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roll20-character-sheets/5eShaped/translations/ja.json
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{
"0": "0",
"10TH_LEVEL": "10レベル",
"10_DAYS": "10日",
"10_MINUTES": "10分",
"11TH_LEVEL": "11レベル",
"12TH_LEVEL": "12レベル",
"12_HOURS": "12時間",
"13TH_LEVEL": "13レベル",
"14TH_LEVEL": "14レベル",
"15TH_LEVEL": "15レベル",
"16TH_LEVEL": "16 レベル",
"17TH_LEVEL": "17 レベル",
"18TH_LEVEL": "18 レベル",
"19TH_LEVEL": "19 レベル",
"1ST": "1st",
"1ST_LEVEL": "1レベル",
"1_ACTION": "1アクション",
"1_BONUS_ACTION": "1ボーナス・アクション",
"1_HOUR": "1 時間",
"1_MINUTE": "1 分",
"1_REACTION": "1リアクション",
"1_ROUND": "1 ラウンド",
"20TH_LEVEL": "20 レベル",
"21ST_LEVEL": "21 レベル",
"22ND_LEVEL": "22 レベル",
"23RD_LEVEL": "23 レベル",
"24TH_LEVEL": "24 レベル",
"24_HOURS": "24 時間",
"25TH_LEVEL": "25 レベル",
"26TH_LEVEL": "26 レベル",
"27TH_LEVEL": "27 レベル",
"28TH_LEVEL": "28 レベル",
"29TH_LEVEL": "29 レベル",
"2ND": "2nd",
"2ND_LEVEL": "2 レベル",
"30TH_LEVEL": "30 レベル",
"30_DAYS": "30 日",
"3RD": "3rd",
"3RD_LEVEL": "3 レベル",
"4TH": "4th",
"4TH_LEVEL": "4 レベル",
"5TH": "5th",
"5TH_LEVEL": "5 レベル",
"6TH": "6th",
"6TH_LEVEL": "6 レベル",
"7TH": "7th",
"7TH_LEVEL": "7 レベル",
"7_DAYS": "7 日",
"8TH": "8th",
"8TH_LEVEL": "8 レベル",
"8_HOURS": "8 時間",
"9TH": "9th",
"9TH_LEVEL": "9 レベル",
"ABILITIES": "Abilities",
"ABILITY": "能力値",
"ABILITY_CHECK": "能力値判定",
"ABILITY_CHECKS": "能力値判定",
"ABILITY_CHECKS_QUERY": "能力値判定クエリ",
"ABILITY_CHECK_MODIFIER": "能力値修正",
"ABILITY_SCORE": "能力値",
"ABILITY_SCORES": "能力値",
"ABJURATION": "防御術",
"AC": "AC",
"ACID": "酸",
"ACROBATICS": "軽業",
"ACTION": "アクション",
"ACTIONS": "アクション",
"AC_ARMORED": "鎧着用 AC",
"AC_UNARMORED": "鎧未着 AC",
"AC_UNARMORED_ABILITY": "未着用能力値",
"ADD_COMMON_ITEMS": "通常アイテムを追加",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS": "習熟していない技能に<br>習熟値の半分を追加する",
"ADVANTAGE": "有利",
"ADVANTAGE+": "Advantage+",
"ADVENTURING_GEAR": "冒険用装備",
"AGE": "年齢",
"ALIGNMENT": "属性",
"ALL": "全て",
"AMMO": "矢弾",
"AMMO_AUTO_USE": "矢弾を自動的に使用",
"AMMO_WEIGHT": "矢弾重量",
"AMPHIBIOUS": "水陸両用",
"AMULET": "アミュレット",
"ANIMALHANDLING": "動物使い",
"API": "API",
"APPEARANCE": "見た目",
"ARCANA": "秘術",
"ARMOR": "鎧",
"ARMOR_CLASS": "アーマー・クラ",
"ARROWS": "矢",
"ARTIFICER": "アーティフィサー (2017)",
"AS": "as",
"ATHLETICS": "運動",
"ATK": "ATK",
"ATTACHERS": "追加効果",
"ATTACK": "攻撃",
"ATTACKS": "攻撃",
"ATTACK_MODIFIER": "攻撃修正値",
"AT_WILL": "任意",
"AUTO": "自動",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "自動的に呪文のコストを消費",
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "攻撃のダメージを自動的にロールする",
"AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS": "セーヴィング・スローのダメージを自動的にロールする",
"AUTOMATIC_HIGHER_LEVEL_QUERIES": "自動高レベル版呪文",
"AUTO_REVERT_ADV": "有利/不利を自動的に元に戻す",
"AVERAGE_OF_ABILITIES": "技能の平均",
"AVG": "平均",
"BACKGROUND": "背景",
"BACKSTORY": "背景ストーリ",
"BARBARIAN": "バーバリアン",
"BARD": "バード",
"BASE_DC": "基本DC",
"BIG": "大",
"BITE": "噛みつき",
"BLINDED": "盲目状態",
"BLINDED_1": "A blinded creature cant see and automatically fails any ability check that requires sight.",
"BLINDED_2": "Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.",
"BLINDSIGHT": "擬似視覚",
"BLIND_BEYOND": "この半径外は盲目",
"BLUDGEONING": "殴打",
"BONDS": "絆・束縛",
"BONUS": "ボーナス",
"BORDER": "Border",
"BONUSES": "ボーナス",
"BONUSES_AND_PENALTIES": "ボーナスおよびペナルティ",
"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",
"BRAWN": "Brawn",
"BREAK_TIES": "同値を解消",
"BURROW": "地中",
"CANCEL": "キャンセル",
"CANTRIP": "初級呪文",
"CANTRIPS": "初級呪文",
"CAN_HAVE": "持てる",
"CARRIED": "所持",
"CARRYING_CAPACITY": "運搬能力",
"CARRYING_CAPACITY_1": "This is the weight that you can carry",
"CARRYING_PUSH_DRAG_LIFT": "押し引きと持ち上げ",
"CARRYING_PUSH_DRAG_LIFT_FEET": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.",
"CARRYING_PUSH_DRAG_LIFT_METERS": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 1.5 meters.",
"CASTERS_4TH": "サード (3レベルまで: 秘術類型)",
"CASTERS_5TH": "ハーフ (5レベルまで: パラディン, レンジャー)",
"CASTERS_9TH": "フル(9レベルまで: バード, クレリック, ドルイド, ソーサラ, ウィザード)",
"CASTING_TIME": "発動時間",
"CHA": "魅力",
"CHALLENGE": "難易度",
"CHARACTER": "キャラクター",
"CHARACTER_NAME": "キャラクター名",
"CHARACTER_NAME_ON_ROLL_TEMPLATES": "ロールにキャラクターの名前を表示する",
"CHARISMA": "魅力",
"CHARISMA_SAVING_THROW": "魅力セーヴィング・スロー",
"CHARMED": "魅了状態",
"CHARMED_1": "A charmed creature cant attack the charmer or target the charmer with harmful abilities or magical effects.",
"CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.",
"CHECK": "判定",
"CHECK_MODIFIER": "判定修正値",
"CHOOSE_WHEN_ROLLING": "ロール時に選択",
"CLASS": "クラス",
"CLASS_AND_LEVEL": "クラス&レベル",
"CLASS_AND_LEVEL_PLACEHOLDER": "鉛筆をクリックすると編集モードに切り替わります",
"CLASS_FEATURES": "クラス特徴",
"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 spells effects occur. Instead, the spell transfers into that item for later use if the item doesnt 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 spells 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 dont 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 beasts 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 cantbe charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesnt have it already.\n•It understands the languages you can speak when you create it, but it cant 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_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",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Masters Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Hewards handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "獰猛なクリティカル",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "8 レベルになると、キャラクターが近接攻撃でクリティカル・ヒットを出す度に、クリティカル・ヒットの追加ダメージ算出の際に武器ダメージダイスを 1 つ余計にロールし加算する。