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roll20-character-sheets/5eShaped/translation.json
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{
"1st":"1st",
"2nd":"2nd",
"3rd":"3rd",
"4th":"4th",
"5th":"5th",
"6th":"6th",
"7th":"7th",
"8th":"8th",
"9th":"9th",
"ABILITY":"Ability",
"ABILITY_CHECKS":"Ability checks",
"ABILITY_CHECKS_QUERY":"Ability checks query",
"ABILITY_SCORES":"Ability scores",
"ABJURATION":"Abjuration",
"AC":"AC",
"ACID":"acid",
"ACROBATICS":"Acrobatics",
"ACTION":"Action",
"ACTIONS":"Actions",
"AC_ARMORED":"Armored AC",
"AC_UNARMORED":"Unarmored AC",
"AC_UNARMORED_ABILITY":"Unarmored ability",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency<br>to unproficient saving throws",
"ADVANTAGE":"Advantage",
"AGE":"Age",
"ALIGNMENT":"Alignment",
"ALL":"All",
"AMMO":"Ammo",
"AMMO_AUTO_USE":"Automatically use ammo",
"AMMO_WEIGHT":"Ammo weight",
"ANIMALHANDLING":"Animal Handling",
"API":"API",
"APPEARANCE":"Appearance",
"ARCANA":"Arcana",
"ARMOR":"Armor",
"ARMORED_AND_UNARMORED":"Armored and Unarmored",
"ARMOR_CLASS":"Armor class",
"ATHLETICS":"Athletics",
"ATK":"ATK",
"ATTACHERS":"Attachers",
"ATTACK":"Attack",
"ATTACKS":"Attacks",
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"BACKGROUND":"Background",
"BARBARIAN":"Barbarian",
"BARD":"Bard",
"BIG":"Big",
"BLINDSIGHT":"Blindsight",
"BLIND_BEYOND":"Blind beyond",
"BLUDGEONING":"bludgeoning",
"BONDS":"Bonds",
"BONUS":"Bonus",
"BONUSES":"Bonuses",
"BONUSES_AND_PENALTIES":"Bonuses & Penalties",
"BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.<br>Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
"BREAK_TIES":"Break ties",
"BURROW":"Burrow",
"CANCEL":"Cancel",
"CANTRIP":"Cantrip",
"CANTRIPS":"Cantrips",
"CAN_HAVE":"Can have",
"CARRIED":"Carried",
"CARRYING_CAPACITY":"Carrying capacity",
"CARRYING_PUSH_DRAG_LIFT":"Push\/Drag\/Lift",
"CASTERS_FULL":"Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)",
"CASTERS_HALF":"Half (5th level: Paladin, Ranger)",
"CASTERS_THIRD":"Third (3rd level: Arcane Archetypes)",
"CASTING_TIME":"Casting Time",
"CHA":"Cha",
"CHALLENGE":"Challenge",
"CHARACTER":"Character",
"CHARACTER_NAME":"Character name",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
"CHARISMA":"Charisma",
"CHECK":"Check",
"CHECK_BONUS":"Check bonus",
"CLASS":"Class",
"CLASS_AND_LEVEL":"Class & Level",
"CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
"CLASS_FEATURE_ACTION_SURGE":"Action Surge",
"CLASS_FEATURE_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_ARCANE_RECOVERY":"Arcane Recovery",
"CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
"CLASS_FEATURE_ARCHDRUID":"Archdruid",
"CLASS_FEATURE_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_AURA_OF_COURAGE":"Aura of Courage",
"CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.",
"CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection",
"CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
"CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration",
"CLASS_FEATURE_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_BEAST_SPELLS":"Beast Spells",
"CLASS_FEATURE_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_BLINDSENSE":"Blindsense",
"CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
"CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical",
"CLASS_FEATURE_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_CHANNEL_DIVINITY":"Channel Divinity",
"CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.",
"CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)",
"CLASS_FEATURE_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_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_CLEANSING_TOUCH":"Cleaning Touch",
"CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.",
"CLASS_FEATURE_COUNTERCHARM":"Countercharm",
"CLASS_FEATURE_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_CUNNING_ACTION":"Cunning Action",
"CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
"CLASS_FEATURE_DANGER_SENSE":"Danger Sense",
"CLASS_FEATURE_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_DEFLECT_MISSILES":"Deflect Missiles",
"CLASS_FEATURE_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_DIAMOND_SOUL":"Diamond Soul",
"CLASS_FEATURE_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_DIVINE_HEALTH":"Divine Health",
"CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.",
"CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention",
"CLASS_FEATURE_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_DIVINE_SENSE":"Divine Sense",
"CLASS_FEATURE_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_DIVINE_SMITE":"Divine Smite",
"CLASS_FEATURE_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_ELDRITCH_INVOCATIONS":"Eldritch Invocations",
"CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.",
"CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master",
"CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.",
"CLASS_FEATURE_ELUSIVE":"Elusive",
"CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.",
"CLASS_FEATURE_EMPTY_BODY":"Empty Body",
"CLASS_FEATURE_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_EVASION":"Evasion",
"CLASS_FEATURE_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_EXPERTISE":"Expertise",
"CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.",
"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_FAST_MOVEMENT":"Fast Movement",
"CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.",
"CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy",
"CLASS_FEATURE_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_FERAL_INSTINCT":"Feral Instinct",
"CLASS_FEATURE_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_FERAL_SENSES":"Feral Senses",
"CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.",
"CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style",
"CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.",
"CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.",
"CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.",
"CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.",
"CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting",
"CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.",
"CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows",
"CLASS_FEATURE_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_FOE_SLAYER":"Foe Slayer",
"CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight",
"CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
"CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite",
"CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
"CLASS_FEATURE_INDOMITABLE":"Indomitable",
"CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might",
"CLASS_FEATURE_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_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades",
"CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.",
"CLASS_FEATURE_KI":"Ki",
"CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes",
"CLASS_FEATURE_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_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_LANDS_STRIDE":"Land's Stride",
"CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
"CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands",
"CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.",
"CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets",
"CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts",
"CLASS_FEATURE_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_METAMAGIC":"Metamagic",
"CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell",
"CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
"CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell",
"CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
"CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell",
"CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.",
"CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell",
"CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.",
"CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell",
"CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.",
"CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell",
"CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.",
"CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell",
"CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
"CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
"CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell",
"CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum",
"CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.",
"CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer",
"CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
"CLASS_FEATURE_PACT_BOON":"Pact Boon",
"CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense",
"CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_PERFECT_SELF":"Perfect Self",
"CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
"CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage",
"CLASS_FEATURE_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_PRIMAL_CHAMPION":"Primal Champion",
"CLASS_FEATURE_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_PRIMEVAL_AWARENESS":"Primeval Awareness",
"CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.",
"CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body",
"CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.",
"CLASS_FEATURE_RAGE":"Rage",
"CLASS_FEATURE_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_RECKLESS_ATTACK":"Reckless Attack",
"CLASS_FEATURE_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_RELENTLESS_RAGE":"Relentless Rage",
"CLASS_FEATURE_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_RELIABLE_TALENT":"Reliable Talent",
"CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
"CLASS_FEATURE_SECOND_WIND":"Second Wind",
"CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.",
"CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells",
"CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
"CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind",
"CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
"CLASS_FEATURE_SLOW_FALL":"Slow Fall",
"CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
"CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack",
"CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.",
"CLASS_FEATURE_SONG_OF_REST":"Song of Rest",
"CLASS_FEATURE_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_SORCEROUS_RESTORATION":"Sorcerous Restoration",
"CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points",
"CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.",
"CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery",
"CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
"CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind",
"CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.",
"CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind",
"CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
"CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck",
"CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
"CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike",
"CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn",
"CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
"CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration",
"CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.",
"CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant",
"CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.",
"CLASS_FEATURE_TIMELESS_BODY":"Timeless Body",
"CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon",
"CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
"CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense",
"CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.",
"CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement",
"CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
"CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge",
"CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you",
"CLASS_FEATURE_VANISH":"Vanish",
"CLASS_FEATURE_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_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots",
"CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.",
"CLASS_FEATURE_WILD_SHAPE":"Wild Shape",
"CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed",
"CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed",
"CLASS_FEATURE_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_LEVELS":"Class levels",
"CLERIC":"Cleric",
"CLIMB":"Climb",
"COINAGE":"Coinage",
"COINS_CP":"CP",
"COINS_EP":"EP",
"COINS_GP":"GP",
"COINS_PP":"PP",
"COINS_SP":"SP",
"COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)",
"COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)",
"COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)",
"COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)",
"COLD":"cold",
"COLOR":"Color",
"COMPONENTS":"Components",
"CON":"Con",
"CONC":"Conc",
"CONCENTRATION":"Concentration",
"CONDENSE":"Condense",
"CONDITION_IMMUNITIES":"Condition Immunities",
"CONJURATION":"Conjuration",
"CONSTITUTION":"Constitution",
