 12pt;
|
||||
font-weight: bold;
|
||||
@@ -247,6 +250,7 @@ input[type="checkbox"]:checked + span::before
|
||||
.sheet-rolltemplate-2Eattack th.sheet-template-subtitle1,
|
||||
.sheet-rolltemplate-2Espell th.sheet-template-subtitle1,
|
||||
.sheet-rolltemplate-2Echeck th.sheet-template-subtitle1,
|
||||
.sheet-rolltemplate-2Einversecheck th.sheet-template-subtitle1,
|
||||
.sheet-rolltemplate-2Esave th.sheet-template-subtitle1 {
|
||||
font-size: 8pt;
|
||||
font-weight: normal;
|
||||
@@ -264,6 +268,7 @@ input[type="checkbox"]:checked + span::before
|
||||
.sheet-rolltemplate-2Eattack th.sheet-template-subtitle2,
|
||||
.sheet-rolltemplate-2Espell th.sheet-template-subtitle2,
|
||||
.sheet-rolltemplate-2Echeck th.sheet-template-subtitle2,
|
||||
.sheet-rolltemplate-2Einversecheck th.sheet-template-subtitle2,
|
||||
.sheet-rolltemplate-2Esave th.sheet-template-subtitle2 {
|
||||
font-size: 8pt;
|
||||
font-style: italic;
|
||||
@@ -281,6 +286,7 @@ input[type="checkbox"]:checked + span::before
|
||||
.sheet-rolltemplate-2Eattack table,
|
||||
.sheet-rolltemplate-2Espell table,
|
||||
.sheet-rolltemplate-2Echeck table,
|
||||
.sheet-rolltemplate-2Einversecheck table,
|
||||
.sheet-rolltemplate-2Esave table {
|
||||
width: 100%;
|
||||
}
|
||||
@@ -288,12 +294,14 @@ input[type="checkbox"]:checked + span::before
|
||||
.sheet-rolltemplate-2Edefault .sheet-template-body tr:nth-child(even),
|
||||
.sheet-rolltemplate-2Espell .sheet-template-body tr:nth-child(even),
|
||||
.sheet-rolltemplate-2Echeck .sheet-template-body tr:nth-child(even),
|
||||
.sheet-rolltemplate-2Einversecheck .sheet-template-body tr:nth-child(even),
|
||||
.sheet-rolltemplate-2Esave .sheet-template-body tr:nth-child(even) {
|
||||
background-color: #e0e0e0;
|
||||
}
|
||||
.sheet-rolltemplate-2Edefault .sheet-template-body tr:nth-child(odd),
|
||||
.sheet-rolltemplate-2Espell .sheet-template-body tr:nth-child(odd),
|
||||
.sheet-rolltemplate-2Echeck .sheet-template-body tr:nth-child(odd),
|
||||
.sheet-rolltemplate-2Einversecheck .sheet-template-body tr:nth-child(odd),
|
||||
.sheet-rolltemplate-2Esave .sheet-template-body tr:nth-child(odd) {
|
||||
background-color: #f4f4f4;
|
||||
}
|
||||
@@ -302,6 +310,7 @@ input[type="checkbox"]:checked + span::before
|
||||
.sheet-rolltemplate-2Eattack div.sheet-template-body,
|
||||
.sheet-rolltemplate-2Espell div.sheet-template-body,
|
||||
.sheet-rolltemplate-2Echeck div.sheet-template-body,
|
||||
.sheet-rolltemplate-2Einversecheck div.sheet-template-body,
|
||||
.sheet-rolltemplate-2Esave div.sheet-template-body {
|
||||
border: 1px solid black;
|
||||
border-bottom-right-radius: 8px;
|
||||
@@ -315,6 +324,7 @@ input[type="checkbox"]:checked + span::before
|
||||
.sheet-rolltemplate-2Eattack div.sheet-attack-head,
|
||||
.sheet-rolltemplate-2Espell div.sheet-spell-head,
|
||||
.sheet-rolltemplate-2Echeck div.sheet-check-head,
|
||||
.sheet-rolltemplate-2Einversecheck div.sheet-check-head,
|
||||
.sheet-rolltemplate-2Esave div.sheet-save-head {
|
||||
border: 1px solid #000000;
|
||||
border-top-right-radius: 8px;
|
||||
@@ -552,11 +562,13 @@ input[type="checkbox"]:checked + span::before
|
||||
margin: 0px;
|
||||
}
|
||||
|
||||
.sheet-rolltemplate-2Echeck div.sheet-check-head {
|
||||
.sheet-rolltemplate-2Echeck div.sheet-check-head,
|
||||
.sheet-rolltemplate-2Einversecheck div.sheet-check-head {
|
||||
background: #512E5F;
|
||||
}
|
||||
|
||||
.sheet-rolltemplate-2Echeck td.sheet-check-c1 {
|
||||
.sheet-rolltemplate-2Echeck td.sheet-check-c1,
|
||||
.sheet-rolltemplate-2Einversecheck td.sheet-check-c1 {
|
||||
font-size: 9pt;
|
||||
font-weight: bold;
|
||||
text-transform: capitalize;
|
||||
@@ -568,7 +580,8 @@ input[type="checkbox"]:checked + span::before
|
||||
margin: 0px;
|
||||
}
|
||||
|
||||