\nこれは 13 レベルに 2 つのダメージダイスに、17 レベルで 3 つのダメージダイスに増加する。",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "危機感覚",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "キャラクターは呪文や罠のような見ることのできる効果に対する【敏捷力】セーヴィングスローに有利を得る。この利益を得るためには、キャラクターは盲目状態にも聴覚喪失状態にも不自由状態にも在ってはならない。",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "追加攻撃(バーバリアン)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "自身のターンに攻撃アクションを取る時はいつでも 1 回ではなく 2 回攻撃できる。",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "高速移動",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "は重装鎧を着ていなければ移動速度が 10 フィート増加する。",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "野生の本能",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "キャラクターの本能は一層研ぎ澄まされ、キャラクターはイニシアチブロールに有利を得る。\n加えて、不自由状態ではない状況で奇襲を受けても普通にターンを取る事ができる。もし奇襲されたラウンドに激怒に入るなら、他の事を行う前にそうしなければならない。",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "不屈の強さ",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "キャラクターの【筋力】判定の最低値が【筋力】値以下であるなら、キャラクターは【筋力】値を合計値に置くことができる。",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "持続性の激怒",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "キャラクターの激怒はキャラクターが意識不明に陥った時と自発的に終了させた時以外に早期終了しなくなるほど凶暴になる。",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "原始の英雄",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "キャラクターは野生の力を具現化する。キャラクターの【筋力】と【耐久力】は 4 ずつ増加する。キャラクターのそれらの数値の最大値は 24 になる。",
"CLASS_FEATURE_BARBARIAN_RAGE": "激怒",
"CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "キャラクターのタ\nーン中に、キャラクターはボーナスアクションとして激怒に突入する。\n激怒中キャラクターが重装鎧を着ていなければ、以下の利益を得る。\n・【筋力】判定、【筋力】セーヴィング・スローに有利を得る。\n・近接攻撃のダメージロールに、バーバリアンレベルに応じたボーナスを得る。このボーナスはバーバリアンの表に激怒ダメージボーナスとして記載されている。\n・キャラクターは[刺突][斬撃][叩き]ダメージに対する抵抗力を持つ。\nもしキャラクターが呪文を発動できるとしても、激怒中は呪文を発動できず集中もできない。\nキャラクターの激怒は 1 分間持続する。キャラクターが意識不明になるか、キャラクターが敵対的なクリーチャーに攻撃をせずダメージも受けずにターンを終えたなら激怒は早期終了する。キャラクターは激怒をボーナスアクションとして自発的に終了させることもできる。\nバーバリアンの表にある激怒の項の数字に等しい回数を激怒すると、激怒の回数を回復するために大休憩を完了させねばならない。",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "向こう見ずな攻撃",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "自身のターン中の最初の攻撃を向こう見ずな攻撃にするよう望める。そうした場合そのターンの【筋力】を用いる近接攻撃に有利を付けられるが、キャラクターに対する攻撃ロールにキャラクターの次のターンまで有利が付く。",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "容赦なき激怒",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT": "激怒は重大な傷にもかかわらず戦うことを維持できる。激怒中にキャラクターが 0 ヒットポイントまで低下しても、死んでいなければキャラクターは難易度 10 の【耐久力】セーヴィングスローを行える。もしそれに成功すれば、キャラクターのヒットポイントは 1 まで下がったことになる。\nこの特徴を最初に使用してから常に、その難易度は 5 ずつ増加してゆく。キャラクターが小休憩か大休憩を完了させると、難易度は 10にリセットされる。",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "鎧無き防御",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "いかなる鎧も楯も身につけていないなら、キャラクターの AC は 10+キャラクターの【敏捷力】修正値+キャラクターの【耐久力】修正値となる。キャラクターは楯は使う事ができ、その利益を受けることもできる。",
"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_BARD_EXPERTISE": "習熟強化",
"CLASS_FEATURE_BARD_EXPERTISE_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_BARD_JACK_OF_ALL_TRADES": "Jack of All Trades",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "You can add half your proficiency bonus, rounded down, to any ability check you make that doesnt already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Magical Secrets",
"CLASS_FEATURE_BARD_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_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_CLERIC_CHANNEL_DIVINITY": "神性伝導",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "2レベルの時点で、君は神から信仰のエネルギーを直接授かり、これを放って魔法効果を生み出すことができるようになる。最初は2つの効果をあらわすことができる。ひとつは“アンデッド退散”であり、もうひとつは領域によって決まる。一部の領域においては、レベルアップに従って新しく追加の効果が得られることがある(各領域の記述を参照)。",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "神性伝導:アンデッド退散",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "君は1回のアクションとして、聖印をかかげアンデッドを咎める祈りを口にする。君から30フィート以内におり、君の姿を見るか声を聞くことのできるアンデッドはみな、【判断力】セーヴィング・スローを行なわねばならない。セーヴに失敗したクリーチャーは、1分間が経過するかダメージを受けるまで“退散”する。 \\n退散中のクリーチャーは、自分のターンを、できるだけ君から遠くへ移動することに費やさねばならず、また自ら進んで君から30フィート以内の場所へ移動することは不可能であり、リアクションをとることもできない。そのクリーチャーはアクションとしては早足アクションか、自分の移動を妨げる効果を脱しようとするためのアクションしか使用できない。ただし、どこへも移動できない場合に限り、回避アクションも使用可能である",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "君の“アンデッド退散”に対するセーヴに失敗したアンデッドは、そのCHALLENGE_RATINGが特定の値以下であるなら即座に破壊される。",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION": "神性介入",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "10レベル以降、君は真に助けが必要な時、己の信じる神に介入と助力を呼びかけることができる。 神の助けを呼ぶには、自分のアクションを使用し、どのような助けを求めるかを説明し、d%をロールする必要がある。ロール結果が君のクレリック・レベル以下ならば、君の崇める神が介入する。介入の効果はDMが決定する。何らかのクレリック呪文またはクレリックの領域呪文と同じ効果が生じるというのが、もっともありそうなことである。\\nひとたび介入が生じたならば、君は以後7日間、この特徴を使用できなくなる。実際に介入が生じなかったならば、君は大休憩を終了すれば再びこの特徴を使用できる。\\n20レベルの時点で、君の介入の呼びかけは自動的に成功するようになる――もはやダイスロールは必要ない。",
"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 arent 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 arent 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 messages presence with a successful DC 15 Wisdom (Perception) check but cant 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 doesnt have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesnt 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 creatures bonus instead of yours. If the creature has any legendary or lair actions, you cant use them.\n•When you transform, you assume the beasts 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 doesnt reduce your normal form to 0 hit points, you arent knocked unconscious.\n•You cant cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesnt break your concentration on a spell youve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that youve 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 cant 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 creatures shape and size. Your equipment doesnt change size or shape to match the new form, and any equipment that the new form cant 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_FIGHTER_ACTION_SURGE": "怒涛のアクション",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "君は短時間だけ通常の限界を超えて活動できるようになる。