"CONTENT":"Content",
"CORE":"Core",
"CRIT":"Crit",
"CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.",
"CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.",
"CRIT_RANGE":"Crit range",
"CURRENT":"Current",
"CUSTOM":"Custom",
"CUSTOM_GOLD_VALUES":"Custom gold values",
"CUSTOM_NAME":"Custom name",
"DAMAGE":"Damage",
"DAMAGE_IMMUNITIES":"Damage Immunities",
"DAMAGE_RESISTANCES":"Damage Resistances",
"DAMAGE_VULNERABILITIES":"Damage Vulnerabilities",
"DARKVISION":"Darkvision",
"DC":"DC",
"DEATH_SAVES":"Death saves",
"DEATH_SAVING_THROW":"Death saving throw",
"DEATH_SAVING_THROWS":"Death saving throws",
"DECEPTION":"Deception",
"DEFAULT_ABILITY":"Default ability",
"DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.",
"DEX":"Dex",
"DEXTERITY":"Dexterity",
"DICE":"Dice",
"DIE":"Die",
"DISADVANTAGE":"Disadvantage",
"DISPLAY_TEXT":"Display text",
"DIVINATION":"Divination",
"DMG":"DMG",
"DONT":"Don't",
"DRUID":"Druid",
"DURATION":"Duration",
"EFFECT":"Effect",
"EMOTE":"Emote",
"ENCHANTMENT":"Enchantment",
"ENCUMBERED":"Encumbered",
"ENCUMBERED_HEAVILY":"H. Encumbered",
"EQUIPMENT":"Equipment",
"EVERY":"every",
"EVOCATION":"Evocation",
"EXHAUSTION_LEVEL":"Exhaustion level",
"EXHAUSTION_LEVEL_1":"Disadvantage on ability checks",
"EXHAUSTION_LEVEL_2":"Speed halved",
"EXHAUSTION_LEVEL_3":"Disadvantage on attack rolls and saving throws",
"EXHAUSTION_LEVEL_4":"Hit point maximum halved",
"EXHAUSTION_LEVEL_5":"Speed reduced to 0",
"EXHAUSTION_LEVEL_6":"Death",
"EXPERIENCE_POINTS":"Experience points",
"EXPERTISE":"Expertise",
"EXTRAS":"Extras",
"EYES":"Eyes",
"FAILURES":"Failures",
"FEATURES":"Features",
"FEATURES_AND_TRAITS":"Features & Traits",
"FIELD":"Field",
"FIGHTER":"Fighter",
"FILTERS":"Filters",
"FINESSE":"Finesse",
"FIRE":"fire",
"FLAT_HEAL":"Flat heal",
"FLAWS":"Flaws",
"FLY":"Fly",
"FORCE":"force",
"FREEFORM":"Freeform",
"FREETEXT":"Freetext",
"GARGANTUAN":"Gargantuan",
"GENDER":"Gender",
"GENERATE_SKILLS":"Generate skills",
"HAIR":"Hair",
"HALFLING_LUCK":"Halfling Luck",
"HEAL":"Heal",
"HEAL_FOR":"Heal for",
"HEAVY_ARMOR":"Heavy Armor",
"HEIGHT":"Height",
"HIDE_NPC_INFO":"Hide NPC info",
"HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
"HIDE_NPC_INFO_ATTACK":"Hide attack",
"HIDE_NPC_INFO_DAMAGE":"Hide damage",
"HIDE_NPC_INFO_EFFECT":"Hide effect",
"HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
"HIDE_NPC_INFO_RECHARGE":"Hide recharge",
"HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
"HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
"HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
"HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
"HIGHER_LEVEL":"Higher level",
"HISTORY":"History",
"HIT_DICE":"Hit dice",
"HIT_POINTS":"Hit points",
"HIT_POINTS_TEMPORARY":"Temporary hit points",
"HIT_POINTS_TEMP":"Temp HP",
"HOUSERULES":"Houserules",
"HOVER":"Hover",
"HUGE":"Huge",
"IDEALS":"Ideals",
"ILLUSION":"Illusion",
"IMPORT":"Import",
"INITIATIVE":"Initiative",
"INITIATIVE_BONUS":"Initiative bonus",
"INSIGHT":"Insight",
"INSPIRATION":"Inspiration",
"INT":"Int",
"INTELLIGENCE":"Intelligence",
"INTIMIDATION":"Intimidation",
"INVESTIGATION":"Investigation",
"JACK_OF_ALL_TRADES":"Jack of all trades",
"LAIR_ACTIONS":"Lair Actions",
"LANGUAGES":"Languages",
"LARGE":"Large",
"LBS":"lbs",
"LEGENDARY_ACTIONS":"Legendary Actions",
"LEGENDARY_ACTIONS_TEXT_1":"The",
"LEGENDARY_ACTIONS_TEXT_2":"can take",
"LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The",
"LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.",
"LEVEL":"Level",
"LEVELS":"levels",
"LIGHTNING":"lightning",
"LIGHT_ARMOR":"Light Armor",
"LONG_REST":"Long Rest",
"MACROS":"Macros",
"MATERIAL_M":"M",
"MAX":"Max",
"MEDICINE":"Medicine",
"MEDIUM":"Medium",
"MEDIUM_ARMOR":"Medium Armor",
"MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
"MELEE":"Melee",
"MISC":"Misc",
"MISCELLANEOUS":"Miscellaneous",
"MISCELLANEOUS_NOTES":"Miscellaneous notes",
"MONK":"Monk",
"MOVEMENT":"Movement",
"MULTIPLIER":"Multiplier",
"NAME":"Name",
"NATURE":"Nature",
"NECROMANCY":"Necromancy",
"NECROTIC":"necrotic",
"NO":"No",
"NORMAL":"Normal",
"NPC":"NPC",
"OTHER":"Other",
"OTHER_ARMOR":"Other Armor",
"OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
"OUTPUT":"Output",
"PALADIN":"Paladin",
"PC":"PC",
"PERCEPTION":"Perception",
"PERFORMANCE":"Performance",
"PERSONALITY_TRAITS":"Personality traits",