.sheet-rolltemplate-2Echeck td.sheet-check-c2 {
|
||||
.sheet-rolltemplate-2Echeck td.sheet-check-c2,
|
||||
.sheet-rolltemplate-2Einversecheck td.sheet-check-c2 {
|
||||
font-size: 10pt;
|
||||
font-weight: bold;
|
||||
text-transform: capitalize;
|
||||
@@ -579,7 +592,8 @@ input[type="checkbox"]:checked + span::before
|
||||
margin: 0px;
|
||||
}
|
||||
|
||||
.sheet-rolltemplate-2Echeck td.sheet-check-c3 {
|
||||
.sheet-rolltemplate-2Echeck td.sheet-check-c3,
|
||||
.sheet-rolltemplate-2Einversecheck td.sheet-check-c3 {
|
||||
background-color: #093a01;
|
||||
border: none;
|
||||
font-size: 12pt;
|
||||
@@ -592,7 +606,8 @@ input[type="checkbox"]:checked + span::before
|
||||
margin: 0px;
|
||||
}
|
||||
|
||||
.sheet-rolltemplate-2Echeck td.sheet-check-c4 {
|
||||
.sheet-rolltemplate-2Echeck td.sheet-check-c4,
|
||||
.sheet-rolltemplate-2Einversecheck td.sheet-check-c4 {
|
||||
background-color: #a01616;
|
||||
border: none;
|
||||
font-size: 12pt;
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
{
|
||||
"html": "2ESheet.html",
|
||||
"css": "2EStyle.css",
|
||||
"authors": "Dylan G. based on work by Stephen S. Rolltemplates and continuing development by Elena S.",
|
||||
"authors": "Aqua Alex, Elena S., Dylan G., Stephen S.",
|
||||
"preview": "2EPreview.png",
|
||||
"roll20userid": "35199, 1638432",
|
||||
"instructions": "# Character Sheet\r This sheet includes everything you need to run a character or monster in an Advanced Dungeons and Dragons, Second Edition campaign, including many resources from Skills & Powers. Please try to make sure there is a plain number value (and any appropriate + or - signs) in fields used for the weapon macros.\r\r## Sheet Documentation\r To view the sheet documentation wiki page with detailed instructions on using the various functions and roll templates available with this character sheet please see the [AD&D 2nd Edition wiki](https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet)\r This wiki page also includes links to many community maintained resources designed to make your AD&D 2nd Edition games more enjoyable.\r If you would like to participate in the continuing development of this character sheet we welcome all community input. Check the [Sheet Development Thread](https://app.roll20.net/forum/post/4641304/ad-and-d-2nd-edition-simple-sheet-sheet-development-and-improvements-beta) and feel free to post any comments, questions, or use the link provided there to join the test game.\r\r## Roll Templates\r Several roll templates are available to use with your custom macros. Here is a quick description of each (for more detailed information please see the sheet documentation).\r\r*- 2Edefault - behaves very much like the standard roll20 default template with a few optional features. Such as adding a subtitle, and adding descriptive text fields.\r* 2Eattack - A template designed for comprehensive weapon attack resolution. It even includes optional support for critical hits and fumbles.\r* 2Echeck - This template handles Ability, Rogue Skill, and Proficiency checks. It provides a clear and concise display of whether the check is fails or succeeds, and displays the relevant roll and target number for verification.\r* 2Esave - This template handles saving throw rolls in a clear and concise manner, and circumvents a quirk of the dice engine which fails when attempting to make a comparison against a negative number.\r* 2Espell - A nice clean template for displaying spell information. Includes fields for all of the standard 2nd edition spell attributes and an area to describe the spell effects. Also has optional attributes for easy damage and healing resolution.\r\r## Special Thanks\r\r* Dylan G. and Stephen S. (sheet creators)\r* Everyone in the character sheet test game."