君は自分のターンにおいて、通常のアクション(と、場合によって許される1回のボーナス・アクション)に加えて、さらに追加で1回のアクションを行なえる。",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "注目に値する運動家",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "追加攻撃 (ファイター)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "君は自分のターンに攻撃アクションをとるたびに1回ではなく計2回の攻撃を行なえるようになる。 この攻撃回数はファイター11レベルで計3回、20レベルで計4回まで増加する。",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "戦闘スタイル (ファイター)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "君は得意の戦法として1種類の戦闘スタイルを採用する。以下の中から1つを選択すること。これ以後また戦闘スタイルを選択することがあっても、同一の戦闘スタイルを2度選択することはできない。\\n\\n弓術\\n遠隔武器での攻撃ロールに+2のボーナスを得る。\\n\\n防御\\n鎧を着ているならばACに+1のボーナスを得る。\\n\\n片手武器戦闘\\n一本の手で武器を持ち、そして他の武器を何も持っていないならば、その武器のダメージ・ロールに+2のボーナスを得る(訳注:盾は武器ではないため、一本の手で武器を持ち、一本の手で盾を持っていてもこの利益は得られる)。\\n\\n両手武器戦闘\\n両手で1つの近接武器を使用して攻撃を行ない、その攻撃のダメージ・ダイスで1か2の目を出したなら、君はその1や2が出たダイスを再ロールできる。ただし再ロールの結果は、たとえ1や2であっても、必ず使用せねばならない。この利益を得るためには、武器が“両手用”または“両用”の特性を有している必要がある。\\n\\n護衛\\n君が見ることができるクリーチャーが、君以外の、君から5フィート以内にいるクリーチャーを攻撃したなら、君はリアクションを用いてその攻撃ロールに不利を付けることができる。ただしこれには君が盾を使用していなければならない。\\n\\n二刀流\\n2つの武器を持って戦うとき、君は2つ目の武器の攻撃のダメージにも能力修正値を足せる",
"CLASS_FEATURE_FIGHTER_INDOMITABLE": "不屈",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "君は失敗したセーヴィング・スローを再ロールできるようになる。再ロールを行なった場合、再ロールの結果は必ず使用せねばならない。",
"CLASS_FEATURE_FIGHTER_SECOND_WIND": "底力",
"CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "君は君自身のターンに、1回のボーナス・アクションを用いて、(1d10+ファイター・レベル)のヒット・ポイントを回復できる。",
"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. If you 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 cant 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 dragons 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": "自身のターンに攻撃アクションを取る時はいつでも 1 回ではなく 2 回攻撃できる。",
"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",
"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 dont have the two-handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you arent wearing armor or wielding a shield:\n•You 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 havent 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 ki point to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF": "Perfect Self",
"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_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}]].",
"CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Step of the Wind",
"CLASS_FEATURE_MONK_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_MONK_STILLNESS_OF_MIND": "Stillness of Mind",
"CLASS_FEATURE_MONK_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_MONK_STUNNING_STRIKE": "Stunning Strike",
"CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "You can interfere with the flow of ki in an opponents 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_MONK_TIMELESS_BODY": "Timeless Body",
"CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Your ki sustains you so that you suffer none of the frailty of old age, and you cant be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Tongue of the Sun and Moon",
"CLASS_FEATURE_MONK_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_MONK_UNARMORED_DEFENSE": "鎧無き防御",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE_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_MONK_UNARMORED_MOVEMENT": "Unarmored Movement",
"CLASS_FEATURE_MONK_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_PALADIN_AURA_OF_COURAGE": "Aura of Courage",
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "You and friendly creatures within AURA_RANGE feet of you cant be frightened while you are conscious.",
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura of Protection",
"CLASS_FEATURE_PALADIN_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_PALADIN_CHANNEL_DIVINITY": "神性伝導",
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "君は神から信仰のエネルギーを直接授かり、これを放って魔法効果を生み出すことができるようになる。最初は2つの効果をあらわすことができる。ひとつは“アンデッド退散”であり、もうひとつは領域によって決まる。一部の領域においては、レベルアップに従って新しく追加の効果が得られることがある(各領域の記述を参照)。",
"CLASS_FEATURE_PALADIN_CLEANSING_TOUCH": "Cleaning Touch",
"CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "You can use your action to end one spell on yourself or on one willing creature that you touch.",
"CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Divine Health",
"CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "The divine magic flowing through you makes you immune to disease.",
"CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Divine Sense",
"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 weapons 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": "自身のターンに攻撃アクションを取る時はいつでも 1 回ではなく 2 回攻撃できる。",
"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 cant 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",
"CLASS_FEATURE_PALADIN_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_PALADIN_LAY_ON_HANDS": "Lay on Hands",
"CLASS_FEATURE_PALADIN_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_RANGERUA_FAVORED_ENEMY": "Favored Enemy",
"CLASS_FEATURE_RANGERUA_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: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Feral Senses",
"CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you cant see. When you attack a creature you cant see, your inability to see it doesnt 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 isnt hidden from you and you arent blinded or deafened.",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Fighting Style (Ranger UA)",
