\ No newline at end of file
+
\ No newline at end of file
diff --git a/5eShaped/changelog.md b/5eShaped/changelog.md
index 4a10e08e5a..a99fdd1f6a 100644
--- a/5eShaped/changelog.md
+++ b/5eShaped/changelog.md
@@ -1,3 +1,144 @@
+## Versioning
+I use [Semantic Versioning](http://semver.org/) which has 3 numbers separated by a dot: Major.Minor.Patch
+
+I use Major versions a bit liberally - I consider the following to be major changes:
+* Any changes to existing roll template fields
+* Any change to a repeating section which makes existing macro references break
+
+New features are a minor version.
+
+Bugs fall into the patch category.
+
+The sheet will always upgrade itself unless I specify otherwise, though some things like roll template fields changing will require users who have added custom macros to fix.
+
+## 11.3.3
+
+### Bug Fixes
+
+* [#431: Cantrip damage scaling wrong for NPCs](https://bitbucket.org/mlenser/5eshaped/issues/431/cantrip-damage-scaling-wrong-for-npcs) wasn't converted to the new damage system.
+* [#432: level attribute not set for npcs imported via script](https://bitbucket.org/mlenser/5eshaped/issues/432/level-attribute-not-set-for-npcs-imported)
+
+## 11.3.2
+
+### Bug Fixes
+
+* [#427: Saving throw proficiencies lost on update](https://bitbucket.org/mlenser/5eshaped/issues/427/saving-throw-proficiencies-lost-on-update)
+* Parsing of a range with only one number ("120 ft.") now works as well as the normal two number range ("20/120 ft."). I've added a test to ensure all other parsing succeeds.
+
+## 11.3.1
+
+### Bug Fixes
+
+* [#423: Crit damage not rolling](https://bitbucket.org/mlenser/5eshaped/issues/423/crit-damage-not-rolling)
+* [#424: Click to Roll is missing damage macro](https://bitbucket.org/mlenser/5eshaped/issues/424/click-to-roll-is-missing-damage-macro)
+
+## 11.3.0
+
+### Features
+
+* Implemented a flag to detect when a monster is complete from being dragged from SRD mostly from a PR from Lucian. This will help his script attach on at the appropriate times.
+
+### Bug Fixes
+
+* Resting has had a few minor bugs fixed: long rests now recharge short rests as well as turn recharges and "Recharge X". Same for short rests.
+* Saving throw capitalization is now consistent with the rest of the sheet. For example the title of a strength saving throw will now be "Strength saving throw" instead of "Strength Saving throw".
+* save_prof has been renamed to saving_throw_prof for all the saving throws (str, dex, con, death..) The upgrade handles the change.
+* [#419: OGL Conversion - Saving Throws](https://bitbucket.org/mlenser/5eshaped/issues/419/ogl-conversion-saving-throws)
+* [#420: OGL Conversion - Reactions](https://bitbucket.org/mlenser/5eshaped/issues/420/ogl-conversion-reactions)
+* [#421: OGL Conversion - Legendary Actions](https://bitbucket.org/mlenser/5eshaped/issues/421/ogl-conversion-legendary-actions)
+
+## 11.2.0
+
+### Features
+
+* Short and Long Rest are now on the sheet for all users. They no longer require a Pro subscription. Lucian's next version of the script will support the chat messages that accompany this feature.
+* If hit points are adjusted to be above 0 then death saving throws will reset in accordance with the rules: "The number of both is reset to zero when you regain any hit points or become stable"
+* Divine Smite's formula changed to allow automatic spell reduction - will require the script to set this all up. You can untoggle and retoggle divine smite to get the new formula.
+
+### Bug Fixes
+
+* Spell saving throw DC and spell attack will no longer use an ability modifier of -5 if there is no spell_ability selected.
+* Sheet based rests recharge short rests on a long rest now
+
+## 11.1.0
+
+### Features
+
+* PCs hit points will be calculated automatically if "Automatic hit points" is turned on on the settings page. Closes [#402: PCs should have the option of displaying default hit points](https://bitbucket.org/mlenser/5eshaped/issues/402/pcs-should-have-the-option-of-displaying)
+* OGL conversion now happens as one server call. The process should be quicker and notification window will now go away at the end.
+* OGL conversion will now remove all repeating sections from the OGL sheet to reduce the number of fields on the sheet. Less fields = less lag.
+
+### Bug Fixes
+
+* [#414: OGL Conversion - Statblock Macro](https://bitbucket.org/mlenser/5eshaped/issues/414/ogl-conversion-statblock-macro)
+* [#411: OGL Conversion - Spells are not sorted by level](https://bitbucket.org/mlenser/5eshaped/issues/411/ogl-conversion-spells-are-not-sorted-by)
+
+## 11.0.4
+
+### Bug Fixes
+
+* OGL conversion changes based on the silent updates. Solves [#408: Yawning Portal Conversion - Senses are missing](https://bitbucket.org/mlenser/5eshaped/issues/408/yawning-portal-conversion-senses-are), [#407: Yawning Portal Conversion - Speed Attribute](https://bitbucket.org/mlenser/5eshaped/issues/407/yawning-portal-conversion-speed-attribute), [#410: Yawning Portal Conversion - Proficiency Bonus](https://bitbucket.org/mlenser/5eshaped/issues/410/yawning-portal-conversion-proficiency), [#409: Yawning Portal Conversion - Ability Check Proficiency and Expertise](https://bitbucket.org/mlenser/5eshaped/issues/409/yawning-portal-conversion-ability-check)
+
+## 11.0.3
+
+### Bug Fixes
+
+* [#392: Spells macro empty after update](https://bitbucket.org/mlenser/5eshaped/issues/392/spells-macro-empty-after-update)
+* Change the name of the concentration filter so that it matches its new behavior. Also solves [#396: Setting a spell's duration to "Concentration" will delete the spell](https://bitbucket.org/mlenser/5eshaped/issues/396/setting-a-spells-duration-to-concentration)
+* [#395: Saving throws and Ability checks Query Macros are broken](https://bitbucket.org/mlenser/5eshaped/issues/395/saving-throws-and-ability-checks-query)
+* [#398: Hide AC does not work](https://bitbucket.org/mlenser/5eshaped/issues/398/hide-ac-does-not-work)
+
+## 11.0.2
+
+### Bug Fixes
+
+* [#391: Other second damage not in the blue damage area of the template](https://bitbucket.org/mlenser/5eshaped/issues/391/other-second-damage-not-in-the-blue-damage)
+
+### UI Change
+
+* Styling for the import message
+* Styling for !shaped-config
+
+## 11.0.1
+
+### Bug Fixes
+
+* Added default higher level queries
+* A spell changing to another level now ensures that the filter for that level is turned on.
+* Freeform is now at the end of repeats as well. Referencing [#379: Spell repeat does not work with freeform if there is a new line in freeform](https://bitbucket.org/mlenser/5eshaped/issues/379/spell-repeat-does-not-work-with-freeform)
+* [#388: Click to roll damage does not work if the output is from the shaped chat macros](https://bitbucket.org/mlenser/5eshaped/issues/388/click-to-roll-damage-does-not-work-if-the)
+* [#389: Click to roll damage cannot determine a crit on attack](https://bitbucket.org/mlenser/5eshaped/issues/389/click-to-roll-damage-cannot-determine-a)
+
+### UI Change
+
+* [#207: second damage roll template](https://bitbucket.org/mlenser/5eshaped/issues/207/second-damage-roll-template)
+
+## 11.0.0
+
+### Breaking Changes
+
+* Some unused fields related to abilities and saving throws have been removed
+* [#338: Click to roll damage](https://bitbucket.org/mlenser/5eshaped/issues/338/click-to-roll-damage) has been completed for both attacks and saving throws.
+* Spell filters have been revamped. Levels and casting time are toggled individually now. Concentration's behavior is now more clear. The filters are now consistent between PCs and NPCs. Adding spells on a new pc that doesn't have spellcasting should be much more clear. The macro output matches the levels that are toggled on.
+* Rests are always showing now. In 11.1.0 or 12.0.0 rests will be fully moved to the sheet so non-Pro members can use them to recharge things like hit points, hit dice, exhaustion, class features, etc.
+* Ability checks, Saving throws, and Spells chat macros now use the normal size of text used by attacks, actions, etc. It is no longer possible to configure them to be smaller.
+
+### Features
+
+* [#178: 3D dice should roll the appropriate amount of dice](https://bitbucket.org/mlenser/5eshaped/issues/178/3d-dice-should-roll-the-appropriate-amount)
+* [#359: Option to hide AC using stylish](https://bitbucket.org/mlenser/5eshaped/issues/359/option-to-hide-ac-using-stylish)
+* Distances entered into places like senses or speed will now convert the distance if the entered distance type (meters) doesn't match the text (feet).
+* [#204: Nowhere to store usage of lair and regional actions](https://bitbucket.org/mlenser/5eshaped/issues/204/nowhere-to-store-usage-of-lair-and)
+* Added configurable recharges to warlock slots and spell points (defaulting to short rest and long rest respectively)
+* [#244: Extra Attack Class Feature missing from togglable lists.](https://bitbucket.org/mlenser/5eshaped/issues/244/extra-attack-class-feature-missing-from)
+* Added styling for an upcoming API feature (Spells and Monster import revamp)
+
+### Bug Fixes
+
+* [#369: NPC Hit dice not able to be changed](https://bitbucket.org/mlenser/5eshaped/issues/369/npc-hit-dice-not-able-to-be-changed)
+* [#378: Hit dice formula error](https://bitbucket.org/mlenser/5eshaped/issues/378/hit-dice-formula-error). You may need to clear your chat archive for this one (I did, but I'm unsure if it is required)
+* [#379: Spell repeat does not work with freeform if there is a new line in freeform](https://bitbucket.org/mlenser/5eshaped/issues/379/spell-repeat-does-not-work-with-freeform)
+
## 10.1.5
### Bug Fixes
diff --git a/5eShaped/readme.md b/5eShaped/readme.md
index 319963885d..abc78f05c3 100644
--- a/5eShaped/readme.md
+++ b/5eShaped/readme.md
@@ -31,8 +31,8 @@ This is the redesigned Shaped character sheet for use on Roll20.net with the 5th
### [Changelog](https://github.com/mlenser/roll20-character-sheets/blob/master/5eShaped/changelog.md)
-### [Issue tracker](https://bitbucket.org/mlenser/5eshaped/issues)
-Please report any issues on the above issue tracker.
+### [Issue tracker](https://bitbucket.org/mlenser/5eshaped/issues?status=new&status=open&sort=-priority)
+Please report any issues on the issue tracker.
If you're experiencing extreme lag please disable LastPass as it is known to cause problems with Roll20. This has nothing to do with the Shaped sheet.
diff --git a/5eShaped/sheet.json b/5eShaped/sheet.json
index 102951db7a..aa6fc3a9dc 100644
--- a/5eShaped/sheet.json
+++ b/5eShaped/sheet.json
@@ -1,7 +1,7 @@
{
"html": "5eShaped.html",
"css": "5eShaped.css",
- "authors": "Mark Lenser (Kryx on Roll20.net, @mlenser on Twitter). Companion script done by Lucian. French translations done by Alzam on Roll20. German translations done by Rouby.",
+ "authors": "Mark Lenser (Kryx on Roll20), Lucian (Lucian on Roll20). Companion script done by Lucian.",
"roll20userid": "277007",
"preview": "5eShaped.jpg",
"compendium": "dnd5e",
@@ -131,11 +131,18 @@
"description": "Show target's name on roll templates"
},
{
- "attribute": "show_rests",
- "displayname": "Show Rests",
+ "attribute": "automatically_roll_damage_for_attacks",
+ "displayname": "Automatically roll damage for attacks",
"type": "checkbox",
"value": "1",
- "description": "Show rests on the core page (API feature)"
+ "description": "Automatically roll damage for attacks"
+ },
+ {
+ "attribute": "automatically_roll_damage_for_saving_throws",
+ "displayname": "Automatically roll damage for saving throws",
+ "type": "checkbox",
+ "value": "1",
+ "description": "Automatically roll damage for saving throws"
},
{
"attribute": "show_passive_skills",
@@ -172,13 +179,6 @@
"value": "1",
"description": "Show freeform"
},
- {
- "attribute": "show_crit_range",
- "displayname": "Crit range",
- "type": "checkbox",
- "value": "1",
- "description": "Show crit range"
- },
{
"attribute": "show_dice_modifiers",
"displayname": "Dice modifiers",
@@ -200,6 +200,13 @@
"value": "1",
"description": "Show extra damage on a critical hit"
},
+ {
+ "attribute": "automatic_higher_level_queries",
+ "displayname": "Automatic higher level queries",
+ "type": "checkbox",
+ "value": "1",
+ "description": "Automatic higher level queries"
+ },
{
"attribute": "ammo_auto_use",
"displayname": "Automatically use ammo",
@@ -484,6 +491,13 @@
"value": "{{hide_recharge=1}}",
"description": "Hide recharge (requires stylish, see the documentation)"
},
+ {
+ "attribute": "hide_target_ac",
+ "displayname": "Hide target AC",
+ "type": "checkbox",
+ "value": "{{hide_target_ac=1}}",
+ "description": "Hide target AC (requires stylish, see the documentation)"
+ },
{
"attribute": "hide_saving_throw_dc",
"displayname": "Hide saving throw DC",
diff --git a/5eShaped/translation.json b/5eShaped/translation.json
index 165b7571a0..ea272cb0a4 100644
--- a/5eShaped/translation.json
+++ b/5eShaped/translation.json
@@ -18,7 +18,7 @@
"1_ACTION":"1 action",
"1_BONUS_ACTION":"1 bonus action",
"1_HOUR":"1 hour",
- "1_MINUTE":"1 minutes",
+ "1_MINUTE":"1 minute",
"1_REACTION":"1 reaction",
"1_ROUND":"1 round",
"20TH_LEVEL":"20th-level",
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS": "Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/af.json b/5eShaped/translations/af.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/af.json
+++ b/5eShaped/translations/af.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/cs.json b/5eShaped/translations/cs.json
index 7fd7e7dd76..8c833b2a6c 100644
--- a/5eShaped/translations/cs.json
+++ b/5eShaped/translations/cs.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/da.json b/5eShaped/translations/da.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/da.json
+++ b/5eShaped/translations/da.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/de.json b/5eShaped/translations/de.json
index 3cf9dc94fa..27c06ccca1 100644
--- a/5eShaped/translations/de.json
+++ b/5eShaped/translations/de.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Charaktename",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Charaktername bei allen Würfen",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check-Bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Konditions-Immunitäten",
"CONJURATION":"Beschwörung",
"CONSTITUTION":"Konstitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Inhalt",
"CONTRACT":"Contract",
"COPPER_PIECES":"Kupfermünzen",
@@ -452,6 +462,7 @@
"DECEPTION":"Täuschung",
"DEX":"Ges",
"DEXTERITY":"Geschick",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Würfel",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Würfel",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Zähigkeit",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freiform",
"FREETEXT":"Freitext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Goldmünzen",
"GRAPPLED":"Grappled",
"HAIR":"Haar",
+ "HALF":"Half",
"HALFLING_LUCK":"Halblingsglück",
"HALF_DAMAGE":"Schaden halbiert",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Verberge Rettungswurf-SG",
"HIDE_INFO_SAVING_THROW_FAILURE":"Verberge Rettungswurf-Erfolg",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Verberge Rettungswurf-Fehlschlag",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Höhere Stufe",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"Geschichte",
"HIT":"Hit",
"HIT_DICE":"TW",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"TP",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Gewürfelte TP",
"HIT_POINTS_TEMP":"Temp TP",
"HIT_POINTS_TEMPORARY":"Temporäre Trefferpunkte",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Hausregeln",
"HOVER":"Schweben",
"HUGE":"Enorm",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Sofort oder 1 Stunde",
