Skip to content

Roll20 Character Builder Shaped Excel Companion

Anton Palikhov edited this page Mar 31, 2018 · 10 revisions

Хранилище файлов на Onedrive


Общее описание

Файл состоит из двух частей: собственно Excel, в котором проводится формирование макросов download R20ExcelShapedCompanion_v.0.8.5 и лист персонажа FTUtils

версия 0.8.6 от 31.03.2018 - все еще много недоработок, но кое-что удалось пофиксить.

Общее описание

Дополнение состоит из двух частей: собственно Excel, в котором проводится формирование макросов

НЕОБХОДИМЫЙ СКРИПТ: 🌎СhatSetAttr

Замены символов

"" -> \n

; ->

, ->

( ->

) ->

Class Features

Первая часть утилиты генерирует код макросов для импорта классовых особенностей архетипов, а также дополнительных свойств классов, таких как - инвокации, метамагии, маневры и т.д.

Class features importing to character sheet

Barbarian

/w gm &{template:5e-shaped} {{title=Barbarian}} {{text=*You must select a token to be able to add a feature*}} {{text= 
**Path of the Berserker**
 [3 Frenzy](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Frenzy
--repeating_classfeature_-create_content|Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Mindless Rage](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Mindless Rage
--repeating_classfeature_-create_content|Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
--repeating_classfeature_-create_content_toggle|1
}})
 [10 Intimidating Presence](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Intimidating Presence
--repeating_classfeature_-create_content|Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turnout of line of sight or more than 60 feet away from you.\n\nIf the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Retaliation](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Retaliation
--repeating_classfeature_-create_content|Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make am elee weapon attack against that creature.
--repeating_classfeature_-create_content_toggle|1
}})
 
**Path of the Totem Warrior**
 [3 Spirit Seeker](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Spirit Seeker
--repeating_classfeature_-create_content|Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
--repeating_classfeature_-create_content_toggle|1
}})
 [3 Totem Spirit](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totem Spirit
--repeating_classfeature_-create_content|At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
--repeating_classfeature_-create_content_toggle|1
}})
 [— Bear](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totem Spirit: Bear
--repeating_classfeature_-create_content|While raging you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
--repeating_classfeature_-create_content_toggle|1
}}) | [Eagle](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totem Spirit: Eagle
--repeating_classfeature_-create_content|While you are raging and are not wearing heavy armor other creatures have disadvantage on opportunity attack rolls against you and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
--repeating_classfeature_-create_content_toggle|1
}}) | [Elk](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totem Spirit: Elk
--repeating_classfeature_-create_content|While you're raging and aren't wearing heaving armor your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
--repeating_classfeature_-create_content_toggle|1
}}) | [Wolf](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totem Spirit: Wolf 
--repeating_classfeature_-create_content|While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
--repeating_classfeature_-create_content_toggle|1
}}) | [Tiger](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totem Spirit: Tiger
--repeating_classfeature_-create_content|While raging you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
--repeating_classfeature_-create_content_toggle|1
}}) | [TWF](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Fighting Style: Two Weapon Fighting
--repeating_classfeature_-create_content|When you engage in two—weapon fighting, you can add your ability modifier to the damage of the second attack.
--repeating_classfeature_-create_content_toggle|1
}})

 [6 Aspect of the Beast](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Aspect of the Beast
--repeating_classfeature_-create_content|At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
--repeating_classfeature_-create_content_toggle|1
}})
 [— Bear](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Aspect of the Beast: Bear
--repeating_classfeature_-create_content|You gain the might of a bear. Your carrying capacity including maximum load and maximum lift is doubled and you have advantage on Strength checks made to push pull lift or break objects.

--repeating_classfeature_-create_content_toggle|1
}}) | [Eagle](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Aspect of the Beast: Eagle
--repeating_classfeature_-create_content|You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally dim light doesn't impose disadvantage on your Wisdom Perception checks.
--repeating_classfeature_-create_content_toggle|1
}}) | [Elk](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Aspect of the Beast: Elk
--repeating_classfeature_-create_content|Whether mounted or on foot your travel pace is doubled as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.
--repeating_classfeature_-create_content_toggle|1
}}) | [Wolf](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Aspect of the Beast: Wolf 
--repeating_classfeature_-create_content|You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace.
--repeating_classfeature_-create_content_toggle|1
}}) | [Tiger](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Aspect of the Beast: Tiger
--repeating_classfeature_-create_content|You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
--repeating_classfeature_-create_content_toggle|1
}}) | [TWF](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Fighting Style: Two Weapon Fighting
--repeating_classfeature_-create_content|When you engage in two—weapon fighting, you can add your ability modifier to the damage of the second attack.
--repeating_classfeature_-create_content_toggle|1
}})