|
||||
"roll20userid": "35199, 1638432, 1048758",
|
||||
"instructions": "# Character Sheet\r This sheet includes everything you need to run a character or monster in an Advanced Dungeons and Dragons, Second Edition campaign, including many resources from Skills & Powers. Please try to make sure there is a plain number value (and any appropriate + or - signs) in fields used for the weapon macros.\r\r## Sheet Documentation\r To view the sheet documentation wiki page with detailed instructions on using the various functions and roll templates available with this character sheet please see the [AD&D 2nd Edition wiki](https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet)\r This wiki page also includes links to many community maintained resources designed to make your AD&D 2nd Edition games more enjoyable.\r If you would like to participate in the continuing development of this character sheet we welcome all community input. Check the [Sheet Development Thread](https://app.roll20.net/forum/post/4641304/ad-and-d-2nd-edition-simple-sheet-sheet-development-and-improvements-beta) and feel free to post any comments, questions, or use the link provided there to join the test game.\r\r## Roll Templates\r Several roll templates are available to use with your custom macros. Here is a quick description of each (for more detailed information please see the sheet documentation).\r\r*- 2Edefault - behaves very much like the standard roll20 default template with a few optional features. Such as adding a subtitle, and adding descriptive text fields.\r* 2Eattack - A template designed for comprehensive weapon attack resolution. It even includes optional support for critical hits and fumbles.\r* 2Echeck - This template handles Ability, Rogue Skill, and Proficiency checks. It provides a clear and concise display of whether the check is fails or succeeds, and displays the relevant roll and target number for verification.\r* 2Einversecheck - This template handles cases where you wish to check for rolls equal or less than teh roll. It is otherwise the same as 2Echeck template.\r* 2Esave - This template handles saving throw rolls in a clear and concise manner, and circumvents a quirk of the dice engine which fails when attempting to make a comparison against a negative number.\r* 2Espell - A nice clean template for displaying spell information. Includes fields for all of the standard 2nd edition spell attributes and an area to describe the spell effects. Also has optional attributes for easy damage and healing resolution, added section for reference to source materials.\r\r## Special Thanks\r\r* Dylan G. and Stephen S. (sheet creators)\r* Everyone in the character sheet test game. \r Elena added the awesome new templates and Aqua Alex added the worker scripts"
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
.charsheet {
|
||||
background-image: url("https://raw.githubusercontent.com/tmtabor/roll20-character-sheets/master/Against%20the%20Dark%20Yogi/darkyogi-background.jpg");
|
||||
background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Against%20the%20Dark%20Yogi/darkyogi-background.jpg");
|
||||
background-size: contain;
|
||||
background-repeat: repeat-y;
|
||||
background-color: black;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<img class="sheet-logo" src="https://raw.githubusercontent.com/tmtabor/roll20-character-sheets/master/Against%20the%20Dark%20Yogi/darkyogi-logo.png" />
|
||||
<img class="sheet-logo" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Against%20the%20Dark%20Yogi/darkyogi-logo.png" />
|
||||
<label>Name</label> <input type="text" name="attr_character_name" class="sheet-top-text" /><br />
|
||||
<label>Caste</label> <input type="text" name="attr_Caste" class="sheet-top-text" /><br />
|
||||
<label>Size</label> <input type="number" name="attr_Size" class="stat-number" value="0" />
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
{
|
||||
"0":"",
|
||||
"tab-general":"Geral",
|
||||
"tab-magic":"Magic",
|
||||
"tab-magic":"Magia",
|
||||
"tab-psychic":"Psychic",
|
||||
"tab-ki":"Ki",
|
||||
"tab-armory":"Armory",
|
||||
"tab-armory":"Arsenal",
|
||||
"char-info":"Informação do Personagem",
|
||||
"name":"Nome",
|
||||
"char-gender":"Sexo",
|
||||
"char-height":"Altura",
|
||||
"char-weight":"Weight",
|
||||
"char-weight":"Peso",
|
||||
"char-size":"Tamanho",
|
||||
"char-appearance":"Aparên.",
|
||||
"race":"Race",
|
||||
|
||||