"INT":"Int",
"INTELLIGENCE":"Intelligenz",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Einschüchtern",
"INVESTIGATION":"Untersuchung",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotischer",
"NO":"Nein",
"NORMAL":"Normalerweise",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NSC",
"ONE_CREATURE":"eine Kreatur",
@@ -731,6 +751,7 @@
"REACTION":"Reaktion",
"REACTIONS":"Reaktionen",
"RECHARGE":"Aufladung",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regionale Effekte",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Herausragender Athlet",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"Dieses Feature erfordert die API",
"RESISTANCES_AND_IMMUNITIES":"Resistenzen & Immunitäten",
"RESOURCES":"Ressourcen",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Rettungswurf",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"RW Fehlschlag",
@@ -828,6 +854,7 @@
"STEALTH":"Heimlichkeit",
"STR":"Str",
"STRENGTH":"Stärke",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Erschütterungssinn",
"TRUESIGHT":"Wahrsicht",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"Wenn neu hinzugefügte Zauber nicht sichtbar sind, deaktiviere \"Filter\"",
"TYPE":"Typ",
"UNARMORED":"Ungepanzert",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Geflüstert an den GM",
"WILL":"Willen",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wei",
"WISDOM":"Weisheit",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Zauberer",
"YES":"Ja"
}
\ No newline at end of file
diff --git a/5eShaped/translations/el.json b/5eShaped/translations/el.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/el.json
+++ b/5eShaped/translations/el.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/en.json b/5eShaped/translations/en.json
index 165b7571a0..70d550d0bb 100644
--- a/5eShaped/translations/en.json
+++ b/5eShaped/translations/en.json
@@ -18,7 +18,7 @@
"1_ACTION":"1 action",
"1_BONUS_ACTION":"1 bonus action",
"1_HOUR":"1 hour",
- "1_MINUTE":"1 minutes",
+ "1_MINUTE":"1 minute",
"1_REACTION":"1 reaction",
"1_ROUND":"1 round",
"20TH_LEVEL":"20th-level",
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/es.json b/5eShaped/translations/es.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/es.json
+++ b/5eShaped/translations/es.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/fr.json b/5eShaped/translations/fr.json
index 11aed2641d..ab13ca0a0b 100644
--- a/5eShaped/translations/fr.json
+++ b/5eShaped/translations/fr.json
@@ -93,7 +93,10 @@
"AT_WILL":"à volonté",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Dépenser automatiquement les ressources de sort",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Requêtes auto. sort de niv. sup.",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Enlever le (dés)avantage après chaque jet",
"AVERAGE_OF_ABILITIES":"Moyenne des deux carac les plus élevées.",
"AVG":"moy",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Nom du personnage",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nom du perso sur tous les jets",
"CHARISMA":"Charisme",
+ "CHARISMA_SAVING_THROW":"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"
}
\ No newline at end of file
diff --git a/5eShaped/translations/he.json b/5eShaped/translations/he.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/he.json
+++ b/5eShaped/translations/he.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/it.json b/5eShaped/translations/it.json
index 9dc5aa605e..fb6edb91cc 100644
--- a/5eShaped/translations/it.json
+++ b/5eShaped/translations/it.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Ripristina (s)vantaggio automaticamente",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Nome del personaggio",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nome del personaggio nei template di tiro",
"CHARISMA":"Carisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Prova",
"CHECK_BONUS":"Bonus alla prova",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Attacco extra",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"quattro volte",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Puoi attaccare NUMBER_OF_TIMES invece di una quando usi la tua azione di attacco nel tuo turno.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"tre volte",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"due volte",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Immunità alle condizioni",
"CONJURATION":"Invocazione",
"CONSTITUTION":"Costituzione",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Contenuto",
"CONTRACT":"Contract",
"COPPER_PIECES":"Monete di rame",
@@ -452,6 +462,7 @@
"DECEPTION":"Raggirare",
"DEX":"Des",
"DEXTERITY":"Destrezza",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dadi",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Dado",
@@ -531,6 +542,7 @@
"FORCE":"forza",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Testo",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Monete d'oro",
"GRAPPLED":"Grappled",
"HAIR":"Capelli",
+ "HALF":"Half",
"HALFLING_LUCK":"Fortuna halfling",
"HALF_DAMAGE":"metà danni",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Nasc. CD tiro salvezza",
"HIDE_INFO_SAVING_THROW_FAILURE":"Nasc. fallimento tiro salvezza",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Nasc. successo tiro",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Livelli più alti",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"Storia",
"HIT":"Hit",
"HIT_DICE":"Dadi Vita",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Punti ferita",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Punti ferita tirati",
"HIT_POINTS_TEMP":"PF temp.",
"HIT_POINTS_TEMPORARY":"Punti ferita temporanei",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Regole personalizzate",
"HOVER":"Stazionare",
"HUGE":"Enorme",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Istantanea o 1 ora",
"INT":"Int",
"INTELLIGENCE":"Intelligenza",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidazione",
"INVESTIGATION":"Investigare",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotico",
"NO":"No",
"NORMAL":"Normale",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"PNG",
"ONE_CREATURE":"una creatura",
@@ -731,6 +751,7 @@
"REACTION":"Reazione",
"REACTIONS":"Reazioni",
"RECHARGE":"Ricarica",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Effetti regionali",
"RELIGION":"Religione",
"REMARKABLE_ATHLETE":"Atleta impressionante",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"Questa opzione richiede l'API",
"RESISTANCES_AND_IMMUNITIES":"Resistenze e immunità",
"RESOURCES":"Risorse",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Template tiro",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Tiro salvezza fallito",
@@ -828,6 +854,7 @@
"STEALTH":"Furtività",
"STR":"For",
"STRENGTH":"Forza",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"For 13",
"STR_15":"For 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Senso tellurico",
"TRUESIGHT":"Visione del vero",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva \"filters\"",
"TYPE":"Tipo",
"UNARMORED":"senza armatura",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Sussurrato al GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Sag",
"WISDOM":"Saggezza",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Mago",
"YES":"Sì"
}
\ No newline at end of file
diff --git a/5eShaped/translations/ja.json b/5eShaped/translations/ja.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/ja.json
+++ b/5eShaped/translations/ja.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/ko.json b/5eShaped/translations/ko.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/ko.json
+++ b/5eShaped/translations/ko.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/nl.json b/5eShaped/translations/nl.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/nl.json
+++ b/5eShaped/translations/nl.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/pt.json b/5eShaped/translations/pt.json
index 51c2d1fd25..93c6d8e65d 100644
--- a/5eShaped/translations/pt.json
+++ b/5eShaped/translations/pt.json
@@ -2,15 +2,15 @@
"0":"0",
"10TH_LEVEL":"10º-nível",
"10_DAYS":"10 dias",
- "10_MINUTES":"10 minutes",
+ "10_MINUTES":"10 minutos",
"11TH_LEVEL":"11º-nível",
"12TH_LEVEL":"12th-level",
- "12_HOURS":"12 hours",
+ "12_HOURS":"12 horas",
"13TH_LEVEL":"13º-nível",
"14TH_LEVEL":"14th-level",
"15TH_LEVEL":"15º-nível",
"16TH_LEVEL":"16º-nível",
- "17TH_LEVEL":"17th-level",
+ "17TH_LEVEL":"17º-nível",
"18TH_LEVEL":"18º-nível",
"19TH_LEVEL":"19º-nível",
"1ST":"1st",
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Nome do personagem",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Sussurrou ao Mestre",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/ru.json b/5eShaped/translations/ru.json
index 8ba5716adc..1f354ba4ae 100644
--- a/5eShaped/translations/ru.json
+++ b/5eShaped/translations/ru.json
@@ -93,7 +93,10 @@
"AT_WILL":"По желанию",
"AUTO":"Авто",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Автоматически откатывать преимущество\/помеху",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Имя персонажа",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Имя Персонажа на всех щаблонах бросков",
"CHARISMA":"Харизма",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Очаровно",
"CHECK":"Проверка",
"CHECK_BONUS":"Бонус к проверке",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Дополнительная атака",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"4 раза",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Вы можете атаковать NUMBER_OF_TIMES, вместо одного, каждый раз когда вы выбираете действие Атака в свой ход",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"3 раза",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"2 раза",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Иммунитет к состояниям",
"CONJURATION":"Вызов",
"CONSTITUTION":"Телосложение",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Описание",
"CONTRACT":"Contract",
"COPPER_PIECES":"Медных монет",
@@ -452,6 +462,7 @@
"DECEPTION":"Обман",
"DEX":"Лов",
"DEXTERITY":"Ловкость",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Кости",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Кость",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Сила духа",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Свободный текст",
"FRIGHTENED":"Напугано",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Золотых монет",
"GRAPPLED":"Cхвачено",
"HAIR":"Волосы",
+ "HALF":"Half",
"HALFLING_LUCK":"Удача полурос.",
"HALF_DAMAGE":"половина урона",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Выс. уровни",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"История",
"HIT":"Hit",
"HIT_DICE":"Кости Хитов",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Хит Поинты",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Выкинуто ХП",
"HIT_POINTS_TEMP":"Врмн. ХП",
"HIT_POINTS_TEMPORARY":"Временные ХП",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Парение",
"HUGE":"Огромное",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Мгновенно или 1 час",
"INT":"Инт",
"INTELLIGENCE":"Интеллект",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Запугивание",
"INVESTIGATION":"Анализ",
"INVISIBLE":"Невидимо",
@@ -660,6 +679,7 @@
"NECROTIC":"некротический",
"NO":"Нет",
"NORMAL":"Обычное",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"одно существо",
@@ -731,6 +751,7 @@
"REACTION":"Реакция",
"REACTIONS":"Реакции",
"RECHARGE":"Перезарядка",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Сниженные макс. ХП",
"REDUCED_MAX_HIT_POINTS":"Сниженные макс. ХП",
+ "REDUCED_TO":"reduced to",
"REF":"Реф",
"REFLEX":"Рефлекс",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Эффекты на область",
"RELIGION":"Религия",
"REMARKABLE_ATHLETE":"Выдающийся атлет",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"Эта фича требует API",
"RESISTANCES_AND_IMMUNITIES":"Сопротивления и Иммунитеты",
"RESOURCES":"Ресурсы",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Шаблоны бросков",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"СБ(Спас)",
"SAVE_DC":"СЛ Спасброска",
"SAVE_FAILURE":"Спасбросок Провален",
@@ -828,6 +854,7 @@
"STEALTH":"Скрытность",
"STR":"Сила",
"STRENGTH":"Сила",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Сила 13",
"STR_15":"Сила 15",
"STUNNED":"Оглушено",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Колебаний земли",
"TRUESIGHT":"Истинное зрение",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"Если вы не видите заклинаний выключите \"фильтры\"",
"TYPE":"Тип",
"UNARMORED":"Без брони",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Масса монеты",
"WHISPERED_TO_GM":"Шепот к ГМ",
"WILL":"Воля",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Муд",
"WISDOM":"Мудрость",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Волшебник",
"YES":"Да"
}
\ No newline at end of file
diff --git a/5eShaped/translations/sv.json b/5eShaped/translations/sv.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/sv.json
+++ b/5eShaped/translations/sv.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/tr.json b/5eShaped/translations/tr.json
index bfcf2d741f..e15b596c9a 100644
--- a/5eShaped/translations/tr.json
+++ b/5eShaped/translations/tr.json
@@ -93,7 +93,10 @@
"AT_WILL":"at will",
"AUTO":"Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"Automatically roll damage for saving throws",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries",
+ "AUTOMATIC_HIT_POINTS":"Automatic hit points",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of abilities",
"AVG":"avg",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
+ "CHARISMA_SAVING_THROW":"Charisma saving throw",
"CHARMED":"Charmed",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
- "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION":"Evasion",
"CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
"CLASS_FEATURE_MONK_KI":"Ki",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
"CLASS_FEATURE_RANGERUA_VANISH":"Vanish",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
+ "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
"CONTENT":"Content",
"CONTRACT":"Contract",
"COPPER_PIECES":"Copper pieces",
@@ -452,6 +462,7 @@
"DECEPTION":"Deception",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
+ "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
"DICE":"Dice",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Die",
@@ -531,6 +542,7 @@
"FORCE":"force",
"FORT":"Fort",
"FORTITUDE":"Fortitude",
+ "FORTITUDE_SAVING_THROW":"Fortitude saving throw",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"FRIGHTENED":"Frightened",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"Gold pieces",
"GRAPPLED":"Grappled",
"HAIR":"Hair",
+ "HALF":"Half",
"HALFLING_LUCK":"Halfling Luck",
"HALF_DAMAGE":"half damage",
"HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_INFO_TARGET_AC":"Hide target AC",
"HIGHER_LEVEL":"Higher level",
"HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount",
"HISTORY":"History",
"HIT":"Hit",
"HIT_DICE":"Hit dice",
+ "HIT_DICE_RECOVERED":"Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"Hit dice recovered on a long rest",
"HIT_POINTS":"Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"Hit points recovered on a long rest",
"HIT_POINTS_ROLLED":"Hit points rolled",
"HIT_POINTS_TEMP":"Temp HP",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HON":"Hon",
"HONOR":"Honor",
+ "HONOR_SAVING_THROW":"Honor saving throw",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
+ "INTELLIGENCE_SAVING_THROW":"Intelligence saving throw",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"INVISIBLE":"Invisible",