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You cant 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\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_RANGERUA_FLEET_OF_FOOT": "Fleet of Foot",
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "You can use the Dash action as a bonus action on your turn.",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Foe Slayer",
"CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "You become an unparalleled hunter. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
"CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Greater Favored Enemy",
"CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a 10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Natural Explorer",
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesnt slow your groups travel.\n•Your group cant 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.",
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Primeval Awareness",
"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 beast as 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 spending 1 uninterrupted 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 cant 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": "自身のターンに攻撃アクションを取る時はいつでも 1 回ではなく 2 回攻撃できる。",
"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",
"CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you cant see. When you attack a creature you cant see, your inability to see it doesnt 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 isnt hidden from you and you arent blinded or deafened.",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Fighting Style (Ranger)",
"CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You cant 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\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_RANGER_FOE_SLAYER": "Foe Slayer",
"CLASS_FEATURE_RANGER_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_RANGER_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
"CLASS_FEATURE_RANGER_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_RANGER_LANDS_STRIDE": "Lands Stride",
"CLASS_FEATURE_RANGER_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_RANGER_NATURAL_EXPLORER": "Natural Explorer",
"CLASS_FEATURE_RANGER_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 youre proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesnt slow your groups travel.\n•Your group cant 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_RANGER_PRIMEVAL_AWARENESS": "Primeval Awareness",
"CLASS_FEATURE_RANGER_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 doesnt reveal the creatures location or number.",
"CLASS_FEATURE_RANGER_VANISH": "Vanish",
"CLASS_FEATURE_RANGER_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you cant be tracked by nonmagical means, unless you choose to leave a trail.",
"CLASS_FEATURE_ROGUE_BLINDSENSE": "非視覚的感知",
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "君は14レベル以降、物音を聞くことができる限り、君から10フィート以内の隠れているクリーチャーや不可視のクリーチャーすべての位置を認識できる。",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION": "巧妙なアクション",
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "2レベル以降、君は機転と俊敏さを活かして素早く動き、素早く行動することができるようになる。君は戦闘において君のターンごとに1回のボーナス・アクションをとれる。このアクションは以下のいずれかのためにのみ使用できる:\\n(1)早足、\\n(2)離脱、\\n3)隠れ身",
"CLASS_FEATURE_ROGUE_ELUSIVE": "補足不可能",
"CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "18レベル以降、君があんまり巧みに身をかわすので、打ちかかる敵は滅多に君を出し抜けない。君が無力状態でない限り、君に対する攻撃ロールは決して有利を得られない。",
"CLASS_FEATURE_ROGUE_EVASION": "身かわし",
"CLASS_FEATURE_ROGUE_EVASION_TEXT": "7レベル以降、君は特定の範囲効果(レッド・ドラゴンの炎の息、アイス・ストームの呪文など)から素早く飛びのくことができるようになる。君が【敏捷力】セーヴィング・スローに成功すれば半分のダメージですむような効果にさらされた場合、君はそのセーヴィング・スローに成功すれば一切ダメージを受けず、失敗しても半分のダメージですむ。",
"CLASS_FEATURE_ROGUE_EXPERTISE": "習熟強化",
"CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "1レベルの時点で、君が既に得ている技能習熟のうち2種類を選択するか、“君が既に得ている技能習熟のうち1種類、ならびに、盗賊道具への習熟”を選択する。それらの習熟を使用して行なう能力値判定においては、君の習熟ボーナスは2倍になる。\\n6レベルの時点で、君はさらに2種類の(技能または盗賊道具への)習熟を選択してこの利益を得られる。",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "確かな技術",
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "11レベルに至った君は、身につけた技術を、完璧に近いまでに砥ぎすました。習熟ボーナスを足せる能力値判定を行なう時には常に、d20ロールでの9以下の目を10として扱うことができる。",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "囚われぬ心",
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "15レベルに至った君は、今まで以上の精神力を身につけた。【判断力】セーヴィング・スローの習熟を得る。",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "急所攻撃",
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "1レベル以降、君は敵の隙を突いて巧みな一撃を与えるやりかたを心得る。君は1ターンに1回、攻撃ロールに有利を得た攻撃で君がヒットを与えたクリーチャー1体に対して、追加で1d6ダメージを与えることができる。その攻撃は“妙技”の特性を持つ武器または遠隔武器を使用したものでなければならない。\\n以下の条件のすべてを満たしているならば、君はその攻撃ロールに有利を得ていなくとも上記の追加ダメージを与えられる:\\n(1)君以外の“目標クリーチャーにとっての敵”が、目標クリーチャーから5フィート以内にいる。\\n(2)その“目標クリーチャーにとっての敵”が無力状態でない。\\n(3)君がその攻撃ロールに不利を受けていない。\\nこの追加ダメージの値は、君がローグ・レベルを得るに従って、『ローグ』表の急所攻撃の項にある通り増加する",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK": "幸運児",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT": "20レベルの時点で、君は成功せねばならぬ時に必ず成功するすばらしいコツをつかんだ。もし君の攻撃が射程内の目標に対してミスしたなら、君はその1回のミスをヒットに変えることができる。あるいはまた、もし君が1回の能力値判定に失敗したなら、君はそのd20ロールの目を20として扱うことができる。\\n君はこの特徴をひとたび使用したなら、1回の小休憩または大休憩を終了するまで、これを再び使うことができない。",
"CLASS_FEATURE_ROGUE_THIEVES_CANT": "盗賊の符牒",
"CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT": "ローグの訓練の間に君は盗賊の符牒を学んだ。俚言、隠語、暗号を混ぜ合せた秘密の符牒である。これを用いれば、一見何の変哲もない会話の中に、秘密の情報を隠すことができる。盗賊の符牒を知る者のみが、こうした情報を解し得る。この種の情報を伝えるには、同じことを隠さず話す場合の4倍の時間がかかる。\\n加えて、君は一連の秘密の合図や印を解する。これは短く単純な情報を伝えるのに用いられる。「ここは危険」、「ここはギルドのなわばり」、「近くに獲物あり」、「ここの者はカモ」、「ここの者は逃亡中の盗賊に隠れ家を提供してくれる」等である。",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE": "直感回避",
"CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT": "5レベル以降、君から見える者が君を攻撃してヒットを与えたなら、君はリアクションを用いてその攻撃の君に対するダメージを半分にすることができる。",
"CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING": "Flexible Casting",
"CLASS_FEATURE_SORCERER_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 slots level.",
"CLASS_FEATURE_SORCERER_METAMAGIC": "Metamagic",
"CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL": "Careful Spell",
"CLASS_FEATURE_SORCERER_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 spells 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_SORCERER_METAMAGIC_DISTANT_SPELL": "Distant Spell",
"CLASS_FEATURE_SORCERER_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_SORCERER_METAMAGIC_EMPOWERED_SPELL": "Empowered Spell",
"CLASS_FEATURE_SORCERER_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_SORCERER_METAMAGIC_EXTENDED_SPELL": "Extended Spell",
"CLASS_FEATURE_SORCERER_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_SORCERER_METAMAGIC_HEIGHTENED_SPELL": "Heightened Spell",
"CLASS_FEATURE_SORCERER_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_SORCERER_METAMAGIC_QUICKENED_SPELL": "Quickened Spell",
"CLASS_FEATURE_SORCERER_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_SORCERER_METAMAGIC_SUBTLE_SPELL": "Subtle Spell",
"CLASS_FEATURE_SORCERER_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_SORCERER_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_SORCERER_METAMAGIC_TWINNED_SPELL": "Twinned Spell",
"CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT": "When you cast a spell that targets only one creature and doesnt have a range of self, you can spend a number of sorcery points equal to the spells 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 spells current level. For example, magic missile and scorching ray arent eligible, but ray of frost and chromatic orb are.",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION": "Sorcerous Restoration",
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT": "You regain 4 expended sorcery points whenever you finish a short rest.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS": "ソーサリー・ポイント",
"CLASS_FEATURE_SORCERER_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_WARLOCK_ELDRITCH_INVOCATIONS": "Eldritch Invocations",
"CLASS_FEATURE_WARLOCK_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_WARLOCK_ELDRITCH_MASTER": "Eldritch Master",
"CLASS_FEATURE_WARLOCK_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_WARLOCK_MYSTIC_ARCANUM": "Mystic Arcanum",
"CLASS_FEATURE_WARLOCK_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_WARLOCK_PACT_BOON": "Pact Boon",
"CLASS_FEATURE_WARLOCK_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_WIZARD_ARCANE_RECOVERY": "Arcane Recovery",
"CLASS_FEATURE_WIZARD_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 youre 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_WIZARD_SIGNATURE_SPELLS": "Signature Spells",
"CLASS_FEATURE_WIZARD_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 dont 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 cant 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_WIZARD_SPELL_MASTERY": "Spell Mastery",
"CLASS_FEATURE_WIZARD_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_LEVELS": "クラス・レベル",
"CLERIC": "クレリック",
"CLIMB": "登坂",
"CLOSE": "閉じる",
"COINS": "コイン",
"COLD": "冷気",
"COLOR": "色",
"COMPONENTS": "構成要素",
"COMPONENTS_M": "物",
"COMPONENTS_S": "動",
"COMPONENTS_S_M": "動, 物",
"COMPONENTS_V": "音",
"COMPONENTS_V_M": "音, 物",
"COMPONENTS_V_S": "音, 動",
"COMPONENTS_V_S_M": "音, 動, 物",
"CON": "耐久力",
"CONC": "集中",
"CONCENTRATION": "集中",
"CONCENTRATION_UP_TO_10_MINUTES": "集中, 最大10分まで",
"CONCENTRATION_UP_TO_12_HOURS": "集中, 最大12時間まで",
"CONCENTRATION_UP_TO_1_HOUR": "濃度、最大 1 時間まで",
"CONCENTRATION_UP_TO_1_MINUTE": "集中, 最大1分まで",
"CONCENTRATION_UP_TO_1_ROUND": "集中, 最大1ラウンドまで",
"CONCENTRATION_UP_TO_24_HOURS": "集中, 最大24時間まで",
"CONCENTRATION_UP_TO_2_HOURS": "集中, 最大2時間まで",
"CONCENTRATION_UP_TO_6_ROUNDS": "集中, 最大6ラウンドまで",
"CONCENTRATION_UP_TO_8_HOURS": "集中, 最大8時間まで",
"CONDENSE": "省略",
"CONDITIONS": "状態異常",
"CONDITION_IMMUNITIES": "状態耐性",
"CONJURATION": "召喚術",
"CONSTITUTION": "耐久力",
"CONSTITUTION_SAVING_THROW": "耐久力セーヴィング・スロー",
"CONTENT": "中身",
"CONTRACT": "拡大",
"COPPER": "銅貨",
"CORE": "メイン",
"COST": "コスト",
"COSTS_2_ACTIONS": "2アクション消費",
"COSTS_3_ACTIONS": "3アクション消費",
"CP": "CP",
"CREATE_CLASS_FEATURES": "クラス特徴を自動生成",
"CRIT": "CRI",
"CRITICAL_DAMAGE": "クリティカル・ダメージ",
"CRITICAL_DAMAGE_IS_MAXIMIZED": "クリティカル・ダメージを最大化",
"CRIT_ATTACHER_TOOLTIP": "クリティカルと他の動作をチェックするとfreetextのメッセージがその動作のクリティカルに表示されるようになります。",
"CRIT_RANGE": "クリティカル範囲",
"CURRENCY": "Currency",
"CURRENT": "現在",
"CUSTOM": "カスタム",
"CUSTOM_CLASSES": "カスタムクラス",
"CUSTOM_CLASS_NAME": "カスタムクラス名",
"DAMAGE": "ダメージ",
"DAMAGE_IMMUNITIES": "ダメージ耐性",
"DAMAGE_MODIFIER": "ダメージ修正値",
"DAMAGE_RESISTANCES": "ダメージ抵抗",
"DAMAGE_VULNERABILITIES": "ダメージ脆弱性",
"DARKVISION": "暗視",
"DC": "難易度",
"DEAFENED": "聴覚喪失状態",
"DEAFENED_1": "A deafened creature cant hear and automatically fails any ability check that requires hearing.",
"DEATH": "死",
"DEATH_SAVES": "死亡セーヴ",
"DEATH_SAVING_THROW": "死亡セーヴィング・スロー",
"DEATH_SAVING_THROWS": "死亡セーヴィング・スロー",
"DEATH_SAVING_THROW_CHANCES": "死亡セーヴィング・スロー回数",
"DECEPTION": "欺瞞",
"DEX": "敏捷力",
"DEXTERITY": "敏捷力",
"DEXTERITY_SAVING_THROW": "敏捷力セーヴィング・スロー",
"DEX_MAX_X": "敏捷 (最大 X)",
"DICE": "ダイス",
"DICE_MODIFIERS": "ダイス修正値",
"DICE_SYSTEM": "ダイス・システム",
"DIE": "ダイス",
"DISADVANTAGE": "不利",
"DISADVANTAGE-": "Disadvantage-",
"DISPLAY": "表示",
"DISPLAY_AUDITORY": "Auditory",
"DISPLAY_AUDITORY_MATERIAL": "Auditory, Material",
"DISPLAY_AUDITORY_MENTAL": "Auditory, Mental",