@@ -26,18 +26,10 @@
|
||||
</tr>
|
||||
<tr>
|
||||
<td>
|
||||
<select name="PwrorExp">
|
||||
<option value="Neither">Epithet User</option>
|
||||
<option value="Powerhouse">Powerhouse Mundie</option>
|
||||
<option value="Expert">Expert Mundie</option>
|
||||
</select>
|
||||
<label>Epithet User or Mundie:</label><input type="text" name="attr_PwrorExp" />
|
||||
</td>
|
||||
<td>
|
||||
<select name="Build">
|
||||
<option value="Small">Small - 6 Mov, +10 Stamina</option>
|
||||
<option value="Medium">Medium - 5 Mov, +15 Stamina</option>
|
||||
<option value="Heavy">Heavyset - 4 Mov, +20 Stamina</option>
|
||||
</select>
|
||||
<label>Build:</label><input type="text" name="attr_Build" />
|
||||
<td>
|
||||
<label>Class:</label><input type="text" name="attr_Class" />
|
||||
</td>
|
||||
|
||||
@@ -47,9 +47,9 @@
|
||||
<div class="sheet-table-row">
|
||||
<div class="sheet-table-cell sheet-cell-15"><button type='roll' name='roll_skill' value='/em @{Name} rolls Body [[{2d6+@{Body}+?{Modifier|0}}]].'> Body</button></div>
|
||||
<div class="sheet-table-cell sheet-cell-10"><input type="number" name="attr_Body" value="1" /></div>
|
||||
<div class="sheet-table-cell sheet-cell-15"><button type='roll' name='roll_skill' value='/em @{Name} rolls Mind [[{2d6+@{Body}+?{Modifier|0}}]].'> Mind</button></div>
|
||||
<div class="sheet-table-cell sheet-cell-15"><button type='roll' name='roll_skill' value='/em @{Name} rolls Mind [[{2d6+@{Mind}+?{Modifier|0}}]].'> Mind</button></div>
|
||||
<div class="sheet-table-cell sheet-cell-10"><input type="number" name="attr_Mind" value="1" /></div>
|
||||
<div class="sheet-table-cell sheet-cell-15"><button type='roll' name='roll_skill' value='/em @{Name} rolls Soul [[{2d6+@{Body}+?{Modifier|0}}]].'> Soul</button></div>
|
||||
<div class="sheet-table-cell sheet-cell-15"><button type='roll' name='roll_skill' value='/em @{Name} rolls Soul [[{2d6+@{Soul}+?{Modifier|0}}]].'> Soul</button></div>
|
||||
<div class="sheet-table-cell sheet-cell-10"><input type="number" name="attr_Soul" value="1" /></div>
|
||||
<div class="sheet-table-cell sheet-cell-15"> </div>
|
||||
<div class="sheet-table-cell sheet-cell-a"> </div>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"1st":"1º",
|
||||
"2nd":"2º",
|
||||
"3rd":"3rd",
|
||||
"3rd":"3º",
|
||||
"4th":"4º",
|
||||
"5th":"5º",
|
||||
"advance":"Advance",
|
||||
@@ -10,7 +10,7 @@
|
||||
"ag-pen":"Ag.Pen.",
|
||||
"agility":"Agilidade",
|
||||
"agility-penalty":"Agility Penalty",
|
||||
"agility-roll":"Agility roll",
|
||||
"agility-roll":"Rolagem de agilidade",
|
||||
"agility-roll-bonus-die":"Agility roll with a Bonus die",
|
||||
"agility-roll-penalty-die":"Agility roll with a Penalty die",
|
||||
"appeal":"Appeal",
|
||||
|
||||
@@ -33,5 +33,9 @@ March 2 - Removed unneeded sheetworker script.
|
||||
|
||||
March 10 - Removed all sheetworkers and add some additional UI.
|
||||
|
||||
April 9 - Added additional modifier fields and tweaked the UI some.
|
||||
|
||||
April 18 - updated the preview image and the jason file to reflect it.
|
||||
|
||||
**Credit Where Credit is Due**
|
||||
The CSS and much of the layout is lifted from the work of allenmaher's BECMI sheet who lifted the excellent work of John Myles (@Actoba on roll20) and the 5e Dungeons and Dragons sheet.
|
||||
|
||||
|
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|
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@@ -4,5 +4,5 @@
|
||||
"authors": "Pat Stubbs",
|
||||
"roll20userid": "32262",
|
||||
"preview": "bfrpgsheet-expanded-preview.jpg",
|
||||
"instructions": "This sheet is for The Basic Fantasy Roleplaying Game (http://www.basicfantasy.org/index.html). It supports the core rules and most of the optional rule supplements. It does not currently support automatic encumbrance calculations, yet. If you find a bug or have a suggestion, please post to https://app.roll20.net/forum/permalink/3891349/ on roll20 and the sheet author will receive a notification."
|
||||
"instructions": "This sheet is for The Basic Fantasy Roleplaying Game (http://www.basicfantasy.org/index.html). It supports the core rules and most of the optional rule supplements. If you find a bug or have a suggestion, please post to https://app.roll20.net/forum/permalink/3891349/ on roll20 and the sheet author will receive a notification."
|
||||
}
|
||||
|
||||
|
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|
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