@@ -660,6 +679,7 @@
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
+ "NO_CONCENTRATION":"No concentration",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage",
"NPC":"NPC",
"ONE_CREATURE":"one creature",
@@ -731,6 +751,7 @@
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
+ "RECHARGED":"recharged",
"RECHARGE_2_6":"Recharge 2-6",
"RECHARGE_3_6":"Recharge 3-6",
"RECHARGE_4_6":"Recharge 4-6",
@@ -738,16 +759,20 @@
"RECHARGE_6":"Recharge 6",
"RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest",
+ "RECOVERED":"recovered",
"REDUCED_MAX":"Reduced max",
"REDUCED_MAX_HIT_POINTS":"Reduced max hit points",
+ "REDUCED_TO":"reduced to",
"REF":"Ref",
"REFLEX":"Reflex",
+ "REFLEX_SAVING_THROW":"Reflex saving throw",
"REGAIN":"Regain",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REPEAT":"Repeat",
"REPORT_AN_ISSUE":"Report an issue",
+ "RESET":"reset",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"Roll template",
"SAN":"San",
"SANITY":"Sanity",
+ "SANITY_SAVING_THROW":"Sanity saving throw",
"SAVE":"Save",
"SAVE_DC":"Save DC",
"SAVE_FAILURE":"Save Failure",
@@ -828,6 +854,7 @@
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
+ "STRENGTH_SAVING_THROW":"Strength saving throw",
"STR_13":"Str 13",
"STR_15":"Str 15",
"STUNNED":"Stunned",
@@ -851,6 +878,7 @@
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN":"Turn",
+ "TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"Weight per coin",
"WHISPERED_TO_GM":"Whispered to the GM",
"WILL":"Will",
+ "WILL_SAVING_THROW":"Will saving throw",
"WIS":"Wis",
"WISDOM":"Wisdom",
+ "WISDOM_SAVING_THROW":"Wisdom saving throw",
"WIZARD":"Wizard",
"YES":"Yes"
}
\ No newline at end of file
diff --git a/5eShaped/translations/zh.json b/5eShaped/translations/zh.json
index 08e92d5853..f86a8b0c54 100644
--- a/5eShaped/translations/zh.json
+++ b/5eShaped/translations/zh.json
@@ -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. 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。 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"
}
\ No newline at end of file
diff --git a/5eShaped/translations/zu.json b/5eShaped/translations/zu.json
index 39e5dd4c8a..61402409ae 100644
--- a/5eShaped/translations/zu.json
+++ b/5eShaped/translations/zu.json
@@ -18,7 +18,7 @@
"1_ACTION":"crwdns24770:0crwdne24770:0",
"1_BONUS_ACTION":"crwdns24771:0crwdne24771:0",
"1_HOUR":"crwdns24772:0crwdne24772:0",
- "1_MINUTE":"crwdns24773:0crwdne24773:0",
+ "1_MINUTE":"crwdns41057:0crwdne41057:0",
"1_REACTION":"crwdns24774:0crwdne24774:0",
"1_ROUND":"crwdns24775:0crwdne24775:0",
"20TH_LEVEL":"crwdns24776:0crwdne24776:0",
@@ -93,7 +93,10 @@
"AT_WILL":"crwdns24851:0crwdne24851:0",
"AUTO":"crwdns24852:0crwdne24852:0",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"crwdns38699:0crwdne38699:0",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS":"crwdns41058:0crwdne41058:0",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS":"crwdns41059:0crwdne41059:0",
"AUTOMATIC_HIGHER_LEVEL_QUERIES":"crwdns37561:0crwdne37561:0",
+ "AUTOMATIC_HIT_POINTS":"crwdns41060:0crwdne41060:0",
"AUTO_REVERT_ADV":"crwdns24853:0crwdne24853:0",
"AVERAGE_OF_ABILITIES":"crwdns24854:0crwdne24854:0",
"AVG":"crwdns37562:0crwdne37562:0",
@@ -132,6 +135,7 @@
"CHARACTER_NAME":"crwdns24886:0crwdne24886:0",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"crwdns24887:0crwdne24887:0",
"CHARISMA":"crwdns24888:0crwdne24888:0",
+ "CHARISMA_SAVING_THROW":"crwdns41061:0crwdne41061:0",
"CHARMED":"crwdns24889:0crwdne24889:0",
"CHECK":"crwdns24890:0crwdne24890:0",
"CHECK_BONUS":"crwdns24891:0crwdne24891:0",
@@ -158,6 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"crwdns38716:0crwdne38716:0",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"crwdns38717:0crwdne38717:0",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"crwdns38718:0crwdne38718:0",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"crwdns41062:0crwdne41062:0",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"crwdns41063:0crwdne41063:0",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"crwdns38719:0crwdne38719:0",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"crwdns38720:0crwdne38720:0",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"crwdns38721:0crwdne38721:0",
@@ -209,14 +215,11 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"crwdns38767:0crwdne38767:0",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"crwdns38768:0crwdne38768:0",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"crwdns38769:0crwdne38769:0",
- "CLASS_FEATURE_EXTRA_ATTACK":"crwdns24956:0crwdne24956:0",
- "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"crwdns24957:0crwdne24957:0",
- "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"crwdns24958:0crwdne24958:0",
- "CLASS_FEATURE_EXTRA_ATTACK_THREE":"crwdns24959:0crwdne24959:0",
- "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"crwdns24960:0crwdne24960:0",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE":"crwdns38770:0crwdne38770:0",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"crwdns38771:0crwdne38771:0",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"crwdns38772:0crwdne38772:0",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"crwdns41064:0crwdne41064:0",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"crwdns41065:0crwdne41065:0",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"crwdns38773:0crwdne38773:0",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"crwdns38774:0crwdne38774:0",
"CLASS_FEATURE_FIGHTER_INDOMITABLE":"crwdns38775:0crwdne38775:0",
@@ -231,6 +234,8 @@
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"crwdns38784:0crwdne38784:0",
"CLASS_FEATURE_MONK_EVASION":"crwdns38785:0crwdne38785:0",
"CLASS_FEATURE_MONK_EVASION_TEXT":"crwdns38786:0crwdne38786:0",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"crwdns41066:0crwdne41066:0",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"crwdns41067:0crwdne41067:0",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"crwdns38787:0crwdne38787:0",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"crwdns38788:0crwdne38788:0",
"CLASS_FEATURE_MONK_KI":"crwdns38789:0crwdne38789:0",
@@ -275,6 +280,8 @@
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"crwdns38828:0crwdne38828:0",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE":"crwdns38829:0crwdne38829:0",
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"crwdns38830:0crwdne38830:0",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK":"crwdns41068:0crwdne41068:0",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT":"crwdns41069:0crwdne41069:0",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"crwdns38831:0crwdne38831:0",
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"crwdns38832:0crwdne38832:0",
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"crwdns38833:0crwdne38833:0",
@@ -301,6 +308,8 @@
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"crwdns38854:0crwdne38854:0",
"CLASS_FEATURE_RANGERUA_VANISH":"crwdns38855:0crwdne38855:0",
"CLASS_FEATURE_RANGERUA_VANISH_TEXT":"crwdns38856:0crwdne38856:0",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK":"crwdns41070:0crwdne41070:0",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT":"crwdns41071:0crwdne41071:0",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY":"crwdns38857:0crwdne38857:0",
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"crwdns38858:0crwdne38858:0",
"CLASS_FEATURE_RANGER_FERAL_SENSES":"crwdns38859:0crwdne38859:0",
@@ -420,6 +429,7 @@
"CONDITION_IMMUNITIES":"crwdns25135:0crwdne25135:0",
"CONJURATION":"crwdns25136:0crwdne25136:0",
"CONSTITUTION":"crwdns25137:0crwdne25137:0",
+ "CONSTITUTION_SAVING_THROW":"crwdns41072:0crwdne41072:0",
"CONTENT":"crwdns25138:0crwdne25138:0",
"CONTRACT":"crwdns29632:0crwdne29632:0",
"COPPER_PIECES":"crwdns25139:0crwdne25139:0",
@@ -452,6 +462,7 @@
"DECEPTION":"crwdns25161:0crwdne25161:0",
"DEX":"crwdns25162:0crwdne25162:0",
"DEXTERITY":"crwdns25163:0crwdne25163:0",
+ "DEXTERITY_SAVING_THROW":"crwdns41073:0crwdne41073:0",
"DICE":"crwdns25164:0crwdne25164:0",
"DICE_MODIFIERS":"crwdns38935:0crwdne38935:0",
"DIE":"crwdns25165:0crwdne25165:0",
@@ -531,6 +542,7 @@
"FORCE":"crwdns25235:0crwdne25235:0",
"FORT":"crwdns25236:0crwdne25236:0",
"FORTITUDE":"crwdns25237:0crwdne25237:0",
+ "FORTITUDE_SAVING_THROW":"crwdns41074:0crwdne41074:0",
"FREEFORM":"crwdns25238:0crwdne25238:0",
"FREETEXT":"crwdns25239:0crwdne25239:0",
"FRIGHTENED":"crwdns25240:0crwdne25240:0",
@@ -551,6 +563,7 @@
"GOLD_PIECES":"crwdns25244:0crwdne25244:0",
"GRAPPLED":"crwdns25245:0crwdne25245:0",
"HAIR":"crwdns25246:0crwdne25246:0",
+ "HALF":"crwdns41075:0crwdne41075:0",
"HALFLING_LUCK":"crwdns25247:0crwdne25247:0",
"HALF_DAMAGE":"crwdns25248:0crwdne25248:0",
"HALF_ORC_SAVAGE_ATTACKS":"crwdns37614:0crwdne37614:0",
@@ -574,17 +587,22 @@
"HIDE_INFO_SAVING_THROW_DC":"crwdns25263:0crwdne25263:0",
"HIDE_INFO_SAVING_THROW_FAILURE":"crwdns25264:0crwdne25264:0",
"HIDE_INFO_SAVING_THROW_SUCCESS":"crwdns25265:0crwdne25265:0",
+ "HIDE_INFO_TARGET_AC":"crwdns41076:0crwdne41076:0",
"HIGHER_LEVEL":"crwdns25267:0crwdne25267:0",
"HIGHER_LEVEL_FLAT_AMOUNT":"crwdns37618:0crwdne37618:0",
"HISTORY":"crwdns25268:0crwdne25268:0",
"HIT":"crwdns37619:0crwdne37619:0",
"HIT_DICE":"crwdns25269:0crwdne25269:0",
+ "HIT_DICE_RECOVERED":"crwdns41077:0crwdne41077:0",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST":"crwdns41078:0crwdne41078:0",
"HIT_POINTS":"crwdns25270:0crwdne25270:0",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST":"crwdns41079:0crwdne41079:0",
"HIT_POINTS_ROLLED":"crwdns25271:0crwdne25271:0",
"HIT_POINTS_TEMP":"crwdns25272:0crwdne25272:0",
"HIT_POINTS_TEMPORARY":"crwdns25273:0crwdne25273:0",
"HON":"crwdns37620:0crwdne37620:0",
"HONOR":"crwdns37621:0crwdne37621:0",
+ "HONOR_SAVING_THROW":"crwdns41080:0crwdne41080:0",
"HOUSERULES":"crwdns25274:0crwdne25274:0",
"HOVER":"crwdns25275:0crwdne25275:0",
"HUGE":"crwdns25276:0crwdne25276:0",
@@ -609,6 +627,7 @@
"INSTANTANEOUS_OR_1_HOUR":"crwdns25293:0crwdne25293:0",
"INT":"crwdns25294:0crwdne25294:0",
"INTELLIGENCE":"crwdns25295:0crwdne25295:0",
+ "INTELLIGENCE_SAVING_THROW":"crwdns41081:0crwdne41081:0",
"INTIMIDATION":"crwdns25296:0crwdne25296:0",
"INVESTIGATION":"crwdns25297:0crwdne25297:0",
"INVISIBLE":"crwdns25298:0crwdne25298:0",
@@ -660,6 +679,7 @@
"NECROTIC":"crwdns25340:0crwdne25340:0",
"NO":"crwdns25341:0crwdne25341:0",
"NORMAL":"crwdns25342:0crwdne25342:0",
+ "NO_CONCENTRATION":"crwdns41082:0crwdne41082:0",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"crwdns38937:0crwdne38937:0",
"NPC":"crwdns25343:0crwdne25343:0",
"ONE_CREATURE":"crwdns25344:0crwdne25344:0",
@@ -731,6 +751,7 @@
"REACTION":"crwdns25403:0crwdne25403:0",
"REACTIONS":"crwdns25404:0crwdne25404:0",
"RECHARGE":"crwdns25405:0crwdne25405:0",
+ "RECHARGED":"crwdns41083:0crwdne41083:0",
"RECHARGE_2_6":"crwdns37640:0crwdne37640:0",
"RECHARGE_3_6":"crwdns37641:0crwdne37641:0",
"RECHARGE_4_6":"crwdns37642:0crwdne37642:0",
@@ -738,16 +759,20 @@
"RECHARGE_6":"crwdns37644:0crwdne37644:0",
"RECHARGE_AFTER_LONG_REST":"crwdns37645:0crwdne37645:0",
"RECHARGE_AFTER_SHORT_OR_LONG_REST":"crwdns37646:0crwdne37646:0",
+ "RECOVERED":"crwdns41084:0crwdne41084:0",
"REDUCED_MAX":"crwdns25406:0crwdne25406:0",
"REDUCED_MAX_HIT_POINTS":"crwdns25407:0crwdne25407:0",
+ "REDUCED_TO":"crwdns41085:0crwdne41085:0",
"REF":"crwdns25408:0crwdne25408:0",
"REFLEX":"crwdns25409:0crwdne25409:0",
+ "REFLEX_SAVING_THROW":"crwdns41086:0crwdne41086:0",
"REGAIN":"crwdns38940:0crwdne38940:0",
"REGIONAL_EFFECTS":"crwdns25410:0crwdne25410:0",
"RELIGION":"crwdns25411:0crwdne25411:0",
"REMARKABLE_ATHLETE":"crwdns25412:0crwdne25412:0",
"REPEAT":"crwdns38941:0crwdne38941:0",
"REPORT_AN_ISSUE":"crwdns37647:0crwdne37647:0",
+ "RESET":"crwdns41087:0crwdne41087:0",
"REQUIRES_API":"crwdns25413:0crwdne25413:0",
"RESISTANCES_AND_IMMUNITIES":"crwdns25414:0crwdne25414:0",
"RESOURCES":"crwdns25415:0crwdne25415:0",
@@ -760,6 +785,7 @@
"ROLL_TEMPLATE":"crwdns25421:0crwdne25421:0",
"SAN":"crwdns37648:0crwdne37648:0",
"SANITY":"crwdns37649:0crwdne37649:0",
+ "SANITY_SAVING_THROW":"crwdns41088:0crwdne41088:0",
"SAVE":"crwdns25422:0crwdne25422:0",
"SAVE_DC":"crwdns25423:0crwdne25423:0",
"SAVE_FAILURE":"crwdns38942:0crwdne38942:0",
@@ -828,6 +854,7 @@
"STEALTH":"crwdns25487:0crwdne25487:0",
"STR":"crwdns25488:0crwdne25488:0",
"STRENGTH":"crwdns25489:0crwdne25489:0",
+ "STRENGTH_SAVING_THROW":"crwdns41089:0crwdne41089:0",
"STR_13":"crwdns25490:0crwdne25490:0",
"STR_15":"crwdns25491:0crwdne25491:0",
"STUNNED":"crwdns25492:0crwdne25492:0",
@@ -851,6 +878,7 @@
"TREMORSENSE":"crwdns25512:0crwdne25512:0",
"TRUESIGHT":"crwdns25513:0crwdne25513:0",
"TURN":"crwdns37657:0crwdne37657:0",
+ "TURN_RECHARGE":"crwdns41090:0crwdne41090:0",
"TURN_OFF_FILTERING":"crwdns37658:0crwdne37658:0",
"TYPE":"crwdns25515:0crwdne25515:0",
"UNARMORED":"crwdns25516:0crwdne25516:0",
@@ -870,8 +898,10 @@
"WEIGHT_PER_COIN":"crwdns25530:0crwdne25530:0",
"WHISPERED_TO_GM":"crwdns25531:0crwdne25531:0",
"WILL":"crwdns25532:0crwdne25532:0",
+ "WILL_SAVING_THROW":"crwdns41091:0crwdne41091:0",
"WIS":"crwdns25533:0crwdne25533:0",
"WISDOM":"crwdns25534:0crwdne25534:0",
+ "WISDOM_SAVING_THROW":"crwdns41092:0crwdne41092:0",
"WIZARD":"crwdns25535:0crwdne25535:0",
"YES":"crwdns25536:0crwdne25536:0"
}
\ No newline at end of file
diff --git a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css
index ff76406e36..3a25bb7c53 100644
--- a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css
+++ b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css
@@ -2531,10 +2531,6 @@ button[type=roll] * {
display: inline-block;
}
-.charsheet .sheet-skills-list-cs {
- display: none !important;
-}
-
/* TRANSITION SCRIPT */
.sheet-class_options,
.sheet-skill_options,
@@ -2701,7 +2697,7 @@ button[type=roll] * {
}
.charsheet.lang-cs .sheet-class {
- width: 80px;
+ width: 79px;
}
.charsheet.lang-cs .sheet-hlabel-container .sheet-multiclass-display {
@@ -2714,12 +2710,4 @@ button[type=roll] * {
.charsheet.lang-cs .sheet-hlabel-container input.sheet-class-level {
width: 28px;
-}
-
-.charsheet.lang-cs .sheet-skills-list-cs {
- display: block !important;
-}
-
-.charsheet.lang-cs .sheet-skills-list {
- display: none !important;
}
\ No newline at end of file
diff --git a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html
index 850149e0a0..b361571e08 100644
--- a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html
+++ b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html
@@ -72,166 +72,86 @@
@@ -8023,4 +7777,4 @@
});
};
-
+
\ No newline at end of file
diff --git a/5th Edition OGL by Roll20/translation.json b/5th Edition OGL by Roll20/translation.json
index 25d8c9b9cf..6e3927e9ec 100644
--- a/5th Edition OGL by Roll20/translation.json
+++ b/5th Edition OGL by Roll20/translation.json
@@ -1,4 +1,5 @@
{
+ "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u": "NPC OPTIONS",
"name-u": "NAME",
"npc-type-u": "NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/af.json b/5th Edition OGL by Roll20/translations/af.json
index 9bd6833359..e5b5b2e0a9 100644
--- a/5th Edition OGL by Roll20/translations/af.json
+++ b/5th Edition OGL by Roll20/translations/af.json
@@ -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 can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.",
- "atk-range-place":"5 ft.",
- "atk-target-place":"One target",
+ "leg-actions":"Legendariese aksies",
+ "leg-actions-desc":"Die kan 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 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",
diff --git a/5th Edition OGL by Roll20/translations/cs.json b/5th Edition OGL by Roll20/translations/cs.json
index 6b606ca85e..b538f29b5c 100644