 [10 Spirit Walker](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Spirit Walker
--repeating_classfeature_-create_content|At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Totemic Attunement](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totemic Attunement
--repeating_classfeature_-create_content|At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
--repeating_classfeature_-create_content_toggle|1
}})
 [— Bear](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totemic Attunement: Bear
--repeating_classfeature_-create_content|Bear. While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

--repeating_classfeature_-create_content_toggle|1
}}) | [Eagle](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totemic Attunement: Eagle
--repeating_classfeature_-create_content|While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
--repeating_classfeature_-create_content_toggle|1
}}) | [Elk|(!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totemic Attunement: Elk
--repeating_classfeature_-create_content|While raging you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your strength modifier.
--repeating_classfeature_-create_content_toggle|1
}}) | [Wolf](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totemic Attunement: Wolf 
--repeating_classfeature_-create_content|While you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
--repeating_classfeature_-create_content_toggle|1
}}) | [Tiger](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Totemic Attunement: Tiger
--repeating_classfeature_-create_content|While you're raging if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it you can use a bonus action to make an additional melee weapon attack against it.
--repeating_classfeature_-create_content_toggle|1
}}) | [TWF](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Fighting Style: Two Weapon Fighting
--repeating_classfeature_-create_content|When you engage in two—weapon fighting, you can add your ability modifier to the damage of the second attack.
--repeating_classfeature_-create_content_toggle|1
}})

 
**Path of the Ancestral Guardian**
 [3 Ancestral Protectors](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Ancestral Protectors
--repeating_classfeature_-create_content|Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Spirit Shield](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Spirit Shield
--repeating_classfeature_-create_content|Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.\n\nWhen you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
--repeating_classfeature_-create_content_toggle|1
}})
 [10 Consult the Spirits](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Consult the Spirits
--repeating_classfeature_-create_content|At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.\n\nAfter you cast either spell in this way, you can't use this feature again until you finish a short or long rest.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Vengeful Ancestors](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Vengeful Ancestors
--repeating_classfeature_-create_content|At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
--repeating_classfeature_-create_content_toggle|1
}})
 
**Path of the Battlerager**
 [3 Battlerager Armor](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Battlerager Armor
--repeating_classfeature_-create_content|When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.\n\nWhile you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.\n\nAdditionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Reckless Abandon](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Reckless Abandon
--repeating_classfeature_-create_content|Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
--repeating_classfeature_-create_content_toggle|1
}})
 [10 Battlerager Charge](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Battlerager Charge
--repeating_classfeature_-create_content|Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Spiked Retribution](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Spiked Retribution
--repeating_classfeature_-create_content|Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
--repeating_classfeature_-create_content_toggle|1
}})
 
**Path of the Zealot**
 [3 Divine Fury](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Divine Fury
--repeating_classfeature_-create_content|Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
--repeating_classfeature_-create_content_toggle|1
}})
 [3 Warrior of the Gods](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Warrior of the Gods
--repeating_classfeature_-create_content|At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Fanatical Focus](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Fanatical Focus
--repeating_classfeature_-create_content|Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
--repeating_classfeature_-create_content_toggle|1
}})
 [10 Zealous Presence](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Zealous Presence
--repeating_classfeature_-create_content|At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.\n\nOnce you use this feature, you can't use it again until you finish a long rest.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Rage beyond Death](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Rage beyond Death
--repeating_classfeature_-create_content|Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.\n\nWhile you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.
--repeating_classfeature_-create_content_toggle|1
}})
 
**Path of the Storm Herald**
 [3 Storm Aura](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Storm Aura
--repeating_classfeature_-create_content|Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.\n\nYour aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.\n\nIf your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\n\nDesert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\nSea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\nTundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Storm Soul](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Storm Soul
--repeating_classfeature_-create_content|At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.\n\nDesert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.\nSea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\nTundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
--repeating_classfeature_-create_content_toggle|1
}})
 [10 Shielding Storm](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Shielding Storm
--repeating_classfeature_-create_content|At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
--repeating_classfeature_-create_content_toggle|1
}})
 }}

Bard

/w gm &{template:5e-shaped} {{title=Bard}} {{text=*You must select a token to be able to add a feature*}} {{text= 
**College of Glamour**
 [3 Mantle of Inspiration](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Mantle of Inspiration
--repeating_classfeature_-create_content|When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.\n\nAs a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.\n\nThe number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
--repeating_classfeature_-create_content_toggle|1
}})
 [3 Enthralling Performance](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Enthralling Performance
--repeating_classfeature_-create_content|Starting at 3rd level, you can charge your performance with seductive, fey magic.\n\nIf you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\n\nIf a target succeeds on its saving throw, the target has no hint that you tried to charm it.\n\nOnce you use this feature, you can't use it again until you finish a short or long rest.
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Mantle of Majesty
](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Mantle of Majesty