"DISPLAY_AUDITORY_MENTAL_OLFACTORY": "Auditory, Mental, Olfactory",
"DISPLAY_AUDITORY_MENTAL_VISUAL": "Auditory, Mental, Visual",
"DISPLAY_AUDITORY_OLFACTORY": "Auditory, Olfactory",
"DISPLAY_AUDITORY_OLFACTORY_MATERIAL": "Auditory, Olfactory, Material",
"DISPLAY_AUDITORY_VISUAL": "Auditory, Visual",
"DISPLAY_AUDITORY_VISUAL_MATERIAL": "Auditory, Visual, Material",
"DISPLAY_MATERIAL": "Material",
"DISPLAY_MENTAL": "Mental",
"DISPLAY_MENTAL_MATERIAL": "Mental, Material",
"DISPLAY_MENTAL_OLFACTORY": "Mental, Olfactory",
"DISPLAY_MENTAL_OLFACTORY_VISUAL": "Mental, Olfactory, Visual",
"DISPLAY_MENTAL_VISUAL": "Mental, Visual",
"DISPLAY_OLFACTORY": "Olfactory",
"DISPLAY_OLFACTORY_MATERIAL": "Olfactory, Material",
"DISPLAY_OLFACTORY_VISUAL": "Olfactory, Visual",
"DISPLAY_TEXT": "Display text",
"DISPLAY_VISUAL": "Visual",
"DISPLAY_VISUAL_MATERIAL": "Visual, Material",
"DISTANCE": "距離",
"DIVINATION": "占術",
"DMG": "DMG",
"DOCUMENTATION": "マニュアル",
"DONT": "Dont",
"DRAGON": "ドラゴン",
"DROP": "Drop",
"DRUID": "ドルイド",
"DURATION": "継続時間",
"EFFECT": "効果",
"ELECTRUM": "エレクトラム貨",
"EMOTE": "フレーバ",
"ENCHANTMENT": "心術",
"ENCUMBERED": "荷重",
"ENCUMBERED_FEET": "Speed reduced by 10 feet",
"ENCUMBERED_HEAVILY": "超荷重",
"ENCUMBERED_HEAVILY_2": "You have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.",
"ENCUMBERED_HEAVILY_FEET": "Speed reduced by 20 feet",
"ENCUMBERED_HEAVILY_METERS": "Speed reduced by 6 meters",
"ENCUMBERED_METERS": "Speed reduced by 3 meters",
"ENCUMBRANCE_MULTIPLIER": "荷重倍率",
"ENGINEERING": "Engineering",
"EP": "EP",
"EQUIPMENT": "装備",
"EVERY": "全ての",
"EVOCATION": "力術",
"EXHAUSTION": "疲労",
"EXHAUSTION_LEVEL": "疲労レベル",
"EXHAUSTION_LEVEL_1": "技能判定に不利が付く",
"EXHAUSTION_LEVEL_2": "移動速度半減",
"EXHAUSTION_LEVEL_3": "攻撃およびセーヴィングスローに不利が付く",
"EXHAUSTION_LEVEL_4": "最大HP半減",
"EXHAUSTION_LEVEL_5": "移動速度0",
"EXHAUSTION_LEVEL_6": "死亡",
"EXPAND": "拡張",
"EXPERIENCE_POINTS": "経験値",
"EXPERTISE": "習熟強化",
"EXPERTISE_AS_ADVANTAGE": "習熟強化を有利として扱う",
"EXPLODE": "explode",
"EXTRAS": "追加",
"EXTRA_ON_A_CRIT": "クリティカル時追加",
"EYES": "目の色",
"FAILURES": "失敗",
"FEATS": "特技",
"FEATURES": "特徴",
"FEATURES_AND_TRAITS": "特徴・特性",
"FEET": "フィート",
"FEET_ABBREVIATION": "ft.",
"FIELD": "フィールド",
"FIGHTER": "ファイター",
"FILTERS": "フィルター",
"FIN": "妙",
"FINESSE": "妙技",
"FIRE": "火",
"FLAT_HEAL": "固定回復",
"FLAWS": "弱点・欠点",
"FLY": "飛行",
"FORCE": "力場",
"FORT": "Fort",
"FORTITUDE": "Fortitude",
"FORTITUDE_SAVING_THROW": "Fortitude saving throw",
"FREEFORM": "Freeform",
"FREETEXT": "Freetext",
"FRIGHTENED": "恐怖状態",
"FRIGHTENED_1": "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.",
"FRIGHTENED_2": "The creature cant willingly move closer to the source of its fear.",
"GARGANTUAN": "巨大",
"GENDER": "性別",
"GENERATE": "Generate",
"GENERATE_SKILLS": "技能生成",
"GM": "GM",
"GOLD": "金貨",
"GP": "GP",
"GRAPPLED": "掴まれた",
"GRAPPLED_1": "A grappled creatures speed becomes 0, and it cant benefit from any bonus to its speed.",
"GRAPPLED_2": "The condition ends if the grappler is incapacitated (see the condition).",
"GRAPPLED_3": "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.",
"HAIR": "髪の毛",
"HALF": "半分",
"HALFLING_LUCK": "ハーフリングの幸運",
"HALF_DAMAGE": "半分のダメージ",
"HALF_ORC_SAVAGE_ATTACKS": "ハーフオークの非情な一撃",
"HALF_PROFICIENCY": "習熟の半分を追加",
"HEAL": "回復",
"HEAL_FOR": "回復値",
"HEAVY_ARMOR": "重装鎧",
"HEIGHT": "身長",
"HIDE": "隠す",
"HIDE_INFO": "詳細を隠す",
"HIDE_INFO_ABILITY_CHECKS": "技能判定非表示",
"HIDE_INFO_ATTACK": "攻撃非表示",
"HIDE_INFO_CONTENT": "中身非表示",
"HIDE_INFO_COST": "コスト非表示",
"HIDE_INFO_DAMAGE": "ダメージ非表示",
"HIDE_INFO_EFFECT": "効果非表示",
"HIDE_INFO_FREETEXT": "freetext非表示",
"HIDE_INFO_NOTE": "Please see the documentation. Youll need to use a browser extension to change the css to show certain parts",
"HIDE_INFO_RECHARGE": "再チャージ非表示",
"HIDE_INFO_SAVING_THROWS": "セーヴィング・スロー非表示",
"HIDE_INFO_SAVING_THROW_DC": "セーヴィング・スロー難易度非表示",
"HIDE_INFO_SAVING_THROW_FAILURE": "セーヴィング・スロー失敗非表示",
"HIDE_INFO_SAVING_THROW_SUCCESS": "セーヴィング・スロー成功非表示",
"HIDE_INFO_TARGET_AC": "ターゲットのACを表示しない",
"HIGHER_LEVEL": "高レベル",
"HIGHER_LEVEL_FLAT_AMOUNT": "高レベル固定値",
"HISTORY": "歴史",
"HIT": "ヒット",
"HIT_DICE": "ヒットダイス",
"HIT_DICE_RECOVERED": "回復したヒット・ダイス",
"HIT_DICE_RECOVERED_ON_A_LONG_REST": "大休憩時に回復するヒット・ダイス",
"HIT_DICE_RECOVERED_ON_A_SHORT_REST": "小休憩時に回復するヒット・ダイス",
"HIT_POINTS": "ヒット・ポイント",
"HIT_POINTS_RECOVERED_ON_A_LONG_REST": "大休憩時に回復するHP",
"HIT_POINTS_ROLLED": "ロールされたHP",
"HIT_POINTS_TEMP": "一時的HP",
"HIT_POINTS_TEMPORARY": "一時的ヒットポイント",
"HIT_POINT_MAXIMUM_REDUCED_BY": "最大HP減少値",
"HON": "Hon",
"HONOR": "Honor",
"HONOR_SAVING_THROW": "Honor saving throw",
"HOUSERULES": "ハウスルール",
"HOVER": "浮遊",
"HP": "HP",
"HUGE": "超大型",
"IDEALS": "理想・信念",
"IF_THE_TARGET_IS": "もしターゲットが",
"ILLUSION": "幻術",
"IMPORT": "インポート",
"INCAPACITATED": "無力状態",
"INCAPACITATED_1": "An incapacitated creature cant take actions or reactions.",
"INFLUENCE": "Influence",
"INITIATIVE": "イニシアチブ",
"INNATE_SPELLCASTING": "先天的呪文",
"INNATE_SPELLCASTING_NO_MATERIAL": "物質要素を必要としない",
"INNATE_SPELLCASTING_ONLY_VERBAL": "音声要素のみを必要とする",
"INNATE_SPELLCASTING_TEXT_1": " ",
"INNATE_SPELLCASTING_TEXT_2": "の呪文発動能力値は",
"INNATE_SPELLCASTING_TEXT_3": "先天的に次の呪文を発動することができる",
"INSIGHT": "看破",
"INSPIRATION": "インスピレーション",
"INSPIRATION_MULTIPLE": "重複インスピレーション",
"INSTANTANEOUS": "瞬間",
"INSTANTANEOUS_OR_1_HOUR": "瞬間または1時間まで",
"INT": "知力",
"INTELLIGENCE": "知力",
"INTELLIGENCE_SAVING_THROW": "知力セーヴィング・スロー",
"INTIMIDATION": "威圧",
"INVESTIGATION": "調査",
"INVISIBLE": "不可視",
"INVISIBLE_1": "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creatures location can be detected by any noise it makes or any tracks it leaves.",