--- a/5th Edition OGL by Roll20/translations/cs.json
+++ b/5th Edition OGL by Roll20/translations/cs.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,athletics,sleight-of-hand,history,deception,medicine,arcana,religion,stealth,animal-handling,investigation,persuasion,survival,nature,performance,insight,perception,intimidation",
"npc-options-u":"NASTAVENÍ NPC",
"name-u":"JMÉNO",
"npc-type-u":"TYP NPC",
@@ -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",
diff --git a/5th Edition OGL by Roll20/translations/da.json b/5th Edition OGL by Roll20/translations/da.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/da.json
+++ b/5th Edition OGL by Roll20/translations/da.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/de.json b/5th Edition OGL by Roll20/translations/de.json
index 113855ef7c..92738e6094 100644
--- a/5th Edition OGL by Roll20/translations/de.json
+++ b/5th Edition OGL by Roll20/translations/de.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"Akrobatik, Mit Tieren umgehen, Arkana, Athletik, Täuschen, Geschichte, Einsicht, Einschüchtern, Nachforschen, Medizin, Natur, Wahrnehmung, Darstellen, Überreden, Religion, Fingerfertigkeit, Heimlichkeit, Überlebenskunst",
"npc-options-u":"NSC Optionen",
"name-u":"Name",
"npc-type-u":"NSC Typ",
diff --git a/5th Edition OGL by Roll20/translations/el.json b/5th Edition OGL by Roll20/translations/el.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/el.json
+++ b/5th Edition OGL by Roll20/translations/el.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/en.json b/5th Edition OGL by Roll20/translations/en.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/en.json
+++ b/5th Edition OGL by Roll20/translations/en.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/es.json b/5th Edition OGL by Roll20/translations/es.json
index 53ef1e0527..8e4de90d35 100644
--- a/5th Edition OGL by Roll20/translations/es.json
+++ b/5th Edition OGL by Roll20/translations/es.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"OPCIONES DE PNJ",
"name-u":"NOMBRE",
"npc-type-u":"TIPO DE PNJ",
diff --git a/5th Edition OGL by Roll20/translations/fr.json b/5th Edition OGL by Roll20/translations/fr.json
index c02d40bc58..c6420b9a12 100644
--- a/5th Edition OGL by Roll20/translations/fr.json
+++ b/5th Edition OGL by Roll20/translations/fr.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"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",
diff --git a/5th Edition OGL by Roll20/translations/he.json b/5th Edition OGL by Roll20/translations/he.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/he.json
+++ b/5th Edition OGL by Roll20/translations/he.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/it.json b/5th Edition OGL by Roll20/translations/it.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/it.json
+++ b/5th Edition OGL by Roll20/translations/it.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/ja.json b/5th Edition OGL by Roll20/translations/ja.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/ja.json
+++ b/5th Edition OGL by Roll20/translations/ja.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/ko.json b/5th Edition OGL by Roll20/translations/ko.json
index 9bd6833359..b2b6d2560a 100644
--- a/5th Edition OGL by Roll20/translations/ko.json
+++ b/5th Edition OGL by Roll20/translations/ko.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
@@ -8,7 +9,7 @@
"npc-armor-place":"scale mail",
"hit-points-u":"HIT POINTS",
"formula-u":"FORMULA",
- "speed-u":"SPEED",
+ "speed-u":"속도",
"npc-speed-place":"30 ft., fly 60ft.",
"attributes-u":"ATTRIBUTES",
"str-u":"STR",
@@ -54,17 +55,17 @@
"spellcast-npc-u":"SPELLCASTING NPC",
"spell-ability-u":"SPELLCASTING ABILITY",
"none-u":"NONE",
- "strength-u":"STRENGTH",
+ "strength-u":"힘",
"strength-save-u":"STRENGTH SAVE",
- "dexterity-u":"DEXTERITY",
+ "dexterity-u":"민첩성",
"dexterity-save-u":"DEXTERITY SAVE",
- "constitution-u":"CONSTITUTION",
+ "constitution-u":"건강",
"constitution-save-u":"CONSTITUTION SAVE",
- "intelligence-u":"INTELLIGENCE",
+ "intelligence-u":"지능",
"intelligence-save-u":"INTELLIGENCE SAVE",
- "wisdom-u":"WISDOM",
+ "wisdom-u":"지혜",
"wisdom-save-u":"WISDOM SAVE",
- "charisma-u":"CHARISMA",
+ "charisma-u":"매력",
"charisma-save-u":"CHARISMA SAVE",
"spell-dc-u":"SPELL DC",
"spell-atk-bonus-u":"SPELL ATTACK BONUS",
@@ -215,37 +216,37 @@
"core-u":"CORE",
"bio-u":"BIO",
"spells-u":"SPELLS",
- "char-name-u":"CHARACTER NAME",
- "barbarian":"Barbarian",
- "bard":"Bard",
- "cleric":"Cleric",
- "druid":"Druid",
- "fighter":"Fighter",
- "monk":"Monk",
- "paladin":"Paladin",
- "ranger":"Ranger",
- "rogue":"Rogue",
- "sorcerer":"Sorcerer",
- "warlock":"Warlock",
- "wizard":"Wizard",
- "class-level-u":"CLASS & LEVEL",
- "background-u":"BACKGROUND",
- "race-u":"RACE",
- "alignment-u":"ALIGNMENT",
- "exp-pts-u":"EXPERIENCE POINTS",
- "inspiration-u":"INSPIRATION",
- "prof-bonus-u":"PROFICIENCY BONUS",
- "strength":"Strength",
+ "char-name-u":"캐릭터 이름",
+ "barbarian":"바바리안",
+ "bard":"음유시인",
+ "cleric":"클레릭",
+ "druid":"드루이드",
+ "fighter":"전사",
+ "monk":"몽크",
+ "paladin":"성기사",
+ "ranger":"레인저",
+ "rogue":"로그",
+ "sorcerer":"소서러",
+ "warlock":"워록",
+ "wizard":"위저드",
+ "class-level-u":"클래스 & 레벨",
+ "background-u":"배경",
+ "race-u":"종족",
+ "alignment-u":"가치관",
+ "exp-pts-u":"경험 포인트",
+ "inspiration-u":"영감",
+ "prof-bonus-u":"능숙도 보너스",
+ "strength":"힘",
"strength-save":"Strength Save",
- "dexterity":"Dexterity",
+ "dexterity":"민첩성",
"dexterity-save":"Dexterity Save",
- "constitution":"Constitution",
+ "constitution":"건강",
"constitution-save":"Constitution Save",
- "intelligence":"Intelligence",
+ "intelligence":"지능",
"intelligence-save":"Intelligence Save",
- "wisdom":"Wisdom",
+ "wisdom":"지혜",
"wisdom-save":"Wisdom Save",
- "charisma":"Charisma",
+ "charisma":"매력",
"charisma-save":"Charisma Save",
"saving-throws-u":"SAVING THROWS",
"acrobatics-core":"Acrobatics (Dex)",
@@ -278,16 +279,16 @@
"tool-prof-u":"TOOL PROFICIENCIES",
"other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES",
"init":"Initiative",
- "init-u":"INITIATIVE",
- "hp-max-u":"Hit Point Maximum",
- "hp-current-u":"CURRENT HIT POINTS",
- "hp-temp-u":"TEMPORARY HIT POINTS",
- "total":"Total",
+ "init-u":"우선권",
+ "hp-max-u":"최대 HP",
+ "hp-current-u":"현재 HP",
+ "hp-temp-u":"임시 HP",
+ "total":"합계",
"hit-dice-u":"HIT DICE",
- "successes-u":"SUCCESSES",
- "failures-u":"FAILURES",
+ "successes-u":"성공",
+ "failures-u":"실패",
"death-save-u":"DEATH SAVE",
- "death-saves-u":"DEATH SAVES",
+ "death-saves-u":"사망 판정",
"atk-u":"ATK",
"dmg-type-u":"DAMAGE/TYPE",
"attack:-u":"ATTACK:",
diff --git a/5th Edition OGL by Roll20/translations/nl.json b/5th Edition OGL by Roll20/translations/nl.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/nl.json
+++ b/5th Edition OGL by Roll20/translations/nl.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/pt.json b/5th Edition OGL by Roll20/translations/pt.json
index b57e991624..e6d6664f6a 100644
--- a/5th Edition OGL by Roll20/translations/pt.json
+++ b/5th Edition OGL by Roll20/translations/pt.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"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.",
diff --git a/5th Edition OGL by Roll20/translations/ru.json b/5th Edition OGL by Roll20/translations/ru.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/ru.json
+++ b/5th Edition OGL by Roll20/translations/ru.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/sv.json b/5th Edition OGL by Roll20/translations/sv.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/sv.json
+++ b/5th Edition OGL by Roll20/translations/sv.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/tr.json b/5th Edition OGL by Roll20/translations/tr.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/tr.json
+++ b/5th Edition OGL by Roll20/translations/tr.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/zh.json b/5th Edition OGL by Roll20/translations/zh.json
index 9bd6833359..774ee5cb79 100644
--- a/5th Edition OGL by Roll20/translations/zh.json
+++ b/5th Edition OGL by Roll20/translations/zh.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
"name-u":"NAME",
"npc-type-u":"NPC TYPE",
diff --git a/5th Edition OGL by Roll20/translations/zu.json b/5th Edition OGL by Roll20/translations/zu.json
index e6f6555fa0..e2911626b2 100644
--- a/5th Edition OGL by Roll20/translations/zu.json
+++ b/5th Edition OGL by Roll20/translations/zu.json
@@ -1,4 +1,5 @@
{
+ "skills-list":"crwdns41056:0crwdne41056:0",
"npc-options-u":"crwdns25537:0crwdne25537:0",
"name-u":"crwdns25538:0crwdne25538:0",
"npc-type-u":"crwdns25539:0crwdne25539:0",
diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html
index 17ae067a6c..f3bbeeaa29 100644
--- a/AD&D 2E Revised/2ESheet.html
+++ b/AD&D 2E Revised/2ESheet.html
@@ -1,6 +1,6 @@
\ No newline at end of file
diff --git a/AD&D 2E Revised/2EStyle.css b/AD&D 2E Revised/2EStyle.css
index 3b0ac6f155..2778e66860 100644
--- a/AD&D 2E Revised/2EStyle.css
+++ b/AD&D 2E Revised/2EStyle.css
@@ -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;
diff --git a/AD&D 2E Revised/sheet.json b/AD&D 2E Revised/sheet.json
index f0b517df66..d283ec85a7 100644
--- a/AD&D 2E Revised/sheet.json
+++ b/AD&D 2E Revised/sheet.json
@@ -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."
}
diff --git a/AD&D_2E/2ESheet.html b/AD&D_2E/2ESheet.html
index 3af089bad4..da103f9a31 100644
--- a/AD&D_2E/2ESheet.html
+++ b/AD&D_2E/2ESheet.html
@@ -1,16 +1,15 @@
Announcements
-
Recent Changes
-
Sheet version: 1.0.3a
+
Recent Changes
+
Sheet version: 1.0.4b
-
Added 2Echeck template and relevant css
- Updated Information header.
- Added an attribute to the checkbox for hiding rogue skills so that it will stay hidden when checked.
- Added support for custom critical hit damage to the 2Eattack template.
- Fixed 2Eattack template to check if crit damage values are used.
- Improved handling of styles used for table headers to reduce the code footprint of the sheet.
-
Proposed Changes
+
added new template 2Einversecheck - less and equal is FAIL else SUCCESS
+ made small mod to script to determine if single/multi class warrior (check for the word paladin, warrior, ranger or fighter in class field then calculate CON HP Bonus correctly
+ Added WorkerScript to add additional info for each Ability Score when changing an ability all the related fields are completed, also works Con correctly for fighters. Script also update thief skills based on dex (Aqua Alex)
+ added new checkbox for weapon strdambonus which is used to calculate damage for a weapon, existing sheet damage was broken when a DEX based weapon was used that gets STR bonus to damage, this tickbox fixes this. Tick it for all Melee Weapons and for thrown weapons and Bows, but not for X-Bows or Firearms, etc. (Aqua Alex)
+
+
Proposed Changes
Adding an option to display an "Alternate Character Sheet" with the following features:
Roll buttons with full template integration.
@@ -18,14 +17,14 @@
Upgraded repeating weapons section.
Does not affect the layout or any information entered on the standard Character Sheet Display.
-
Please join the discussion and provide feedback on the forums! https://tinyurl.com/hcvs56k
+
Please join the discussion and provide feedback on the forums! https://tinyurl.com/hcvs56k
To view the full change log and sheet documentation, please visit the wiki page! https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet
+
+
+
+
\ No newline at end of file
diff --git a/AD&D_2E/2EStyle.css b/AD&D_2E/2EStyle.css
index f8fb94af23..cf5ba89d63 100644
--- a/AD&D_2E/2EStyle.css
+++ b/AD&D_2E/2EStyle.css
@@ -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;
diff --git a/AD&D_2E/sheet.json b/AD&D_2E/sheet.json
index 4b9f23b79c..acc1e70b51 100644
--- a/AD&D_2E/sheet.json
+++ b/AD&D_2E/sheet.json
@@ -1,8 +1,8 @@
{
"html": "2ESheet.html",
"css": "2EStyle.css",
- "authors": "Dylan G. based on work by Stephen S. Rolltemplates and continuing development by Elena S.",
+ "authors": "Aqua Alex, 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"
}
diff --git a/Against the Dark Yogi/darkyogi.css b/Against the Dark Yogi/darkyogi.css
index 085c6cf9aa..98383fda32 100644
--- a/Against the Dark Yogi/darkyogi.css
+++ b/Against the Dark Yogi/darkyogi.css
@@ -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;
diff --git a/Against the Dark Yogi/darkyogi.html b/Against the Dark Yogi/darkyogi.html
index c969cb657c..fa58a1dbd7 100644
--- a/Against the Dark Yogi/darkyogi.html
+++ b/Against the Dark Yogi/darkyogi.html
@@ -1,4 +1,4 @@
-
+
diff --git a/Barbarians Of Lemuria - Mythic/translations/pt.json b/Barbarians Of Lemuria - Mythic/translations/pt.json
index 6215e8d0e8..21b5b25e1f 100644
--- a/Barbarians Of Lemuria - Mythic/translations/pt.json
+++ b/Barbarians Of Lemuria - Mythic/translations/pt.json
@@ -1,7 +1,7 @@
{
"1st":"1º",
"2nd":"2º",
- "3rd":"3rd",
+ "3rd":"3º",
"4th":"4º",
"5th":"5º",
"advance":"Advance",
@@ -10,7 +10,7 @@
"ag-pen":"Ag.Pen.",
"agility":"Agilidade",
"agility-penalty":"Agility Penalty",
- "agility-roll":"Agility roll",
+ "agility-roll":"Rolagem de agilidade",
"agility-roll-bonus-die":"Agility roll with a Bonus die",
"agility-roll-penalty-die":"Agility roll with a Penalty die",
"appeal":"Appeal",
diff --git a/Basic Fantasy RPG - Expanded/Readme.md b/Basic Fantasy RPG - Expanded/Readme.md
index b000f9f8d6..5a01742ff3 100644
--- a/Basic Fantasy RPG - Expanded/Readme.md
+++ b/Basic Fantasy RPG - Expanded/Readme.md
@@ -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.
diff --git a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg
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index c0ad21750c..f49b68015a 100644
--- a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html
+++ b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html
@@ -4,7 +4,7 @@
-
+
Character Name
Class
@@ -12,19 +12,19 @@
-
- Main
-
+
+ Main
+
Abilities
-
- Optionals
-
+
+ Optionals
+
Combat
-
+
Spellbook
-
+
Equipment
-
+
Show All
@@ -32,7 +32,7 @@
-
\ No newline at end of file
+
diff --git a/Basic Fantasy RPG - Expanded/sheet.json b/Basic Fantasy RPG - Expanded/sheet.json
index b124e03ad2..a58433e7e1 100644
--- a/Basic Fantasy RPG - Expanded/sheet.json
+++ b/Basic Fantasy RPG - Expanded/sheet.json
@@ -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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diff --git a/Blades in the Dark/README.md b/Blades in the Dark/README.md
index a92ae926b9..7dd57a7f9d 100644
--- a/Blades in the Dark/README.md
+++ b/Blades in the Dark/README.md
@@ -4,6 +4,21 @@ This is a character sheet for Blades in the Dark for use on Roll20.
## Changelog
+### 1.3
+* Added Vigilantes data
+
+### 1.2
+* Roll titles are moved to the roll template so they are no longer displayed as links
+* Fortune rolls will ask for bonus dice first to remedy confusion
+* Minor data fix for Bravos barracks claim
+* Fixed a bug where sometimes not all rows in a repeating section would be created
+
+### 1.1
+* Some small visual changes, mostly around boxes for stress/rep/heat/coin/stash
+* Maximum number of stress boxes increased to 14
+* Image hosting moved to Github
+* Updated 6-segment clock to use correct image
+
### 1.0.2
* Small styling tweaks
diff --git a/Blades in the Dark/Source/character.html b/Blades in the Dark/Source/character.html
index 247aa73f1b..67bd4e8708 100644
--- a/Blades in the Dark/Source/character.html
+++ b/Blades in the Dark/Source/character.html
@@ -48,7 +48,7 @@
-
+
@@ -66,8 +66,8 @@
- Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
-
+ Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
+
Choose a plan, provide the detail.
- Choose your load for the operation.
+ Choose your load limit for the operation.