--repeating_classfeature_-create_content|At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.\n\nAny creature charmed by you automatically fails its saving throw against the command you cast with this feature.\n\nOnce you use this feature, you can't use it again until you finish a long rest.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Unbreakable Majesty](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Unbreakable Majesty
--repeating_classfeature_-create_content|At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\n\nIn addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.\n\nOnce you assume this majestic presence, you can't do so again until you finish a short or long rest.
--repeating_classfeature_-create_content_toggle|1
}})
 
**College of Lore**
 [3 Bonus Proficiences](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Bonus Proficiences
--repeating_classfeature_-create_content|When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
--repeating_classfeature_-create_content_toggle|1
}})
 [3 Cutting Words](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Cutting Words
--repeating_classfeature_-create_content|Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, ora damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can ’t hear you or if it’s immune to being charmed.
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Additional Magical Secrets](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Additional Magical Secrets
--repeating_classfeature_-create_content|At 6th level, you learn two spells of your choice from any class. Aspell you choose must be of a level you can cast, as show non the Bard table, ora cantrip. The chosen spells count as bard spells for you but don ’t count against the number of bard spells you know.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Peerless Skill](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Peerless Skill
--repeating_classfeature_-create_content|Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail.
--repeating_classfeature_-create_content_toggle|1
}})
 
**College of Swords**
 [3 Bonus Proficiences](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Bonus Proficiences
--repeating_classfeature_-create_content|When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.\n\nIf you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
--repeating_classfeature_-create_content_toggle|1
}})
 [3 Fighting Style](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Fighting Style
--repeating_classfeature_-create_content|At 3rd level, you adopt a 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 something in the game lets you choose again.\nDueling.When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\nTwo-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Extra Attack](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Extra Attack
--repeating_classfeature_-create_content|Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Master's Flourish](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Master's Flourish
--repeating_classfeature_-create_content|Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
--repeating_classfeature_-create_content_toggle|1
}})
 
**College of Valor**
 [3 Psychic Blades](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Psychic Blades
--repeating_classfeature_-create_content|When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
--repeating_classfeature_-create_content_toggle|1
}})
 [3 Combat Inspiration](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Combat Inspiration
--repeating_classfeature_-create_content|Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Extra Attack](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Extra Attack
--repeating_classfeature_-create_content|Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Battle Magic](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Battle Magic
--repeating_classfeature_-create_content|At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
--repeating_classfeature_-create_content_toggle|1
}})
 
**College of Whispers**
 [3 Bonus Proficiences](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Bonus Proficiences
--repeating_classfeature_-create_content|When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.\n\nWhen you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.\n\nThe psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
--repeating_classfeature_-create_content_toggle|1
}})
 [3 Words of Terror](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Words of Terror
--repeating_classfeature_-create_content|At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\n\nIf you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.\n\nIf the target succeeds on its saving throw, the target has no hint that you tried to frighten it.\n\nOnce you use this feature, you can't use it again until you finish a short or long rest.
--repeating_classfeature_-create_content_toggle|1
}})
 [6 Mantle of Whispers](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Mantle of Whispers
--repeating_classfeature_-create_content|At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.\n\nYou can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.\n\nWhile you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.\n\nAnother creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.\n\nOnce you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
--repeating_classfeature_-create_content_toggle|1
}})
 [14 Shadow Lore](!setattr {{
--sel
--replace
--repeating_classfeature_-create_name|Shadow Lore
--repeating_classfeature_-create_content|At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.\n\nAs an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.\n\nOn a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.\n\nThe charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.\n\nWhen the effect ends, the creature has no understanding of why it held you in such fear.\n\nOnce you use this feature, you can't use it again until you finish a long rest.
--repeating_classfeature_-create_content_toggle|1
}})
 }}

Cleric


Druid


Fighter


Monk


Paladin


Ranger


Rogue


Sorcerer


Warlock


Wizard


Feats

Вторая часть утилиты создает макрос для добавления в лист персонажа фит.

[Actor](!setattr {{
--sel
--replace
--repeating_feat_-create_name|Actor
--repeating_feat_-create_content|You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.)}}

Roll20 forum link

Racial Features and Traits

Большая часть расовых свойств добавлена

Backgrond Features

Расписаны, необходимо придумать как оформить. Добавлены ссылки на AL.WP.

Links

Based on Character Class Builder Macro for Shaped

Download Excel Companion to Shaped v.0.8.6beta


Хранилище файлов на Onedrive


Также вас может заинтересовать - Roll20 Soundboard Excel Companion | Roll20 NPC Directory Excel Companion | Roll20 Rollable Tables Export Import Excel Companion

ПЕРЕЕХАЛИ

Clone this wiki locally