"PERSUASION":"Persuasion",
"PIERCING":"piercing",
"POINTS_OF_ORIGIN":"Points of origin",
"POISON":"poison",
"PREPARED":"Prepared",
"PROF":"Prof",
"PROFICIENCIES":"Proficiencies",
"PROFICIENCY_BONUS":"Proficiency Bonus",
"PROFICIENT":"Proficient",
"PSYCHIC":"psychic",
"PUBLIC_FOR_ALL":"Public for all to see",
"QTY":"Qty",
"QUERY":"Query",
"RACE":"Race",
"RADIANT":"radiant",
"RANGE":"Range",
"RANGED":"Ranged",
"RANGER":"Ranger",
"REACH":"Reach",
"REACTION":"Reaction",
"REACTIONS":"Reactions",
"RECHARGE":"Recharge",
"REGIONAL_EFFECTS":"Regional Effects",
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Remarkable Athlete",
"REQUIRES_API":"This feature requires the API",
"RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
"RESOURCES":"Resources",
"RESTS":"Rests",
"RITUAL":"Ritual",
"ROGUE":"Rogue",
"ROLL_2":"Roll 2",
"ROLL_OPTIONS":"Roll options",
"ROLL_TEMPLATE":"Roll template",
"SAVE_FAILURE":"Save Failure",
"SAVE_SUCCESS":"Save Success",
"SAVING_DC":"Saving DC",
"SAVING_THROW":"Saving throw",
"SAVING_THROWS":"Saving throws",
"SAVING_THROWS_QUERY":"Saving throws query",
"SAVING_THROW_DC":"Saving throw DC",
"SENSES":"Senses",
"SHEET":"Sheet",
"SHEET_OUTPUT":"Sheet output",
"SHIELD":"Shield",
"SHORT_REST":"Short Rest",
"SHOW_ALL":"Show all",
"SHOW_PASSIVE":"Show passive",
"SHOW_RESTS":"Show Rests",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used",
"SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks",
"SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves",
"SHOW_TOTALS":"Show totals",
"SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
"SIZE":"Size",
"SKILL":"Skill",
"SKILLS":"Skills",
"SKIN":"Skin",
"SLASHING":"slashing",
"SLEIGHTOFHAND":"Sleight of Hand",
"SMALL":"Small",
"SOMATIC_S":"S",
"SORCERER":"Sorcerer",
"SOURCE":"Source",
"SPECIAL_EFFECTS":"Special effects",
"SPEED":"Speed",
"SPELL":"Spell",
"SPELLCASTING":"Spellcasting",
"SPELLCASTING_LEVEL":"Spellcasting level",
"SPELLS":"Spells",
"SPELL_LEVEL":"Spell level",
"SPELL_MUST_HAVE":"Spells must have",
"SPELL_POINTS":"Spell points",
"SPELL_POINTS_TITLE":"Spell points",
"SPELL_SLOTS":"Spell slots",
"SPELL_SLOTS_TITLE":"Spell slots",
"STATBLOCK":"Statblock",
"STEALTH":"Stealth",
"STR":"Str",
"STRENGTH":"Strength",
"SUCCESSES":"Successes",
"SURVIVAL":"Survival",
"SWIM":"Swim",
"TARGET":"Target",
"TEXT_SIZE":"Text size",
"THUNDER":"thunder",
"TINY":"Tiny",
"TOTAL":"Total",
"TO_TRACKER":"Send to Tracker",
"TRACKER":"Tracker",
"TRAITS":"Traits",
"TRANSMUTATION":"Transmutation",
"TREMORSENSE":"Tremorsense",
"TRUESIGHT":"Truesight",
"TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
"TYPE":"Type",
"UNARMORED":"Unarmored",
"UNPROFICIENT":"Unproficient",
"USED":"Used",
"USES":"Uses",
"VERBAL_V":"V",
"VISION":"Vision",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"vs undead or fiend",
"WARLOCK":"Warlock",
"WARLOCK_SPELL_SLOTS":"Warlock spell slots",
"WEIGHT":"Weight",
"WHISPERED_TO_GM":"Whispered to the GM",
"WIS":"Wis",
"WISDOM":"Wisdom",
"WIZARD":"Wizard",
"YES":"Yes",
"1_ACTION":"1 action",
"1_BONUS_ACTION":"1 bonus action",
"1_REACTION":"1 reaction",
"1_MINUTE":"1 minutes",
"10_MINUTES":"10 minutes",
"1_HOUR":"1 hour",
"8_HOURS":"8 hours",
"12_HOURS":"12 hours",
"24_HOURS":"24 hours",
"7_DAYS":"7 days",
"10_DAYS":"10 days",
"30_DAYS":"30 days",
"INSTANTANEOUS":"Instantaneous",
"UNTIL_DISPELLED":"Until dispelled",
"UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
"UP_TO_1_MINUTE":"up to 1 minute",
"1_ROUND":"1 round",
"UP_TO_1_ROUND":"up to 1 round",
"UP_TO_6_ROUNDS":"up to 6 rounds",
"UP_TO_10_MINUTES":"up to 10 minute",
"UP_TO_1_HOUR":"up to 1 hour",
"UP_TO_2_HOURS":"up to 2 hours",
"UP_TO_8_HOURS":"up to 8 hours",
"UP_TO_12_HOURS":"up to 12 hours",
"UP_TO_24_HOURS":"up to 24 hours",
"INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
"SPECIAL":"Special",
"HALF_DAMAGE":"half damage",
"OR":"or",
"IF_THE_TARGET_IS":"If the target is",
"ARROWS":"Arrows",
"BITE":"Bite",
"DRAGON":"Dragon",
"LAWFUL_EVIL":"lawful evil",
"ONE_CREATURE":"one creature",
"AMPHIBIOUS":"Amphibious",
"ABILITY_CHECK":"Ability check",
"PASSIVE_ABILITY_CHECK":"Passive ability check",
"COPPER_PIECES":"Copper pieces",
"SILVER_PIECES":"Silver pieces",
"ELECTRUM_PIECES":"Electrum pieces",
"GOLD_PIECES":"Gold pieces",
"PLATINUM_PIECES":"Platinum pieces",
"TOTAL_GOLD_VALUE":"Total gold value",
"HIT_POINTS_ROLLED":"Hit points rolled",
"AS":"as"
}