Assault: Point of attack
@@ -877,7 +884,7 @@
-
+
@@ -926,7 +933,7 @@
-
+
@@ -946,7 +953,7 @@
-
+
@@ -966,7 +973,7 @@
-
+
@@ -986,7 +993,7 @@
-
+
@@ -994,7 +1001,7 @@
-
+
@@ -1043,7 +1050,7 @@
-
+
@@ -1063,7 +1070,7 @@
-
+
@@ -1083,7 +1090,7 @@
-
+
@@ -1103,7 +1110,7 @@
-
+
@@ -1111,7 +1118,7 @@
-
+
@@ -1160,7 +1167,7 @@
-
+
@@ -1180,7 +1187,7 @@
-
+
@@ -1200,7 +1207,7 @@
-
+
@@ -1220,7 +1227,7 @@
-
+
@@ -1252,7 +1259,7 @@
-
+
diff --git a/Blades in the Dark/Source/crew.html b/Blades in the Dark/Source/crew.html
index ef53b0ee1e..950b96c131 100644
--- a/Blades in the Dark/Source/crew.html
+++ b/Blades in the Dark/Source/crew.html
@@ -33,15 +33,21 @@
-
-
+
+
-
+
+
+
+
+
+
+
@@ -129,7 +135,7 @@
-
+
@@ -417,7 +423,7 @@
-
+
@@ -488,7 +494,7 @@
-
+
@@ -763,7 +769,7 @@
-
+
@@ -838,7 +844,7 @@
-
+
@@ -915,7 +921,7 @@
-
+
diff --git a/Blades in the Dark/Source/rolltemplate.css b/Blades in the Dark/Source/rolltemplate.css
index fc39bb4be2..0c706fe0d6 100644
--- a/Blades in the Dark/Source/rolltemplate.css
+++ b/Blades in the Dark/Source/rolltemplate.css
@@ -15,7 +15,7 @@
height: 258px;
}
.sheet-rolltemplate-bitd .sheet-roll-fortune {
- background-image: url(http://i.imgur.com/jYgw79y.jpg);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-fortune.jpg);
background-position: bottom right;
background-repeat: no-repeat;
background-color: white;
@@ -25,13 +25,13 @@
/* Background images */
.sheet-rolltemplate-bitd .sheet-roll-action {
- background-image: url(http://i.imgur.com/tGbnc6O.gif);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-action.gif);
}
.sheet-rolltemplate-bitd .sheet-roll-resist {
- background-image: url(http://i.imgur.com/0aMMISi.jpg);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-resist.jpg);
}
.sheet-rolltemplate-bitd .sheet-roll-vice {
- background-image: url(http://i.imgur.com/JRHeBtH.jpg);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-vice.jpg);
}
/* Images */
diff --git a/Blades in the Dark/Source/rolltemplate.html b/Blades in the Dark/Source/rolltemplate.html
index c975154847..a0a8cd5e27 100644
--- a/Blades in the Dark/Source/rolltemplate.html
+++ b/Blades in the Dark/Source/rolltemplate.html
@@ -3,7 +3,28 @@
Flexible character sheet width (adapts to container)
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
Recovery Get treatment in downtime to activate your healing project clock ►
Progress01234
Armor
+Heavy
Special
Coin
Stash
Special Abilities
Mark XP:
Playbook Advancement
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
Teamwork
Assist a teammate
Lead a group action
Protect a teammate
Set up a teammate
Gather Information
What's really going on here?
Strictures
When you gain a new vampire trait (except veteran), add a stricture.
Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
Forbidden: You cannot enter a private residence without permission from the owner.
Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
Bound: Your spirit must remain in this body, or be destroyed.
Load
Light
Normal
Heavy
Items(italics don't count for load)
Alchemicals
Bandolier
Bandolier
When you use a bandolier slot, choose an alchemical:
Alcahest
Binding Oil
Drift Oil
Drown Powder
Eyeblind Poison
Fire Oil
Grenade
Quicksilver
Skullfire Poison
Smoke Bomb
Spark (drug)
Standstill Poison
Trance Powder
Planning & Load
Choose a plan, provide the detail. Choose your load for the operation.
Assault: Point of attack
Occult: Arcane power
Deception: Method
Social: Connection
Stealth: Entry point
Transport: Route
Bonus Die
+
Push yourself (take 2 ) - or - accept a Devil's Bargain
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Crew sheet
Rep
Turf
Hold
Weak
Strong
Lair
Heat
Coin
Vaults
Upon crew advance, each PC gets +1 Stash (+2 per Tier)
Special Abilities
Mark XP:
Crew Advancement
At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Lair
Quality
Training
Cohorts
Upgrade Costs
New Cohort: 2
Add Type: 2
Gang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
GangGang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Generate Factions
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
War
When you're at war with any number of factions (status -3), the following penalties apply:
Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
PCs get only one free downtime action instead of two.
Take +1 heat from each score.
Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}{{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}{{#notes}}
{{notes}}
{{/notes}}
+
Version
y
Add abilitiesAdd friends/contacts
Number of stress boxes
Show an extra trauma box
Show an extra xp condition
Extra xp boxes for vampires
Show vampire strictures
Show frame section (for hulls)
Show deity fields for crew
Show origin field for crew
Show playbook item 0
Show playbook item 1
Show playbook item 2
Show playbook item 3
Show playbook item 4
Show playbook item 5
Show playbook item 6
Show playbook item 7
Show playbook item 8
Show playbook item 9
Label to use for stress
Label to use for trauma
Traumata
Vice
Load: light normal heavy
Flexible character sheet width (adapts to container)
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
Recovery Get treatment in downtime to activate your healing project clock ►
Progress01234
Armor
+Heavy
Special
Coin
Stash
Special Abilities
Mark XP:
Playbook Advancement
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
Teamwork
Assist a teammate
Lead a group action
Protect a teammate
Set up a teammate
Gather Information
What's really going on here?
Strictures
When you gain a new vampire trait (except veteran), add a stricture.
Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
Forbidden: You cannot enter a private residence without permission from the owner.
Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
Bound: Your spirit must remain in this body, or be destroyed.
Load
Light
Normal
Heavy
Items(italics don't count for load)
Alchemicals
Bandolier
Bandolier
When you use a bandolier slot, choose an alchemical:
Alcahest
Binding Oil
Drift Oil
Drown Powder
Eyeblind Poison
Fire Oil
Grenade
Quicksilver
Skullfire Poison
Smoke Bomb
Spark (drug)
Standstill Poison
Trance Powder
Planning & Load
Choose a plan, provide the detail. Choose your load limit for the operation.
Assault: Point of attack
Occult: Arcane power
Deception: Method
Social: Connection
Stealth: Entry point
Transport: Route
Bonus Die
+
Push yourself (take 2 ) - or - accept a Devil's Bargain
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Crew sheet
Rep
Turf
Hold
Weak
Strong
Lair
Heat
Coin
Vaults
Upon crew advance, each PC gets +1 Stash (+2 per Tier)
Special Abilities
Mark XP:
Crew Advancement
At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Lair
Quality
Training
Cohorts
Upgrade Costs
New Cohort: 2
Add Type: 2
Gang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
GangGang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Generate Factions
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
War
When you're at war with any number of factions (status -3), the following penalties apply:
Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
PCs get only one free downtime action instead of two.
Take +1 heat from each score.
Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}{{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}{{#notes}}
{{notes}}
{{/notes}}
diff --git a/Brigandyne/ReadMe.md b/Brigandyne/ReadMe.md
index 439547c0fd..4dc83e13c6 100644
--- a/Brigandyne/ReadMe.md
+++ b/Brigandyne/ReadMe.md
@@ -12,10 +12,16 @@ Ce jeu s’adresse à tous ceux qui recherchent :
+ Une magie qui use de formules magiques, où les rimes sont l’élément déclencheur de puissants sortilèges.
# Version courante
-1.0 [Capture d'écran](brigandyne.jpg)
+1.1 [Capture d'écran](brigandyne.jpg)
# Notes de version
-##v1.0 (2017-03-26)
+## v1.1 (2017-04-05)
+
+* Optimisation CSS
+* Relocalisation des images sur le github principal de Roll20
+* En cas d'échec à l'attaque, les dégâts de l'arme ne sont plus affichés dans le chat
+
+## v1.0 (2017-03-26)
Création de la feuille.
diff --git a/Brigandyne/brigandyne.css b/Brigandyne/brigandyne.css
index 8c98c6cd5c..446a39020e 100644
--- a/Brigandyne/brigandyne.css
+++ b/Brigandyne/brigandyne.css
@@ -20,35 +20,15 @@ div{
background-color: transparent;
/* border: 1px solid red; */
}
-span.sheet-cyclestate input[type="checkbox"]{
- opacity: 0;
- z-index: 20;
- width: 18px;
- height: 18px;
- margin-right: -18px;
-}
-span.sheet-cyclestate input[type="radio"]{
- z-index: 1;
-}
-span.sheet-cyclestate input[type="radio"]:not(b),
-span.sheet-cyclestate input[type="radio"]:not(b) + span {
- display: none;
-}
-span.sheet-cyclestate input[type="radio"]:checked + span {
- display: inline-block;
- width: 18px;
- text-align: center;
- -webkit-user-select: none;
- -moz-user-select: none;
- font-size: 18px;
- color : #231F20;
+.sheet-hidden{
+ display: none !important;
}
div.sheet-bgmain{
width: 840px;
max-width: 840px;
text-align: left;
background-color : #BCA87D;
- background-image: url('https://raw.githubusercontent.com/NathaTerrien/roll20-wip/master/Brigandyne/brigandyne_bg.jpg');
+ background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Brigandyne/brigandyne_bg.jpg');
background-repeat:repeat;
background-position: top left;
background-size: auto;
@@ -100,12 +80,12 @@ div.sheet-coldeb{
}
div.sheet-colmid{
border-width: 2px 1px 2px 1px;
- margin-left: -3px;
+ margin-left: -2px;
}
div.sheet-colfin{
border-width: 2px 2px 2px 1px;
border-radius: 0px 20px 20px 0px;
- margin-left: -3px;
+ margin-left: -2px;
}
div.sheet-coltitre{
width: inherit;
@@ -298,7 +278,45 @@ input[type="checkbox"].sheet-dispchk:checked + span::before,
input[type="radio"].sheet-dispchk:checked + span::before{
content: '✔';
}
-
+/* ====== cyclecheck ====== */
+div.sheet-cyclecheck {
+ display: inline-block;
+}
+div.sheet-cyclecheck input[type="radio"].sheet-cyclecheck,
+div.sheet-cyclecheck input[type="checkbox"].sheet-cyclecheck{
+ width: 170px;
+ height: 20px;
+ display: none;
+ opacity: 0;
+ z-index: 1;
+ margin: 0;
+ padding: 0;
+ position: absolute;
+}
+div.sheet-cyclecheck .sheet-cyclecheck:checked + .sheet-cyclecheck {
+ display: inline-block;
+}
+div.sheet-cyclecheck span.sheet-cyclecheck {
+ text-align: center;
+ display: inline-block;
+ color: #231F20;
+ width: 18px;
+ height: 18px;
+ font-size: 18px;
+ cursor: pointer;
+}
+div.sheet-cyclecheck input.sheet-cyclecheck[value="-1"]:checked ~ span.sheet-cyclecheck::before {
+ content: '◼';
+}
+div.sheet-cyclecheck input.sheet-cyclecheck[value="0"]:checked ~ span.sheet-cyclecheck::before {
+ content: '☐';
+}
+div.sheet-cyclecheck input.sheet-cyclecheck[value="5"]:checked ~ span.sheet-cyclecheck::before {
+ content: '☑';
+}
+div.sheet-cyclecheck input.sheet-cyclecheck[value="10"]:checked ~ span.sheet-cyclecheck::before {
+ content: '☒';
+}
/* ===== AFFICHAGE/MASQUE ===== */
div.sheet-affichage{
display: none;
diff --git a/Brigandyne/brigandyne.htm b/Brigandyne/brigandyne.htm
index 1493b05e6e..e32f5d53c0 100644
--- a/Brigandyne/brigandyne.htm
+++ b/Brigandyne/brigandyne.htm
@@ -1,50 +1,4 @@
\ No newline at end of file
diff --git a/Call_of_Cthulhu_7th_Ed/sheet.json b/Call_of_Cthulhu_7th_Ed/sheet.json
index b8c00cf0a2..6fcbf013dc 100644
--- a/Call_of_Cthulhu_7th_Ed/sheet.json
+++ b/Call_of_Cthulhu_7th_Ed/sheet.json
@@ -1,9 +1,8 @@
{
"html": "coc_7th_ed.html",
"css": "coc_7th_ed.css",
- "authors": "Matthew Carpenter, Roric",
- "roll20userid": "1466905",
+ "authors": "Aqua Alex, Matthew Carpenter, Roric",
+ "roll20userid": "1048758, 1466905",
"preview": "coc_7th_ed.png",
- "instructions": "You may note the absence of hard and extreme values. These have been moved into the roll button itself. When you use the roll button you will see, in the chat log, a roll \"vs standard value/hard value/extreme value.\" Compare the appropriate threshold to your result to determine success. For weapon skill select one of the listed skills to base your weapon skill check on. You may select up to the tenth custom skill as the base skill. For weapon damages you may specify a \"+0\", \"+1/2db\" or \"+db.\" Use this to include your damage bonus in the damage roll or not.\n\nYou can find an API script which goes with this sheet at https://github.com/Roll20/roll20-character-sheets/blob/master/Call_of_Cthulhu_7th_Ed/extended_autocalc.js. This will enable autocalculation of Damage Bonus and Build.\n\nIn support of Pulp Cthulhu a checkbox in the Hit Points section allows for the Pulp Cthulhu rules variant of doubling hit points."