"INVISIBLE_2": "Attack rolls against the creature have disadvantage, and the creatures attack rolls have advantage.",
"JACK_OF_ALL_TRADES": "何でも屋",
"KI": "Ki",
"KILOGRAMS": "キログラム",
"KILOGRAMS_SHORT": "kg",
"KNOWN": "習得数",
"LAIR_ACTIONS": "棲家アクション",
"LANGUAGES": "言語",
"LARGE": "大型",
"LAWFUL_EVIL": "秩序にして悪",
"LEATHER": "レザー",
"LEGACY": "Legacy",
"LEGACY_TOOLTIP": "This cannot be used with all sheet features",
"LEGENDARY_ACTIONS": "伝説的アクション",
"LEGENDARY_ACTIONS_TEXT_1": " ",
"LEGENDARY_ACTIONS_TEXT_2": "は",
"LEGENDARY_ACTIONS_TEXT_3": "伝説的アクションを、自分のターン中以外のタイミングで行うことができる。一体の伝説的クリーチャーは伝説的アクションの選択肢のうち同時に複数を実行することはできない。伝説的アクションを実行できるのは他のクリーチャーのターン終了時に限られる。",
"LEGENDARY_ACTIONS_TEXT_4": "が費した伝説的アクションは、伝説的クリーチャー自身のターン開始時に回復する。",
"LEVEL": "レベル",
"LEVELS": "レベル",
"LIGHTNING": "電撃",
"LIGHT_ARMOR": "軽装鎧",
"LIMIT": "限界",
"LONGER": "長め",
"LONGSWORD": "ロングソード",
"LONG_REST": "大休憩",
"LUC": "Luc",
"LUCK": "Luck",
"LUCK_SAVING_THROW": "Luck saving throw",
"MACROS": "マクロ",
"MANA": "Mana",
"MANIPULATION": "Manipulation",
"MANUAL": "手動",
"MAX": "最大",
"MEASUREMENT_SYSTEMS": "計測単位",
"MEDICINE": "医術",
"MEDIUM": "中型",
"MEDIUM_ARMOR": "中装鎧",
"MEDIUM_ARMOR_MAX_DEX": "中装鎧最大敏捷ボーナス",
"MELEE": "近接",
"MELEE_OR_RANGED_WEAPON_ATTACK": "近接または遠隔武器攻撃",
"MELEE_SPELL_ATTACK": "近接呪文攻撃",
"MELEE_WEAPON": "近接武器",
"MELEE_WEAPON_ATTACK": "近接武器攻撃",
"MELEE_WEAPON_ATTACK_MODIFIER": "近接武器攻撃修正値",
"MELEE_WEAPON_DAMAGE_MODIFIER": "近接武器ダメージ修正値",
"METERS": "メートル",
"METERS_ABBREVIATION": "m.",
"MISC": "その他",
"MISCELLANEOUS": "その他",
"MISCELLANEOUS_NOTES": "その他のノート",
"MOD": "修正値",
"MODIFIER": "修正値",
"MODIFIERS": "修正値",
"MONK": "モンク",
"MOVEMENT": "移動",
"MULTIPLIER": "倍率",
"NAME": "名前",
"NATURE": "自然",
"NECROMANCY": "死霊術",
"NECROTIC": "死霊",
"NO": "No",
"NORMAL": "通常",
"NOTHING_RECHARGED": "再チャージ無し",
"NO_CONCENTRATION": "集中無し",
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "No extra damage on a critical hit from the default damage",
"NPC": "NPC",
"OFFENSE": "攻撃",
"ONE_CREATURE": "クリーチャー1体",
"ONE_TARGET": "目標1体",
"OR": "または",
"OTHER": "その他",
"OTHER_ARMOR": "その他の鎧",
"OTHER_DAMAGE": "その他のダメージ",
"OTHER_PROFICIENCIES_AND_LANGUAGES": "その他の習熟や言語",
"OTHER_TYPE": "その他 (範囲, 円錐, 直線等)",
"OUTPUT": "出力",
"PALADIN": "パラディン",
"PARALYZED": "麻痺状態",
"PARALYZED_1": "A paralyzed creature is incapacitated (see the condition) and cant move or speak.",
"PARALYZED_2": "The creature automatically fails Strength and Dexterity saving throws.",
"PARALYZED_3": "Attack rolls against the creature have advantage.",
"PARALYZED_4": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
"PASSIVE": "受動",
"PASSIVE_ABILITY_CHECK": "受動能力値判定",
"PASSIVE_SKILLS": "受動技能",
"PC": "PC",
"PERCEPTION": "知覚",
"PERFORMANCE": "芸能",
"PERSONALITY_TRAITS": "性格的特徴",
"PERSUASION": "説得",
"PER_LEVEL": "レベル毎",
"PER_USE": "消費",
"PETRIFIED": "石化状態",
"PETRIFIED_1": "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.",
"PETRIFIED_2": "The creature is incapacitated (see the condition), cant move or speak, and is unaware of its surroundings.",
"PETRIFIED_3": "Attack rolls against the creature have advantage.",
"PETRIFIED_4": "The creature automatically fails Strength and Dexterity saving throws.",
"PETRIFIED_5": "The creature has resistance to all damage.",
"PETRIFIED_6": "The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.",
"PIERCING": "刺突",
"PLATINUM": "プラチナ貨",
"PLUS": "および",
"POINTS": "点",
"POINTS_OF_ORIGIN": "原点",
"POISON": "毒",
"POISONED": "毒状態",
"POISONED_1": "A poisoned creature has disadvantage on attack rolls and ability checks.",
"POTION": "ポーション",
"POTION_OF_HEALING": "ポーション・オヴ・ヒーリング",
"POUNDS": "ポンド",
"POUNDS_SHORT": "lb",
"PP": "PP",
"PREPARED": "準備",
"PREPARED_MATTERS": "準備必須",
"PROCESSING_CLOSE_MESSAGE": "下の画像が通常に動いている場合は変換が完了していますのでこのメッセージを閉じてください",
"PROCESSING_MESSAGE": "処理が完了していない状態でキャラシートを閉じないでください",
"PROCESSING_TITLE": "変換中",
"PROF": "習熟",
"PROFICIENCIES": "習熟",
"PROFICIENCY_BONUS": "習熟ボーナス",
"PROFICIENCY_DICE": "習熟ダイス",
"PROFICIENT": "習熟",
"PROFICIENT_ARMOR_WEIGHS": "習熟している鎧は重量を持つ",
"PRONE": "伏せ状態",
"PRONE_1": "A prone creatures only movement option is to crawl, unless it stands up and thereby ends the condition.",
"PRONE_2": "The creature has disadvantage on attack rolls.",
"PRONE_3": "An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.",
"PSI": "Psi",
"PSION": "Psion",
"PSIONICS": "Psionics",
"PSIONICS_4TH": "4th level psionics",
"PSIONICS_5TH": "5th level psionics",
"PSIONICS_9TH": "9th level psionics",
"PSI_LIMIT": "Psi Limit",
"PSI_POINTS": "Psi Points",
"PSYCHIC": "psychic",
"PUBLIC_FOR_ALL": "全員に公開",
"QUERY": "クエリ",
"QUERY_ADVANTAGE_DEFAULT": "クエリ(有利デフォルト)",
"QUERY_DISADVANTAGE_DEFAULT": "クエリ(不利デフォルト)",
"QUICK": "速",
"RACE": "種族",
"RACIAL_FEATURE_POWERFUL_BUILD": "屈強な骨格",
"RACIAL_TRAITS": "種族特徴",
"RADIANT": "光輝",
"RANGE": "距離",
"RANGED": "遠隔",
"RANGED_SPELL_ATTACK": "遠隔呪文攻撃",
"RANGED_WEAPON": "遠隔武器",
"RANGED_WEAPON_ATTACK": "遠隔武器攻撃",
"RANGED_WEAPON_ATTACK_MODIFIER": "遠隔武器攻撃修正値",
"RANGED_WEAPON_DAMAGE_MODIFIER": "遠隔武器ダメージ修正値",
"RANGER": "レンジャー",
"RANGERUA": "レンジャーUA(2016)",
"REACH": "間合い",
"REACTION": "リアクション",
"REACTIONS": "リアクション",
"RECHARGE": "再チャージ",
"RECHARGED": "再チャージ完了",
"RECHARGE_2_6": "再チャージ2-6",
"RECHARGE_3_6": "再チャージ3-6",
"RECHARGE_4_6": "再チャージ4-6",
"RECHARGE_5_6": "再チャージ5-6",
"RECHARGE_6": "再チャージ6",
"RECHARGE_AFTER_LONG_REST": "大休憩後に再チャージ",
"RECHARGE_AFTER_SHORT_OR_LONG_REST": "小休憩または大休憩後に再チャージする",
"RECOVERED": "回復",
"REDUCED_TO": "減少",
"REF": "Ref",
"REFLEX": "Reflex",
"REFLEX_SAVING_THROW": "Reflex saving throw",
"REGAIN": "回復",
"REGIONAL_EFFECTS": "地域影響",
"RELIGION": "宗教",
"REMARKABLE_ATHLETE": "注目に値する運動家",
"REPEAT": "リピート",
"REPORT_AN_ISSUE": "Report an issue",
