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1
Q

Acrobatics

A

Akrobatik

Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

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2
Q

Alignment

A

Gesinnung

A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

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3
Q

Animal Handling

A

Umgang mit Tieren

When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

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4
Q

Arcana

A

Arkanes Wissen

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5
Q

Armor Class

A

Rüstungsklasse

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6
Q

Athletics

A

Athletik

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7
Q

Bonds

A

Verpflichtungen

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8
Q

Cantrips

A

Spontanzauber

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9
Q

Charisma

A

Charisma

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10
Q

Class

A

Klasse

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11
Q

Constitution

A

Konstitution

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12
Q

Death Saves

A

Rettungswürfe - Tod

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13
Q

Deception

A

Täuschung

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14
Q

Dexterity

A

Geschick

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15
Q

Experience Points

A

Erfahrungspunkte

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16
Q

Flaws

A

Schwächen

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17
Q

History

A

Altertumskunde

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18
Q

Hit Dice

A

Trefferwürfel

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19
Q

Hit Point

A

Trefferpunkte

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20
Q

Ideals

A

Ideale

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21
Q

Initiative

A

Initative

22
Q

Insight

A

Menschenkenntnis

23
Q

Inspiration

A

Inspiration

24
Q

Intelligence

A

Intelligenz

25
Q

Intimidation

A

Einschüchtern

26
Q

Investigation

A

Nachforschen

27
Q

Medicine

A

Heilen

28
Q

Nature

A

Naturkunde

29
Q

Perception

A

Wahrnehmung

30
Q

Perfomance

A

Darbietung

31
Q

Personality Traits

A

Persönlichkeitsmerkmale

32
Q

Persuasion

A

Überzeuguen

33
Q

Proficiencies

A

Kompetenzen

34
Q

Race

A

Volk

35
Q

Religion

A

Religionskunde

36
Q

Saving Throws

A

Rettungswürfe

37
Q

Skin

A

Hautfarbe

38
Q

Sleight of Hand

A

Fingerfertigkeit

39
Q

Slots Expended

A

Verbrauchte Zauber

40
Q

Slots Total

A

Verfügbare Zauber

41
Q

Speed

A

Bewegung

42
Q

Spell Attack Bonus

A

Bonus für Angriffszauber

43
Q

Spell Level

A

Spruchgrad

44
Q

Spell Save DC

A

Schwierigkeit Rettungswürfe Zauber

45
Q

Spellcasting Ability

A

Zauberattribut

46
Q

Spellcasting Class

A

Zauberklasse

47
Q

Stealth

A

Heimlichkeit

48
Q

Strength

A

Stärke

49
Q

Survival

A

Überleben

50
Q

Weight

A

Gewicht

51
Q

Wisdom

A

Weisheit