-
-}
\ No newline at end of file
+ "instructions": "You may note the absence of hard and extreme values. These have been moved into the roll button itself. When you use the roll button you will see, in the chat log, a roll \"vs standard value/hard value/extreme value.\" Compare the appropriate threshold to your result to determine success. For weapon skill select one of the listed skills to base your weapon skill check on. You may select up to the tenth custom skill as the base skill. For weapon damages you may specify a \"+0\", \"+1/2db\" or \"+db.\" Use this to include your damage bonus in the damage roll or not.\n\n In support of Pulp Cthulhu a checkbox in the Hit Points section allows for the Pulp Cthulhu rules variant of doubling hit points. \n\n Aqua Alex: (1)removed the need for the js file and created a Workerscript to enable autocalculation of Damage Bonus and Build even for people without a Pro account.\n (2) Severely reduced logic around attack, attribute and skill rolls.\n (3) Got rid of Roll2 and Roll3 as only one roll is needed for comparison.\n (4) added derived value for dodge and own Language\n (5) added calculation of move\n (6) Still need to come up with sensible solution to the BONUS/PENALTY Dice rolls"
+}
diff --git a/Call_of_Cthulhu_7th_Ed/translations/fr.json b/Call_of_Cthulhu_7th_Ed/translations/fr.json
index c21e612032..94cc73f91b 100644
--- a/Call_of_Cthulhu_7th_Ed/translations/fr.json
+++ b/Call_of_Cthulhu_7th_Ed/translations/fr.json
@@ -1,101 +1,101 @@
{
- "investigatorinfo-u":"Investigator Info",
- "name-u":"Name",
- "player-u":"Player",
+ "investigatorinfo-u":"État civil",
+ "name-u":"Nom",
+ "player-u":"Joueur",
"occupation-u":"Occupation",
- "age-u":"Age",
- "sex-u":"Sex",
- "residence-u":"Residence",
- "birthplace-u":"Birthplace",
- "characteristics-u":"Characteristics",
- "STR-u":"STR",
+ "age-u":"Âge",
+ "sex-u":"Sexe",
+ "residence-u":"Résidence",
+ "birthplace-u":"Lieu de naissance",
+ "characteristics-u":"Caractéristiques",
+ "STR-u":"FOR",
"DEX-u":"DEX",
- "POW-u":"POW",
+ "POW-u":"POU",
"CON-u":"CON",
"APP-u":"APP",
- "EDU-u":"EDU",
- "SIZ-u":"SIZ",
+ "EDU-u":"ÉDU",
+ "SIZ-u":"TAI",
"INT-u":"INT",
- "Move rate-u":"Move rate",
- "HP-u":"Hit Points",
+ "Move rate-u":"MVT",
+ "HP-u":"Points de vie",
"majorwound-u":"",
"pulphp-u":"",
- "luck-u":"Luck",
- "damagebonus-u":"Damage Bonus",
- "build-u":"Build",
- "sanity-u":"Sanity",
+ "luck-u":"Chance",
+ "damagebonus-u":"Impact",
+ "build-u":"Carrure",
+ "sanity-u":"Santé mentale",
"tempinsane-u":"",
"indefinsane-u":"",
- "magicpoints-u":"Magic Points",
- "investigatorskills-u":"Investigator Skills",
- "accounting-u":"Accounting(05%)",
- "anthropology-u":"Anthropology(01%)",
- "appraise-u":"Appraise(05%)",
- "archaeology-u":"Archaeology(01%)",
- "charm-u":"Charm(15%)",
- "climb-u":"Climb(20%)",
- "creditrating-u":"Credit Rating(00%)",
- "cthulhumythos-u":"Cthulhu Mythos(00%)",
- "disguise-u":"Disguise(05%)",
- "dodge-u":"Dodge(half DEX)",
- "driveauto-u":"Drive Auto(20%)",
- "elecrepair-u":"Elec Repair(10%)",
- "fasttalk-u":"Fast Talk(05%)",
- "fighting(brawl)-u":"Fighting(Brawl)(25%)",
- "firearms(hg)-u":"Firearms(HG)(20%)",
- "firearms(r/s)":"Firearms(R/S)(25%)",
- "firstaid-u":"First Aid(30%)",
- "history-u":"History(05%)",
- "intimidate-u":"Intimidate(15%)",
- "jump-u":"Jump(20%)",
- "language(own)-u":"Language(Own)(EDU)",
- "law-u":"Law(05%)",
- "libraryuse-u":"Library Use(20%)",
- "listen-u":"Listen(20%)",
- "locksmith-u":"Locksmith(01%)",
- "mechrepair-u":"Mech Repair(10%)",
- "medicine-u":"Medicine(01%)",
- "naturalworld-u":"Natural World(10%)",
- "navigate-u":"Navigate(10%)",
- "occult-u":"Occult(05%)",
- "ophvmachine-u":"Op Hv Machine(01%)",
- "persuade-u":"Persuade(10%)",
- "psychology-u":"Psychology(10%)",
- "psychoanalysis-u":"Psychoanalysis(01%)",
- "ride-u":"Ride(05%)",
- "sleightofhand-u":"Sleight of Hand(10%)",
- "spothidden-u":"Spot Hidden(25%)",
- "stealth-u":"Stealth(20%)",
- "swim-u":"Swim(20%)",
- "throw-u":"Throw(20%)",
- "track-u":"Track (10%)",
- "otherskills-u":"Other Skills:",
- "animalhandling-u":"Animal Handling(05%)",
- "firearms(varies)-u":"Firearms(Varies)",
- "art/craft-u":"Art/Craft(05%)",
- "hypnosis-u":"Hypnosis(01%)",
- "artillery-u":"Artillery(01%)",
- "language(other)-u":"Language(Other)(01%)",
- "computeruse-u":"Computer Use(05%)",
- "pilot-u":"Pilot(01%)",
- "demolitions-u":"Demolitions(01%)",
- "readlips-u":"Read Lips(01%)",
- "electronics-u":"Electronics(01%)",
- "science-u":"Science(01%)",
- "fighting(varies)-u":"Fighting(Varies)",
- "survival-u":"Survival(10%)",
- "weapons-u":"Weapons",
- "weaponname-u":"Weapon",
- "skill-u":"Skill",
- "damage-u":"Damage",
- "range-u":"Range",
- "attacks-u":"Attacks",
- "ammo-u":"Ammo",
- "malf-u":"Malf",
- "gearandposessions-u":"Gear and Posessions",
- "cashandassets-u":"Cash and Assests",
- "spendinglevel-u":"Spending Level",
- "cash-u":"Cash",
- "assets-u":"Assets",
- "backstory-u":"Backstory"
+ "magicpoints-u":"Points de Magie",
+ "investigatorskills-u":"Compétences de l'Investigateur",
+ "accounting-u":"Comptabilité (05%)",
+ "anthropology-u":"Anthropologie (01%)",
+ "appraise-u":"Estimation (05%)",
+ "archaeology-u":"Archéologie (01%)",
+ "charm-u":"Charme (15%)",
+ "climb-u":"Grimper (20%)",
+ "creditrating-u":"Crédit (00%)",
+ "cthulhumythos-u":"Mythe de Cthulhu (00%)",
+ "disguise-u":"Imposture (05%)",
+ "dodge-u":"Esquive (DEX/2)",
+ "driveauto-u":"Conduite (20%)",
+ "elecrepair-u":"Électricité (10%)",
+ "fasttalk-u":"Baratin (05%)",
+ "fighting(brawl)-u":"Combat rapproché (corps à corps) (25%)",
+ "firearms(hg)-u":"Combat à distance (armes de poing) (20%)",
+ "firearms(r/s)":"Combat à distance (fusils) (25%)",
+ "firstaid-u":"Premiers soins (30%)",
+ "history-u":"Histoire (05%)",
+ "intimidate-u":"Intimidation (15%)",
+ "jump-u":"Sauter (20%)",
+ "language(own)-u":"Langue maternelle (ÉDU)",
+ "law-u":"Droit (05%)",
+ "libraryuse-u":"Bibliothèque (20%)",
+ "listen-u":"Écouter (20%)",
+ "locksmith-u":"Crochetage (01%)",
+ "mechrepair-u":"Mécanique (10%)",
+ "medicine-u":"Médicine (01%)",
+ "naturalworld-u":"Naturalisme (10%)",
+ "navigate-u":"Orientation (10%)",
+ "occult-u":"Occultisme (05%)",
+ "ophvmachine-u":"Conduite engin lourd (01%)",
+ "persuade-u":"Persuasion (10%)",
+ "psychology-u":"Psychologie (10%)",
+ "psychoanalysis-u":"Psychanalyse (01%)",
+ "ride-u":"Équitation (05%)",
+ "sleightofhand-u":"Pickpocket (10%)",
+ "spothidden-u":"Trouver Objet Caché (25%)",
+ "stealth-u":"Discrétion (20%)",
+ "swim-u":"Nager (20%)",
+ "throw-u":"Lancer (20%)",
+ "track-u":"Pister (10%)",
+ "otherskills-u":"Autres compétences :",
+ "animalhandling-u":"Dressage (05%)",
+ "firearms(varies)-u":"Combat à distance (variables)",
+ "art/craft-u":"Arts et métiers (05%)",
+ "hypnosis-u":"Hypnose (01%)",
+ "artillery-u":"Artillerie (01%)",
+ "language(other)-u":"Langues (01%)",
+ "computeruse-u":"Informatique (05%)",
+ "pilot-u":"Pilotage (01%)",
+ "demolitions-u":"Explosifs (01%)",
+ "readlips-u":"Lecture sur les lèvres (01%)",
+ "electronics-u":"Electronique (01%)",
+ "science-u":"Science (01%)",
+ "fighting(varies)-u":"Combat rapproché (variables)",
+ "survival-u":"Survie (10%)",
+ "weapons-u":"Armes",
+ "weaponname-u":"Arme",
+ "skill-u":"Compétence",
+ "damage-u":"Dégâts",
+ "range-u":"Portée",
+ "attacks-u":"Cadence",
+ "ammo-u":"Cap.",
+ "malf-u":"Panne",
+ "gearandposessions-u":"Équipement et possessions",
+ "cashandassets-u":"Richesse",
+ "spendinglevel-u":"Dépense courantes",
+ "cash-u":"Espèces",
+ "assets-u":"Capital",
+ "backstory-u":"Profil"
}
\ No newline at end of file
diff --git a/Call_of_Cthulhu_7th_Ed/translations/pt.json b/Call_of_Cthulhu_7th_Ed/translations/pt.json
index 7cf98118ac..3357b95c1d 100644
--- a/Call_of_Cthulhu_7th_Ed/translations/pt.json
+++ b/Call_of_Cthulhu_7th_Ed/translations/pt.json
@@ -1,10 +1,10 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Nome",
- "player-u":"Player",
+ "player-u":"Jogador",
"occupation-u":"Ocupação",
"age-u":"Idade",
- "sex-u":"Sex",
+ "sex-u":"Sexo",
"residence-u":"Residência",
"birthplace-u":"Local de nascimento",
"characteristics-u":"Characteristics",
diff --git a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css
index e015475a91..90337a4fe6 100644
--- a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css
+++ b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.css
@@ -3,13 +3,31 @@
}
-
+ .sheet-details_text{
+ width:279px;
+ margin-left:5px;
+}
+
+
+.sheet-details_sex_text{
+ width:189px;
+ margin-left:5px;
+}
.sheet-blank_skill{
width:128px;
}
+.sheet-blank_new_skill{
+ width:119px;
+}
+
+
+.sheet-disorders{
+ height:80px;
+ width:97%;
+}
.charsheet div.sheet-skills1 {
display: none;
diff --git a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html
index 7a88017e51..e799f5e2e2 100644
--- a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html
+++ b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html
@@ -6,39 +6,40 @@
Dark Ages
Modern
- Invictus
+ Invictus
+ Gaslight
-
+
Investigator Name
-
+
Occupation
-
+
Sex
-
Age
+
Age
Religion
-
+
Birthplace
-
+
- Afflications
+ Afflications
@@ -46,59 +47,89 @@
Investigator Name
-
+
Occupation
-
+
Sex
-
Age
+
Age
Colleges/Degrees
-
+
Birthplace
-
+
- Mental Disorders
+ Mental Disorders
Investigator Name
-
+
Class
-
+
Sex
-
Age
+
Age
Household Gods
-
+
Birthplace
-
+
+
- Afflications
+ Afflications
-
+
+
+
+
+
Investigator Name
+
+
+
+
Occupation
+
+
+
+
Sex
+
Age
+
+
+
Colleges/Degrees
+
+
+
+
Birthplace
+
+
+
+
Social Class
+
+
+
+ Mental Disorders
+
-
+
Characteristics & Rolls
@@ -175,10 +206,16 @@
+
+
+
+
+
+
-
+
@@ -832,7 +869,7 @@
-
+
@@ -1235,7 +1272,7 @@
-
+
@@ -1640,7 +1677,7 @@
-
+
@@ -1649,7 +1686,449 @@
+
+
+
+
+
+
+
+
+
+
+
+
Accounting (10%)
+
+
+
+
+
+
+
Anthropology (1)
+
+
+
+
+
+
+
Archaeology (01)
+
+
+
+
+
+
+
Art (05%)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Astronomy (01)
+
+
+
+
+
+
Bargain (05%)
+
+
+
+
+
+
Biology (01)
+
+
+
+
+
+
Chemistry (01)
+
+
+
+
+
+
+
Climb (40%)
+
+
+
+
+
+
+
Conceal (15%)
+
+
+
+
+
+
+
Craft (05%)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Credit Rating (15%)
+
+
+
+
+
+
+
Cthulhu Mythos
+
+
+
+
+
+
+
Disguise (1)
+
+
+
+
+
+
+
Dodge (DEX x2)
+
+
+
+
+
+
+
Drive Carriage (20%)
+
+
+
+
+
+
+
+
Electrical Repair (10%)
+
+
+
+
+
+
+
Fast Talk (05%)
+
+
+
+
+
+
First Aid (30%)
+
+
+
+
+
+
+
Geology (01)
+
+
+
+
+
+
+
+
+
+
+
+
Hide (10%)
+
+
+
+
+
+
+
History (20%)
+
+
+
+
+
+
+
Jump (25%)
+
+
+
+
+
+
+
Law (05%)
+
+
+
+
+
+
+
Library Use (25%)
+
+
+
+
+
+
+
Listen (25%)
+
+
+
+
+
+
+
+
Locksmith (01)
+
+
+
+
+
+
Martial Arts (00)
+
+
+
+
+
+
Mechanical Repair (20%)
+
+
+
+
+
+
+
Medicine (05%)
+
+
+
+
+
+
Natural History (10%)
+
+
+
+
+
+
Navigate (10%)
+
+
+
+
+
+
Occult (05%)
+
+
+
+
+
+
Operate Hvy. Machine (01)
+
+
+
+
+
+
+
+
Other Language (05%)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Own Lang. (EDU x5)
+
+
+
+
+
+
+
+
+
+
+
+
+
Persuade (15%)
+
+
+
+
+
+
Pharmacy (01)
+
+
+
+
+
+
Photography (10%)
+
+
+
+
+
+
+
Physics (01)
+
+
+
+
+
+
+
+
+
+
+
+
+
Pilot Balloon (01%)
+
+
+
+
+
+
+
Pilot Boat (01%)
+
+
+
+
+
+
+
Psychology (05%)
+
+
+
+
+
+
Ride (05%)
+
+
+
+
+
+
+
Sneak (10%)
+
+
+
+
+
+
Spot Hidden (25%)
+
+
+
+
+
+
+
Swim (25%)
+
+
+
+
+
+
+
Throw (25%)
+
+
+
+
+
+
Track (10%)
+
+
+
+
+
+
+
+
Firearms
+
+
+
+
+
+
Handgun (20%)
+
+
+
+
+
+
+
Machine Gun (15%)
+
+
+
+
+
+
Rifle (25%)
+
+
+
+
+
+
Shotgun (30%)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1851,7 +2330,45 @@
Firearms
Firearm
Current Skill %
-
Attack Damage
+
Attack Damage
+
Base Range
+
Shots/ Round
+
Shots in Gun
+
Malfunct. Number
+
Hit Points
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Firearms
+
Firearm
+
Current Skill %
+
Attack Damage
Base Range
Shots/ Round
Shots in Gun
@@ -2037,6 +2554,16 @@
});
});
+
+ on("change:pow", function() {
+ getAttrs(["POW"], function(values) {
+ console.log("Set stable SAN");
+ var pow = parseInt(values.POW);
+ var stable_san = pow*5;
+ setAttrs({stableSanity:stable_san});
+ });
+ });
+
diff --git a/Call_of_Cthulhu_DA/Gaslight2.jpg b/Call_of_Cthulhu_DA/Gaslight2.jpg
new file mode 100644
index 0000000000..d5fc6ad71c
Binary files /dev/null and b/Call_of_Cthulhu_DA/Gaslight2.jpg differ
diff --git a/Call_of_Cthulhu_DA/ReadMe.md b/Call_of_Cthulhu_DA/ReadMe.md
index adabed13d9..b98de3ffdc 100644
--- a/Call_of_Cthulhu_DA/ReadMe.md
+++ b/Call_of_Cthulhu_DA/ReadMe.md
@@ -1,9 +1,8 @@
# Call of Cthulhu Dark Ages Character Sheet
-Based on Levs %th Editon Character sheet with Dark Ages Skills added.
+Based on Levs 5th Editon Character sheet with Dark Ages Skills added.
New roll buttons include modified rolls, all characterisitcs and weapons now have skills and damage buttons.
Damage Bonus and hit points as well as shock is automatically calculated.
-As bonus there is a config switch at the top that will switch the skills to Modern to so you can use the new buttons for modern characters too.
+As bonus there is a config switch at the top that will switch the skills to Modern,Invictus or Gaslight.
-
-
\ No newline at end of file
+
diff --git a/Conan-2nd-Ed/conan.css b/Conan-2nd-Ed/conan.css
index f31719163a..7c818e2404 100644
--- a/Conan-2nd-Ed/conan.css
+++ b/Conan-2nd-Ed/conan.css
@@ -52,7 +52,7 @@ fieldset {
}
.charsheet {
- background-image: url("http://s898.photobucket.com/user/suntzu777/media/roll20/Sand.jpg");
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Conan-2nd-Ed/Sand.jpg");
}
.charsheet table th {
diff --git a/Conan-2nd-Ed/conan.html b/Conan-2nd-Ed/conan.html
index 7597558878..cc3c4867a0 100644
--- a/Conan-2nd-Ed/conan.html
+++ b/Conan-2nd-Ed/conan.html
@@ -18,7 +18,7 @@
\ No newline at end of file
diff --git a/Dime Adventures/dimeadventures.png b/Dime Adventures/dimeadventures.png
new file mode 100644
index 0000000000..10b00ae34d
Binary files /dev/null and b/Dime Adventures/dimeadventures.png differ
diff --git a/Dime Adventures/preview.jpg b/Dime Adventures/preview.jpg
new file mode 100644
index 0000000000..8fff973626
Binary files /dev/null and b/Dime Adventures/preview.jpg differ
diff --git a/Dime Adventures/sheet.json b/Dime Adventures/sheet.json
new file mode 100644
index 0000000000..47bc5064fc
--- /dev/null
+++ b/Dime Adventures/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "dimeadventures.html",
+ "css": "dimeadventures.css",
+ "authors": "Thorin Tabor",
+ "roll20userid": "20810",
+ "preview": "preview.jpg",
+ "instructions": "This is a character sheet for [Dime Adventures: Pulp Alternate History Roleplaying](http://www.tabcreations.com/site/Dime_Adventures) by Tab Creations.\n\nThis character sheet makes use of the optional dice-based rules found in the appendix. This is due to Roll20 having better support for dice than for cards. If you wish to use the default card-based rules, simply duplicate the poker deck that comes with a Roll20 game, give each player a deck and then manually flip cards and add to the appropriate numbers."