"REQUIRES_API": "使用にはAPIが必要です",
"RESET": "リセット",
"RESISTANCES_AND_IMMUNITIES": "抵抗&耐久",
"RESOURCES": "リソース",
"REST": "休憩",
"RESTRAINED": "拘束状態",
"RESTRAINED_1": "A restrained creatures speed becomes 0, and it cant benefit from any bonus to its speed.",
"RESTRAINED_2": "Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.",
"RESTRAINED_3": "The creature has disadvantage on Dexterity saving throws.",
"RING": "指輪",
"RITUAL": "儀式",
"ROGUE": "ローグ",
"ROLL": "ロール",
"ROLL_2": "2回ロール",
"ROLL_OPTIONS": "ロール設定",
"ROLL_TEMPLATE": "ロールテンプレ",
"SAN": "San",
"SANITY": "Sanity",
"SANITY_SAVING_THROW": "Sanity saving throw",
"SAVE": "セーヴ",
"SAVE_DC": "セーヴ難易度",
"SAVING_DC": "セーヴィング難易度",
"SAVING_THROW": "セーヴィング・スロー",
"SAVING_THROWS": "セーヴィング・スロー",
"SAVING_THROWS_BONUS": "セーヴィング・スロー・ボーナス",
"SAVING_THROWS_QUERY": "セーヴィング・スロー・クエリ",
"SAVING_THROW_BONUS": "セーヴィング・スロー・ボーナス",
"SAVING_THROW_DC": "セーヴィング・スロー難易度",
"SAVING_THROW_FAILURE": "セーヴィング・スロー失敗",
"SAVING_THROW_MODIFIER": "セーヴィング・スロー修正値",
"SAVING_THROW_SUCCESS": "セーヴィング・スロー成功",
"SCORE": "値",
"SECOND_DAMAGE": "追加ダメージ",
"SELF": "自",
"SENSES": "感覚",
"SHEET": "シート",
"SHEET_OUTPUT": "シート出力",
"SHEET_SETTING": "シート設定",
"SHIELD": "盾",
"SHORT_OR_LONG_REST": "小・大",
"SHORT_REST": "小休憩",
"SHOW_ALL": "全表示",
"SHOW_RESTS": "休憩表示",
"SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED": "全てのスロット消費時にレベルを表示する",
"SHOW_TARGET_AC_ON_ATTACKS": "攻撃時にターゲットのACを表示",
"SHOW_TARGET_NAME_ON_ATTACKS": "攻撃・セーヴ時にターゲットのACを表示",
"SHOW_TOTALS": "合計表示",
"SHOW_UNPREPARED_SPELLS": "未準備の呪文を表示",
"SILVER": "銀貨",
"SIZE": "サイズ",
"SKILL": "技能",
"SKILLS": "技能",
"SKILL_$0": "skill_$0",
"SKILL_$1": "skill_$1",
"SKILL_$10": "skill_$10",
"SKILL_$11": "skill_$11",
"SKILL_$12": "skill_$12",
"SKILL_$13": "skill_$13",
"SKILL_$14": "skill_$14",
"SKILL_$15": "skill_$15",
"SKILL_$16": "skill_$16",
"SKILL_$17": "skill_$17",
"SKILL_$18": "skill_$18",
"SKILL_$19": "skill_$19",
"SKILL_$2": "skill_$2",
"SKILL_$20": "skill_$20",
"SKILL_$21": "skill_$21",
"SKILL_$22": "skill_$22",
"SKILL_$23": "skill_$23",
"SKILL_$3": "skill_$3",
"SKILL_$4": "skill_$4",
"SKILL_$5": "skill_$5",
"SKILL_$6": "skill_$6",
"SKILL_$7": "skill_$7",
"SKILL_$8": "skill_$8",
"SKILL_$9": "skill_$9",
"SKILL_SHEET_SETTING": "&#8211;&nbsp;&nbsp;&nbsp;シート設定",
"SKIN": "肌",
"SLASHING": "斬撃",
"SLEIGHTOFHAND": "手先の早業",
"SLOT": "Slot",
"SLOTS": "スロット",
"SMALL": "小型",
"SOCIETY": "Society",
"SORCERER": "ソーサラー",
"SORCERY": "Sorcery",
"SORCERY_POINTS": "ソーサリー・ポイント",
"SOULKNIFE": "ソウルナイフ",
"SOURCE": "ソース",
"SOURCE_TO_TARGET": "Source &rarr; Target",
"SP": "SP",
"SPECIAL": "特殊",
"SPECIAL_EFFECTS": "特殊効果",
"SPEED": "速度",
"SPELL": "呪文",
"SPELLCASTING": "呪文発動",
"SPELLCASTING_LEVEL": "呪文発動レベル",
"SPELLCASTING_TEXT_1": " ",
"SPELLCASTING_TEXT_2": "は",
"SPELLCASTING_TEXT_3": "の呪文の使い手である。このクリーチャーの呪文発動能力値は",
"SPELLCASTING_TEXT_4": "は次の",
"SPELLCASTING_TEXT_5": "呪文準備している",
"SPELLS": "呪文",
"SPELLS_ON_CORE": "メインページに呪文を表示する",
"SPELLS_TAB": "呪文ページ",
"SPELL_ATTACK": "呪文攻撃",
"SPELL_ATTACK_MODIFIER": "呪文攻撃修正値",
"SPELL_DAMAGE_MODIFIER": "呪文ダメージ修正値",
"SPELL_DC": "呪文難易度",
"SPELL_DC_MODIFIER": "呪文難易度修正値",
"SPELL_HEAL_MODIFIER": "呪文回復修正値",
"SPELL_LEVEL": "呪文レベル",
"SPELL_MUST_HAVE": "必須",
"SPELL_POINTS": "呪文・ポイント",
"SPELL_POINTS_NAME": "Spell points name",
"SPELL_SAVE_DC": "呪文セーヴ難易度",
"SPELL_SAVING_THROW": "呪文セーヴィング難易度",
"SPELL_SLOTS": "呪文スロット",
"SPELL_SLOTS_TITLE": "呪文スロット",
"SPELL_TO_HIT": "呪文ヒット判定",
"STATBLOCK": "能力ブロック",
"STEALTH": "隠密",
"STR": "筋力",
"STRENGTH": "筋力",
"STRENGTH_SAVING_THROW": "筋力セーヴィング・スロー",
"STR_13": "筋 13",
"STR_15": "筋 15",
"STUNNED": "朦朧状態",
"STUNNED_1": "A stunned creature is incapacitated (see the condition), cant move, and can speak only falteringly.",
"STUNNED_2": "The creature automatically fails Strength and Dexterity saving throws.",
"STUNNED_3": "Attack rolls against the creature have advantage.",
"SUCCESSES": "成功",
"SUMMONER": "召喚士",
"SURVIVAL": "生存",
"SWIM": "水泳",
"TARGET": "ターゲット",
"TARGET_TO_SOURCE": "Target &rarr; Source",
"TEMP": "一時",
"TEXT_SIZE": "文字サイズ",
"THROWN": "投擲",
"THUNDER": "雷鳴",
"TINY": "超小型",
"TOTAL": "合計",
"TO_HIT": "ヒット判定",
"TO_TRACKER": "トラッカー表示",
"TRACKER": "トラッカー",
"TRAITS": "特性",
"TRANSMUTATION": "変成術",
"TREMORSENSE": "振動感知",
"TRUESIGHT": "超視覚",
"TURN": "ターン",
"TURN_OFF_FILTERING": "If you are unable to see recently added spells turn off filters",
"TURN_RECHARGE": "ターン毎再チャージ",
"TYPE": "種類",
"UNARMORED": "鎧非着用",
"UNCONSCIOUS": "気絶状態",
"UNCONSCIOUS_1": "An unconscious creature is incapacitated (see the condition), cant move or speak, and is unaware of its surroundings.",
"UNCONSCIOUS_2": "The creature drops whatever its holding and falls prone.",
"UNCONSCIOUS_3": "The creature automatically fails Strength and Dexterity saving throws.",
"UNCONSCIOUS_4": "Attack rolls against the creature have advantage.",
"UNCONSCIOUS_5": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
"UNITS": "Units",
"UNPROFICIENT": "無習熟",
"UNTIL_DISPELLED": "解除まで",
"UNTIL_DISPELLED_OR_TRIGGERED": "解除または発動されるまで",
"USES": "使用回数",
"USE_CUSTOM_SAVING_THROWS": "カスタムセーヴィング・スローを使用",
"UTILITY": "サポート",
"VALUE": "Value",
"VERSATILE": "両用",
"VS": "対",
"VS_FIEND_OR_UNDEAD": "vs アンデットまたは悪魔",
"WARLOCK": "ウォーロック",
"WARLOCK_SLOTS": "ウォーロック・スロット",
"WARLOCK_SPELL_SLOTS": "ウォーロック呪文スロット",
"WEAPON": "武器",
"WEAPON_ATTACK_MODIFIER": "武器攻撃修正値",
"WEAPON_DAMAGE_MODIFIER": "武器ダメージ修正値",
"WEIGHT": "重量",
"WEIGHT_PER_COIN": "硬化まいの重量",
"WHISPERED_TO_GM": "GMに飲み表示",
"WHISPERED_TO_SELF": "自分にのみ表示する",
"WILL": "Will",
"WILL_SAVING_THROW": "Will saving throw",
"WIS": "判断力",
"WISDOM": "判断力",
"WISDOM_SAVING_THROW": "判断力セーヴィング・スロー",
"WIZARD": "ウィザード",
"WONDROUS": "魔具",
"YES": "Yes",
"—": "—"
}