+}
diff --git a/DnD_Moldvay_AmandatheAmazon/D&D_Moldvay_AmandatheAmazon.css b/DnD_Moldvay_AmandatheAmazon/D&D_Moldvay_AmandatheAmazon.css
index 656b9f7735..578780369e 100644
--- a/DnD_Moldvay_AmandatheAmazon/D&D_Moldvay_AmandatheAmazon.css
+++ b/DnD_Moldvay_AmandatheAmazon/D&D_Moldvay_AmandatheAmazon.css
@@ -470,7 +470,9 @@
/*background-image:url(https://i.imgur.com/EqXhP4m.jpg);*/
/*background-image:url(https://i.imgur.com/eyYe0cO.png);*/
/*background-image:url(https://i.imgur.com/5gpaGEp.jpg);*/
- background-image:url(https://i.imgur.com/C5TNftW.jpg);
+ /*background-image:url(https://i.imgur.com/C5TNftW.jpg);*/
+ /*background-image:url(https://i.imgur.com/YLgncFs.png);*/
+ background-image: url(https://i.imgur.com/62twH3c.png);
background-repeat:repeat-y;
background-origin: border-box;
/*background-size: cover;*/
diff --git a/DresdenFilesAccelerated/DFA.html b/DresdenFilesAccelerated/DFA.html
index 23b342a705..c769b49736 100644
--- a/DresdenFilesAccelerated/DFA.html
+++ b/DresdenFilesAccelerated/DFA.html
@@ -31,45 +31,45 @@
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+ Special: When you spend Luck the Keeper will bring your fate into play
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+
Your Fate
+ How you found out you were the chosen one:
+
+
+
+
+
+
+
+
+
+ How your fate will unfold:
+ Heroic: (pick two)
+
Sacrifice
+ You are the Champion
+ Visions
+ Secret Training
+ True Love
+ Magical Powers
+ Mystical Inheritance
+ A Normal Life
+ The End of Monsters
+ Hidden Allies
+ Divine Help
+ You Can Save the World
+ Doom: (pick two)
+
Death
+ You Can't Save Everyone
+ Impossible Love
+ Failure
+ A Nemesis
+ No Normal Life
+ Doubt
+ Loss of Loved Ones
+ Treachery
+ Sympathy with the Enemy
+ Damnation
+ The End of Days
+ Hosts of Monsters
+ The Source of Evil
+
+
+
+ Moves
+ You get these 2:
+
+
Destiny's PlaythingAt the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you
+
I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off
+
+
+ Then pick one of these:
+
The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present
+
Devastating When you inflict harm, you may inflict +1 harm
+
Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward
+
Invincible You always count as having 2 armour, this doesn't stack with other protection
+
Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves
+
+
+
+
+ Other Moves
+
+
+
+
+ Gear
+ 🕷 Protective gear worth 1 amour
+ (optional)
+ 🕷 One Special Weapon:
+ Form (choose one)
+ Staff (1 harm, hand, close)
+ Haft (2 harm, hand, heavy)
+ Handle (1 harm, hand, balanced)
+ Chain (1 harm, hand, area)
+ Business End (choose 3)
+ Artifact (+magic)
+ Spikes (+1 harm, +messy)
+ Blade (+1 harm)
+ Heavy (+1 harm)
+ Long (+close)
+ Throwable (+close)
+ Chain (+area)
+ Material (choose one)
+
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +3)
+ +1 Cool (max +3)
+ +1 Sharp (max +3)
+ +1 Tough (max +3)
+ +1 Weird (max +3)
+ Take another Chosen move
+ Take another Chosen move
+ Gain an ally
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Delete a doom tag (optionally alse delete a heroic tag)
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+ Special: When you spend Luck someone from your past will re-appear in your life, soon
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+
Background
+ Before you were a hunter what less-than-legal job did you do?
+
Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence
+
Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two:
+ 🕷 You get in undetected
+ 🕷 You get out undetected
+ 🕷 You don't leave a mess
+ 🕷 You find what you were after
+
Grifter When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely
+
Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one:
+ 🕷 You owe them
+ 🕷 They screwed you over
+ 🕷 You screwed them over
+ On a miss, the only person who can help you is someone who absolutely hates you
+
Assassin When you take your first shot at an unsuspecting target, do +2 harm
+
Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss)
+
Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice
+
+
+
+ Moves
+
+ Pick 2 of these:
+
Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)
+
+
Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team
+
Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)
+
+
Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now
+
Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members
+
+
Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles
+
Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked
+
Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course
+ Underworld
+ Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved:
+ The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)
+ You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)
+ You were hired by something weird (Pick one: immortal, god, outsider, witch)
+ Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)
+
+
+
+ Heat
+ You didn't get here without making enemies
+ (pick at least 2 of these and name the people involved)
+ A police detective has made it a personal goal to put you away
+ You have a rival from your background
+ You pissed off a well connected criminal, and they'll do whatever they can to destroy you
+ You took advantage of someone who has special powers (a person or monster)
+ You betrayed an old partner in the middle of a job
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Sharp (max +3)
+ +1 Tough (max +2)
+ +1 Cool (max +2)
+ +1 Charm (max +2)
+ Take another Crooked move
+ Take another Crooked move
+ Gain an ally; one of your old crew
+ Recover a stash of money from the old days, enough to live without care for a year or two
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Erase one Luck point from your playbook
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
Your Mission
+ You have been put on the earth for a purpose:
+ You are here to fight the schemes of an adversary
+ The end of days approaches, you are here to guide the hunters and prevent it from coming to pass
+ The end of days approaches, you are here to guide the hunters and ensure it comes to passs
+ You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes
+ One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost
+
+
+
+ Moves
+
+ Pick three of these:
+
Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure
+
Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated
+
What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand
+
Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy
+
Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard
+
Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm
+
Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad
+
+
+
+
+ Other Moves
+
+
+
+
+ Gear
+ 🕷 Divine Armour with a look suited to your origin (1 armour, holy)
+ 🕷 One Divine Weapon:
+ Flaming sword (3 harm, hand, fire, holy)
+ Thunder hammer (3 harm, hand, stun, holy)
+ Razor whip (3 harm, hand, area, messy, holy)
+ Five demon bag (3 harm, close, magic, holy)
+ Silver trident (3 harm, hand, silver, holy)
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +3)
+ +1 Weird (max +2)
+ Take another Divine move
+ Take another Divine move
+ Gain a lesser divine being as an ally, sent from above to help you with your mission
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Erase one used Luck from your playbook
+ Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission
+
I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure
+
Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience
+
Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad
+
It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable
+
Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster
+
The Woman (or Man) With the PlanAt the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready
+
Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with
+ 🕷 When I dealt with this creature (or one of its kind), what did I learn?
+ 🕷 What black magic do I know that could help here?
+ 🕷 Do I know anyone that might be behind this?
+ 🕷 Who do I know that can help us right now?
+
+
+
+
+ Other Moves
+
+
+
+
Your Haven
+ You have a haven, a safe place to work (pick three)
+ Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate
+ Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic
+ Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily
+ Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing
+ Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help
+ Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help
+ Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out
+ Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything
+ Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +3)
+ +1 Weird (max +2)
+ Take another Expert move
+ Take another Expert move
+ Add a haven option
+ Add a haven option
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+ Other Moves
+
+
+
+
+
+ Moves
+
+ Pick three of these:
+
Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions
+ 🕷 Is this person connected to current events more than they are saying?
+ 🕷 When and where will the next critical event occur?
+ 🕷 What does the monster want from this person?
+ 🕷 Is this connected to previous mysteries we have investigated?
+ 🕷 How does this mystery connect to the bigger picture?
+
Crazy Eyes You get +1 Weird (max +3)
+
See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone
+
Suspicious Mind If someone lies to you, you know it
+
Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention
+
Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course
+
Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges
+
Sneaky When you attack from ambush or from behind, inflict +2 harm
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +3)
+ +1 Sharp (max +3)
+ +1 Weird (max +2)
+ Take another Flake move
+ Take another Flake move
+ Gain a haven like the Expert with two options
+ Add a haven option
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+
When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone
+
+
+ Then pick three of these:
+
Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone
+
Mystic Every time you successfuly use magic, take +1 forward
+
Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to:
+ 🕷 Have a useful object ready
+ 🕷 Be somewhere you are needed, just in time
+ 🕷 Take +1 forward, or give +1 forward to another hunter
+ 🕷 Retroactively warn someone about an attack, so that it doesn't happen
+
Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned
+
Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble
+
+
+
Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)
+
Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1
+
That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Weird (max +3)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Initiate move
+ Take another Initiate move
+ Get command of your chapter of the Sect
+ Get a Sect team under your command
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Become the leader, or effective leader, of the whole Sect
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
Monster Breed
+ You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?
+
+
+
+ Curses: (pick one)
+ Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself
+ Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers
+ Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist
+ Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure
+
+
+
+ Moves
+
+ Pick two of these:
+
Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less
+
Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone
+
Unholy Strength Roll +Weird instead of +Tough when you kick some ass
+
Incorporeal You may move freely though solid objects (but not people)
+
Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing
+
Claws of the Beast Your natural attacks deal +1 harm
+
Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience
+
Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen
+
Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk
+
Flight You can fly
+
Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)
+
Something Borrowed Take a move from a hunter playbook that is not currently in play
+
+
+ Other Moves
+
+
+
+
+
+
Natural Attacks
+ (pick one base and one extra, or pick two bases)
+ Base: teeth (3 harm, intimate)
+ Base: Claws (2 harm, hand)
+ Base: Magical force (1 harm, magical, close)
+ Base: Life-drain (1 harm, intimate, life-drain)
+ Extra: Add +1 harm to a base
+ Extra: Add +ignore armour to a base
+ Extra: Add an extra range to a base (+intimate, hand, or close)
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Monsterous move
+ Take another Monsterous move
+ Gain a haven like the Expert with two options
+ Take a Natural Attacks pick
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Free yourself from your type's curse. It no longer affects you but you lose 1 Weird
+ Become evil (again). Retire this character, they become one of the Keeper's threats
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+ Other Moves
+
+
+
+
+
+ Moves
+
+ Pick three of these:
+
Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience
+
Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems
+
Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough
+
Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out
+
The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10
+
Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1:
+ 🕷 They ask you a hard question first
+ 🕷 They stall and dither a while
+ 🕷 They have a 'better' idea
+ On a Miss they think you are crazy, and maybe dangerous too
+
What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to:
+ 🕷 Inflict 1 harm
+ 🕷 Reduce someone's harm suffered by 1
+ 🕷 Take +2 forward on an act under pressure roll
+
Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience
+
+
+
+
+ Gear
+ 🕷 Mundane Weapon:
+ (choose two)
+ Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)
+ Pocket knife or multitool (1 harm, hand, useful, small)
+ Small handgun (2 harm, close, loud, reload)
+ Hunting rifle (3 harm, far, loud, reload)
+ Sledge-hammer or fire axe (3 harm, hand, messy)
+ Nunchuks (2 harm, hand, area)
+ 🕷 Means of Transport:
+ (choose one)
+ Skateboard
+ Bicycle
+ Fairly new car in decent condition
+ Classic car in terrible condition
+ Motorcycle
+ Van
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +3)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Mundane move
+ Take another Mundane move
+ Regain a used Luck point
+ Regain a used Luck point
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Regain a used Luck point
+ Regain a used Luck point
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
Agency
+ Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?
+
+ Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?
+
+
Resources:
+ (pick two)
+ Well Armed
+ Well Financed
+ Rigorous Training
+ Official Pull
+ Cover Identities
+ Good Intel
+ Offices all over the place
+ Support Teams
+ Weird Tech Gadgets
+ Recognised Authority
+ Red Tape:
+ (pick two)
+ Dubious Motives
+ Bureaucratic
+ Inter-departmental Rivalry
+ Secretive Hierarchy
+ Budget Cuts
+ Take No Prisoners
+ Hostile Superiors
+ Cryptic Missions
+ Live Capture Policy
+
+
+
+ Moves
+ You get this:
+
+
When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out
+
+
+ Then pick three of these:
+
Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure
+
Unfazeable Take +1 Cool (max +3)
+
Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear
+
Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention
+
Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp
+
Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid
+
Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing:
+ 🕷 Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage
+ 🕷 Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +3)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Professional move
+ Take another Professional move
+ Add a resource tag or change a red tape tag for your Agency
+ Get command of an Agency team of monster hunters
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+ Other Moves
+
+
+
+
+ Gear
+ You don't need much except items to power your magic, still it's good to be prepared
+ 🕷 One Backup Weapon:
+ Old revolver (2 harm, close, reload, loud)
+ Ritual knife (1 harm, hand)
+ Heirloom sword (2 harm, hand, messy)
+
+
+ Other Gear
+
+
+
+
+ Moves
+
+ Pick three of these:
+
Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third
+
Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus
+
Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic:
+ 🕷 Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled
+ 🕷 This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid
+
Forensic Divination When you successfully investigate a mystery you may ask "what magic was done here?" as a free extra question
+
Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls
+
+
+
Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment
+
Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting
+
Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects
+
Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour
+
Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!
+
+
+
+ And you get this:
+
+
Tools and Techniques To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest:
+ 🕷 Consumables: You'll need certain supplies- powders, oils, etc- on hand, some will be used up each cast. If you don't have them, take 1 harm, ignore-armour when you cast
+ 🕷 Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need then your combat magic does 1 harm less
+ 🕷 Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic
+ 🕷 Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts
+
+
Combat Magic
+ You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems
+ (pick three, with at least one base)
+ Bases:
+ Blast (2 harm, magic, close, obvious, loud)
+ Ball (1 harm, magic, area, close, obvious, loud)
+ Missile (1 harm, magic, far, obvious, loud)
+ Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)
+ Effects:
+ Fire (Add '+1 harm, fire' to a base) If you get a 10+ on a combat magic roll, the fire won't spread)
+ Force or Wind (Add '+1 harm, forceful' to a base or '+1 armour' to a wall)
+ Lightning or Entropy (Add '1 harm, messy' to a base)
+ Frost or Ice (Add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)
+ Earth (Add 'forceful, restraining' to a base)
+ Necromantic (Add 'life-drain' to a base)
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Weird (max +3)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Spellslinger move
+ Take another Spellslinger move
+ Take another Combat Magic pick
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Regain a used Luck point
+ Take another Combat Magic pick
+ Cross off another option from tools and techniques
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+ Special: As you spend Luck your Dark Side's needs will get nastier
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
The Dark Side
+ Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else
+ Whatever it is, it is unsettling
+ (pick three for your dark side)
+
Violence
+ Depression
+ Secrets
+ Lust
+ Dark Bargain
+ Guilt
+ Soulless
+ Addiction
+ Mood Swings
+ Rage
+ Self-Destruction
+ Greed for Power
+ Pain
+ Poor Impulse Control
+ Hallucinations
+ Paranoia
+ The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)
+
+
+
+ Moves
+
+ Pick three of these:
+
Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication
+
Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following:
+ 🕷 The target contracts a disease
+ 🕷 The target immediately suffers (2 harm, magic, ignore-armour)
+ 🕷 The target breaks something precious or important
+
The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery
+
Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make
+
Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself
+
The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash
+
+
+
Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers:
+ 🕷 Where is the creature right now?
+ 🕷 What is it planning to do right now?
+ 🕷 Who is it going to attack next?
+ 🕷 Who does it regard as the biggest threat?
+ 🕷 How can I attract its attention?
+
Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to:
+ 🕷 Interfere with a hunter, giving them -1 forward
+ 🕷 Help a hunter, giving them +1 forward by interfering with their enemy
+ 🕷 Interfere with what a monster, minion, or bystander is trying to do
+ 🕷 Inflict 1 harm on the target due to an accident
+ 🕷 The target finds something you left for them
+ 🕷 The target loses something that you will soon find
+
+
+
+
+ Other Moves
+
+
+
+
+ Gear
+ 🕷 Any items or amulets that you use to invoke your powers
+ 🕷 Normal Weapons:
+ (choose two)
+ .38 revolver (2 harm, close, reload, loud)
+ 9mm (2 harm, close, loud)
+ Hunting rifle (2 harm, far, loud)
+ Shotgun (3 harm, close, messy)
+ Big knife (1 harm, hand)
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Weird (max +3)
+ Take another Spooky move
+ Take another Spooky move
+ Change some or all of your Dark Side tags
+ Gain a mystical library, like the Expert's haven option
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ You discover how to use your powers at a lower cost. Delete one Dark Side tag
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
Who You Lost
+ Who did you lose?
+ (pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s))
+
+ Why couldn't you save them? You were:
+ (pick one or more)
+ At fault
+ Selfish
+ Injured
+ Weak
+ Slow
+ Scared
+ In denial
+ Complicit
+
+
What Did It?
+ My Prey:
+ (with the Keeper's agreement, pick the monster breed)
+
+
+ Other Moves
+
+
+
+
+
+ Moves
+ You get this:
+
+
I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss
+
+
+ Then pick two of these:
+
Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal
+
NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to "suffer little harm"
+
What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over
+
Fervour When you manipulate someone roll +Tough instead of +Charm
+
Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)
+
Tools Matter With your signature weapon you get +1 to kick some ass
+
DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice::
+ 🕷 Stabilise the injury but the patient take -1 forward
+ 🕷 Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later
+ 🕷 Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly
+
+
+
+
+ Gear
+ 🕷 Protective wear suited to your look (1 armour)
+ 🕷 Signature Weapons:
+ (choose one)
+ Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)
+ Hand cannon (3 harm, close, loud)
+ Fighting knife (2 harm, hand, quiet)
+ Huge sword or huge axe (3 harm, hand, messy, heavy)
+ Enchanted dagger (2 harm, hand, magic)
+ Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)
+ Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper
+ 🕷 Practical Weapons:
+ (choose two)
+ .38 revolver (2 harm, close, reload, loud)
+ 9mm (2 harm, close, loud)
+ Hunting rifle (2 harm, far, loud)
+ Shotgun (3 harm, close, messy)
+ Big knife (1 harm, hand)
+ Brass knuckles (1 harm, hand, stealthy)
+ Assault rifle (3 harm, close, area, loud, reload)
+ 🕷 Vehicles:
+ (choose one, if you want it)
+ Classic car
+ Classic motorcycle
+ Plain pickup
+ Plain van
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Weird (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +3)
+ Take another Wronged move
+ Take another Wronged move
+ Gain a haven like the Expert with two options
+ Add one more option to your haven
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them
+ Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+ Special (if any):
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+ Playbook Special
+ (Like the Expert's haven or the Spellslinger's combat magic)
+
+
+ Name of special:
+ Description:
+
+
+
+
+ Playbook Moves
+
+
+ Name:
+ Description:
+
+
+
+
+ Other Moves
+
+
+
+
+ Playbook Gear
+
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ 4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2
+ +1 Charm
+ +1 Cool
+ +1 Sharp
+ +1 Tough
+ +1 Weird
+ Take another Custom Playbook move
+ Take another Custom Playbook move
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+
+
+
+ History and Notes
+
+
+
+
+
+
+sheet version 0.0.1
+
+
+
+
\ No newline at end of file
diff --git a/Monster of the Week/MotWPreview.jpg b/Monster of the Week/MotWPreview.jpg
new file mode 100644
index 0000000000..5f8f282ce6
Binary files /dev/null and b/Monster of the Week/MotWPreview.jpg differ
diff --git a/Monster of the Week/sheet.json b/Monster of the Week/sheet.json
new file mode 100644
index 0000000000..e9e897e71e
--- /dev/null
+++ b/Monster of the Week/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "MotWHTML.html",
+ "css": "MotWCSS.css",
+ "authors": "Katie Bennie (LethalKitten)",
+ "roll20userid": "1609908",
+ "preview": "MotWPreview.jpg",
+ "instructions": "Choose a Skin from the dropdown menu to get started. If you run into any issues, have suggestions, or anything else PM me on roll20; https://app.roll20.net/users/1609908/katie or report it at http://github.com/LethalKitten/roll20-character-sheets/issues."
+}
\ No newline at end of file
diff --git a/MouseGuard/img/actionTable.png b/MouseGuard/img/actionTable.png
new file mode 100644
index 0000000000..c91f3ad83b
Binary files /dev/null and b/MouseGuard/img/actionTable.png differ
diff --git a/MouseGuard/mouseguard.html b/MouseGuard/mouseguard.html
index 1a8947b528..a9ccc730a3 100644
--- a/MouseGuard/mouseguard.html
+++ b/MouseGuard/mouseguard.html
@@ -33,6 +33,10 @@
\ No newline at end of file
diff --git a/NWOD-Mage2e/mage2e.jpg b/NWOD-Mage2e/mage2e.jpg
new file mode 100644
index 0000000000..72b04197fc
Binary files /dev/null and b/NWOD-Mage2e/mage2e.jpg differ
diff --git a/NWOD-Mage2e/sheet.json b/NWOD-Mage2e/sheet.json
new file mode 100644
index 0000000000..07f13cf646
--- /dev/null
+++ b/NWOD-Mage2e/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "mage2e.html",
+ "css": "mage2e.css",
+ "authors": "Thorin Tabor",
+ "roll20userid": "20810",
+ "preview": "mage2e.jpg",
+ "instructions": "**Mage the Awakening: Second Edition**\n\n A character sheet for those playing the second edition of Mage the Awakening using the new 2e Chronicles of Darkness (new World of Darkness) rules."
+}
diff --git a/Open Legend Basic by Great Moustache/Open Legend.css b/Open Legend Basic by Great Moustache/Open Legend.css
index 3300d5a447..50fededd1e 100644
--- a/Open Legend Basic by Great Moustache/Open Legend.css
+++ b/Open Legend Basic by Great Moustache/Open Legend.css
@@ -340,16 +340,16 @@ input[type=number]::-webkit-outer-spin-button {
margin: 0;
}
input[type=number] {
- -moz-appearance: textfield;
+ -moz-appearance: textfield;
}
- /*** Select fields (options) without border or down arrow ***/
+ /*** Select fields (options) without border or down arrow ***/
.sheet-inputSelect select {
border: 0px;
background: #AAAAAA;
box-shadow: none;
-webkit-appearance: none;
-moz-appearance: none;
- appearance: none;
+ appearance: none;
-webkit-border-radius: 2px;
border-radius: 2px;
color: white;
@@ -370,7 +370,7 @@ input[type=number] {
background: none;
box-shadow: none;
-webkit-appearance: none;
- -moz-appearance: textfield;
+ -moz-appearance: textfield;
-webkit-border-radius: 0px;
border-radius: 10px;
color: black;
@@ -395,14 +395,14 @@ input[type=number] {
background: #cccccc;
box-shadow: none;
-webkit-appearance: none;
- -moz-appearance: textfield;
+ -moz-appearance: textfield;
height: 70px;
width: 80px;
text-align: center;
color: black;
font-size: 40px;
}
- /*** Input as text for skill name (or just a blank line) ***/
+ /*** Input as text for skill name (or just a blank line) ***/
.sheet-inputName input[type=text] {
border-bottom: 1px solid #AAAAAA;
border-top: 0px;
@@ -431,7 +431,7 @@ input[type=number] {
height: 18px;
line-height: 18px;
}
- /*** Input as text for dice size (usually d4/d6/d8/d10 etc) ***/
+ /*** Input as text for dice size (usually d4/d6/d8/d10 etc) ***/
.sheet-inputDice input[type=text] {
background: none;
border: dashed 1px #111111;
@@ -439,7 +439,7 @@ input[type=number] {
border-radius: 4px;
text-align: center;
}
- /*** Input as number for level of skill (typically 1 digit) ***/
+ /*** Input as number for level of skill (typically 1 digit) ***/
.sheet-inputLevel input[type=number] {
border-bottom: 0px;
border-top: 0px;
@@ -448,7 +448,7 @@ input[type=number] {
background: #AAAAAA;
box-shadow: none;
-webkit-appearance: none;
- -moz-appearance: textfield;
+ -moz-appearance: textfield;
-webkit-border-radius: 20px;
border-radius: 20px;
text-align: center;
@@ -459,8 +459,8 @@ input[type=number] {
.sheet-attributeButton button[type=roll] {
background-color: transparent;
color: black;
- font-style: italic;
- text-align: left;
+ font-style: italic;
+ text-align: left;
border: none;
line-height: 18px;
background-image: none;
@@ -509,7 +509,7 @@ button[type=roll] * {
}
/* Checkbox & Radio formatting */
- /*** make regular checkboxes closer to surrounding items ***/
+ /*** make regular checkboxes closer to surrounding items ***/
input.sheet-checks {
width: 12px;
height: 12px;
@@ -517,7 +517,7 @@ input.sheet-checks {
margin-left: -2px;
margin-right: -2px;
}
- /*** same as above but 2x the size ***/
+ /*** same as above but 2x the size ***/
input.sheet-checks25 {
width: 25px;
height: 25px;
@@ -659,6 +659,7 @@ input.sheet-checkboxSliderInvis {
.sheet-displayHealthSpeed,
.sheet-displayFavoredActions,
.sheet-displayOtherActions,
+.sheet-displayLegendaryItems,
.sheet-displayFeats,
.sheet-displayPerksFlaws,
.sheet-displayInventory,
@@ -674,6 +675,7 @@ input.sheet-checkboxSliderInvis {
.sheet-display_healthspeed_flag[value="hide"] ~ .sheet-displayHealthSpeed,
.sheet-display_favoredactions_flag[value="hide"] ~ .sheet-displayFavoredActions,
.sheet-display_otheractions_flag[value="hide"] ~ .sheet-displayOtherActions,
+.sheet-display_legendaryitems_flag[value="hide"] ~ .sheet-displayLegendaryItems,
.sheet-display_feats_flag[value="hide"] ~ .sheet-displayFeats,
.sheet-display_perksflaws_flag[value="hide"] ~ .sheet-displayPerksFlaws,
.sheet-display_inventory_flag[value="hide"] ~ .sheet-displayInventory,
@@ -748,7 +750,7 @@ input.sheet-checkboxSliderInvis {
/* All the color options for background & text
* Colors: black, silver, gray/grey, white, red, navy, aqua,
-* purple, blue, teal, olive, green, lime, yellow, orange, maroon, fuchsia
+* purple, blue, teal, olive, green, lime, yellow, orange, maroon, fuchsia
* text[Colorname] for text version
*/
.sheet-black, .sheet-rolltemplate-openLegend .sheet-black {
diff --git a/Open Legend Basic by Great Moustache/Open Legend.html b/Open Legend Basic by Great Moustache/Open Legend.html
index 6d47f5fb2f..360cd8298b 100644
--- a/Open Legend Basic by Great Moustache/Open Legend.html
+++ b/Open Legend Basic by Great Moustache/Open Legend.html
@@ -781,8 +781,8 @@
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
rollInitiative = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}&{tracker}]]";
} else {
- roll = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- rollInitiative = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "&{tracker}]]";
+ roll = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
+ rollInitiative = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "&{tracker}]]";
}
setAttrs({
"agility_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -818,7 +818,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.fortitude_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.fortitude_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"fortitude_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -853,7 +853,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.might_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.might_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"might_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -882,7 +882,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.deception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.deception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"deception_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -916,7 +916,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.presence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.presence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"presence_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -945,7 +945,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.persuasion_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.persuasion_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"persuasion_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -973,7 +973,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.learning_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.learning_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"learning_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1001,7 +1001,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.logic_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.logic_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"logic_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1029,7 +1029,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.perception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.perception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"perception_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1063,7 +1063,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.will_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.will_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"will_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1092,7 +1092,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.alteration_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.alteration_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"alteration_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1120,7 +1120,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.creation_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.creation_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"creation_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1148,7 +1148,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.energy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.energy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"energy_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1176,7 +1176,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.entropy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.entropy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"entropy_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1204,7 +1204,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.influence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.influence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"influence_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1232,7 +1232,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.movement_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.movement_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"movement_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1260,7 +1260,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.prescience_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.prescience_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"prescience_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1288,7 +1288,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.protection_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.protection_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"protection_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1362,6 +1362,13 @@
});
});
});
+ on("change:output_legendaryitems", function() {
+ getAttrs(["output_legendaryitems"], function(values) {
+ setAttrs({
+ "display_legendaryitems_flag": showHide(values.output_legendaryitems)
+ });
+ });
+ });
on("change:output_feats", function() {
getAttrs(["output_feats"], function(values) {
setAttrs({
@@ -1644,11 +1651,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- if(isNaN(v["repeating_actions_" + currentID + "_dice_d20"])) {
- roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- } else {
- roll = "[[" + v["repeating_actions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- }
+ roll = "[[" + v["repeating_actions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
if(v["repeating_actions_" + currentID + "_use_power_level"] === "Yes") {
update["repeating_actions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_actions_" + currentID + "_power_level"]*2 + "]]";
@@ -1719,11 +1722,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- if(isNaN(v["repeating_otheractions_" + currentID + "_dice_d20"])) {
- roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- } else {
- roll = "[[" + v["repeating_otheractions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- }
+ roll = "[[" + v["repeating_otheractions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
if(v["repeating_otheractions_" + currentID + "_use_power_level"] === "Yes") {
updateother["repeating_otheractions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_otheractions_" + currentID + "_power_level"]*2 + "]]";
@@ -1738,7 +1737,85 @@
}
});
};
-
+
+ // Function for calculating rolls for Legendary Items
+ on("change:repeating_legendary:dice_d20 change:repeating_legendary:dice_modifier", function() {
+ getAttrs(["repeating_legendary_dice_d20", "repeating_legendary_dice_modifier"], function(values) {
+ var score = values.repeating_legendary_dice_modifier*1;
+ var number = 0;
+ var type = "";
+ if(isNaN(values.repeating_legendary_dice_modifier)) {
+ setAttrs({ "repeating_legendary_dice_modifier": 0 });
+ } else {
+ switch(score) {
+ case 1:
+ number = 1;
+ type = "d4!!";
+ break;
+ case 2:
+ number = 1;
+ type = "d6!!";
+ break;
+ case 3:
+ number = 1;
+ type = "d8!!";
+ break;
+ case 4:
+ number = 1;
+ type = "d10!!";
+ break;
+ case 5:
+ number = 2;
+ type = "d6!!";
+ break;
+ case 6:
+ number = 2;
+ type = "d8!!";
+ break;
+ case 7:
+ number = 2;
+ type = "d10!!";
+ break;
+ case 8:
+ number = 3;
+ type = "d8!!";
+ break;
+ case 9:
+ number = 3;
+ type = "d10!!";
+ break;
+ case 10:
+ number = 4;
+ type = "d8!!";
+ break;
+ default:
+ number = 0;
+ type = "";
+ }
+ }
+ var roll = "";
+ roll = "[[" + values.repeating_legendary_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
+ setAttrs({
+ "repeating_legendary_dice_roll": roll
+ });
+ });
+ });
+
+ // On Change for Use Power Level in Legendary Items
+ on("change:repeating_legendary:use_power_level change:repeating_legendary:power_level change:repeating_legendary:power_level_max", function() {
+ getAttrs(["repeating_legendary_use_power_level", "repeating_legendary_power_level", "repeating_legendary_power_level_max"], function(values) {
+ if(values.repeating_legendary_use_power_level === "Yes") {
+ setAttrs({
+ "repeating_legendary_power_target": "[[10 + " + values.repeating_legendary_power_level*2 + "]]",
+ "repeating_legendary_power_target_max": "[[10 + " + values.repeating_legendary_power_level_max*2 + "]]"
+ });
+ } else {
+ setAttrs({
+ "repeating_legendary_power_target": ""
+ });
+ }
+ });
+ });
// On Change for Use Power Level in actions
on("change:repeating_otheractions:use_power_level change:repeating_otheractions:power_level change:repeating_otheractions:power_level_max", function() {
getAttrs(["repeating_otheractions_use_power_level", "repeating_otheractions_power_level", "repeating_otheractions_power_level_max"], function(values) {
@@ -1821,11 +1898,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- if(isNaN(values.repeating_actions_dice_d20)) {
- roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- } else {
- roll = "[[" + values.repeating_actions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- }
+ roll = "[[" + values.repeating_actions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"repeating_actions_dice_roll": roll
@@ -1884,11 +1957,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- if(isNaN(values.repeating_otheractions_dice_d20)) {
- roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- } else {
- roll = "[[" + values.repeating_otheractions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- }
+ roll = "[[" + values.repeating_otheractions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"repeating_otheractions_dice_roll": roll
@@ -2555,7 +2624,7 @@ var TAS = TAS || (function(){
-
Re-Arranged Attributes to Match Website :: 2017.03.25 Version 1.7.91 y
+
Added Extraordinary/Legendary Items :: 2017.04.24 Version 1.8.0 y
Character Info
@@ -2568,8 +2637,8 @@ var TAS = TAS || (function(){
remove this line to add Sanity back in (and corresponding 2 other areas) -->
Favored Actions
Other Actions
-
Feats
-
Perks & Flaws
+
Legendary Items
+
Feats, Perks & Flaws
Inventory
Other Inv/Notes
@@ -2601,10 +2670,10 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
-
+
@@ -2650,7 +2719,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
Character's Goals, Beliefs, and Instincts
Use this section to give you ideas to help drive your character's actions.
@@ -2959,7 +3028,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Learning.
@@ -3015,7 +3084,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Logic.
@@ -3071,7 +3140,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Perception.
@@ -3127,7 +3196,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Will.
@@ -3195,7 +3264,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Deception.
@@ -3251,7 +3320,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Persuasion.
@@ -3307,7 +3376,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Presence.
@@ -3375,7 +3444,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Alteration.
@@ -3431,7 +3500,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Creation.
@@ -3487,7 +3556,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Energy.
@@ -3543,7 +3612,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Entropy.
@@ -3599,7 +3668,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Influence.
@@ -3655,7 +3724,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Movement.
@@ -3711,7 +3780,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Prescience.
@@ -3767,7 +3836,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Protection.
@@ -3797,9 +3866,6 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
Might
Armor
-
Other
@@ -3952,6 +4018,8 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
Name:
+
+
Attribute
vs
Target
@@ -4001,7 +4069,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
For a Boon
Minimum
Maximum
Use Power level
@@ -4033,7 +4101,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
y
-
+
Name:
@@ -4087,7 +4155,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
For a Boon
Minimum
Maximum
Use Power level
@@ -4101,7 +4169,106 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
+
+
+
+
+
+
Legendary Items
+
Attacks, Boons, & Banes
+
+
+
+
Settings
+
Name (click to roll)
+
+
+
+
+
y
+
+
+
+
Name:
+
+
Attribute
+
vs
+
Target
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
vs
+
+
+
+
+
+
+
+
+
+
Attribute Dice:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
d20 for this action is:
+
+
+
+
+
+
+
+
+
+
+
For a Boon
+
Minimum
+
Maximum
+
Use Power level
+
+
+
Description/Special/Flavor Text
+
+
+
+
+
+
+
+
@@ -4159,7 +4326,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->