public void setBarbarianFeatures(Data barbarianFeatures) {
   barbarianFeatures.abilName = "Barbarian Class Features";
   barbarianFeatures.dClass = "Barbarian";
   barbarianFeatures.dlevel = 0;
   int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
   int rages[] = {2, 2, 3, 3, 3, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 100};
   int rageDam[] = {2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4};
   //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
   boolean saves[] = {true, false, true, false, false, false};
   barbarianFeatures.profbonus = pbonus;
   barbarianFeatures.classPoints = rages;
   barbarianFeatures.ragedamage = rageDam;
   barbarianFeatures.hitdie = 12;
   barbarianFeatures.armorProf = "Light Armor, Medium Armor, Shields";
   barbarianFeatures.weaponProf = "Simple Weapons, Martial Weapons";
   barbarianFeatures.savingThrows = saves;
   // Skills alphabetically: Acrobatics, Animal Handling, Arcana, Athletics, Deception, History,
   // Insight, Intimidation,Investigation, Medicine, Nature, Perception, Performance, Persuasion,
   // Religion, Sleight of Hand, Stealth, Survival.
   boolean classskills[] = {
     false, true, false, true, false, false, false, true, false, false, true, true, false, false,
     false, false, false, true
   };
   barbarianFeatures.chaClassSkills = classskills;
   barbarianFeatures.numclassSkills = 2;
 }
  public void setWarlockFeatures(Data warlockFeatures) {
    warlockFeatures.abilName = "Warlock Class Features";
    warlockFeatures.dlevel = 0;
    warlockFeatures.dClass = "Warlock";
    int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
    int cans[] = {2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4};
    int spells[] = {2, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15};
    int slot1[] = {1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4};
    int slotlevel[] = {1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5};
    int inv[] = {0, 2, 2, 2, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8};
    // add other spell slots for later levels here.
    //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
    boolean saves[] = {false, false, false, false, true, true};

    warlockFeatures.classPoints = slotlevel; // this is the level of the spell slots.
    warlockFeatures.profbonus = pbonus;
    warlockFeatures.knownCantrips = cans;
    warlockFeatures.knownSpells = spells;
    warlockFeatures.spellslots1 = slot1;
    warlockFeatures.invocations = inv;
    warlockFeatures.hitdie = 8;
    warlockFeatures.armorProf = "Light Armor";
    warlockFeatures.weaponProf = "Simple Weapons";
    //                      {0    ,1    ,2    ,3    ,4    ,5    ,6    ,7    ,8    ,9    ,10   ,11
    // ,12   ,13   ,14   ,15   ,16   ,17  }
    boolean classskills[] = {
      false, false, true, false, true, true, false, true, true, false, true, false, false, false,
      true, false, false, false
    };

    warlockFeatures.numclassSkills = 2;
    warlockFeatures.chaClassSkills = classskills;
    warlockFeatures.savingThrows = saves;
  }
  public void setWizardFeatures(Data wizardFeatures) {
    wizardFeatures.abilName = "Wizard Class Features";
    wizardFeatures.dlevel = 0;
    wizardFeatures.dClass = "Wizard";
    int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
    int cans[] = {3, 3, 3, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5};
    int slot1[] = {2, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4};
    // add other spell slots for later levels here.
    //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
    boolean saves[] = {false, false, false, true, true, false};

    wizardFeatures.profbonus = pbonus;
    wizardFeatures.knownCantrips = cans;
    wizardFeatures.spellslots1 = slot1;
    wizardFeatures.hitdie = 6;
    wizardFeatures.armorProf = "None";
    wizardFeatures.weaponProf = "Dagger, Darts, Slings, Quarterstaffs, Light Crossbows";
    //                      {0    ,1    ,2    ,3    ,4    ,5    ,6    ,7    ,8    ,9    ,10   ,11
    // ,12   ,13   ,14   ,15   ,16   ,17  }
    boolean classskills[] = {
      false, false, true, false, false, true, true, false, true, true, false, false, false, false,
      true, false, false, false
    };
    wizardFeatures.numclassSkills = 2;
    wizardFeatures.chaClassSkills = classskills;
    wizardFeatures.savingThrows = saves;
    wizardFeatures.toolProf = "Three musical instraments of your choice.";
  }
  public void setRogueFeatures(Data rogueFeatures) {
    rogueFeatures.abilName = "Rogue Class Features";
    rogueFeatures.dlevel = 0;
    rogueFeatures.dClass = "Rogue";
    int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
    int sneekDie[] = {1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10};
    // add other spell slots for later levels here.
    //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
    boolean saves[] = {false, true, false, true, false, false};

    rogueFeatures.profbonus = pbonus;
    rogueFeatures.sneakDice = sneekDie;
    rogueFeatures.hitdie = 8;
    rogueFeatures.armorProf = "Light Armor";
    rogueFeatures.weaponProf = "Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword";
    //                      {0    ,1    ,2    ,3    ,4    ,5    ,6    ,7    ,8    ,9    ,10   ,11
    // ,12   ,13   ,14   ,15   ,16   ,17  }
    boolean classskills[] = {
      true, false, false, true, true, false, true, true, true, false, false, true, false, true,
      false, true, true, false
    };
    rogueFeatures.numclassSkills = 4;
    rogueFeatures.chaClassSkills = classskills;
    rogueFeatures.savingThrows = saves;
    rogueFeatures.toolProf = "Theives Tools";
  }
 public void setBardFeatures(Data bardFeatures) {
   bardFeatures.abilName = "Bard Class Features";
   bardFeatures.dlevel = 0;
   bardFeatures.dClass = "Bard";
   int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
   int cans[] = {2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4};
   int spells[] = {4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 15, 16, 18, 19, 19, 20, 22, 22, 22};
   int slot1[] = {2, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4};
   //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
   boolean saves[] = {false, true, false, false, false, true};
   // add other spell slots for later levels here.
   bardFeatures.profbonus = pbonus;
   bardFeatures.knownCantrips = cans;
   bardFeatures.knownSpells = spells;
   bardFeatures.spellslots1 = slot1;
   bardFeatures.hitdie = 8;
   bardFeatures.armorProf = "Light Armor";
   bardFeatures.weaponProf = "Simple Weapons, Hand Crossbow, Longswords, Rapiers, Shortswords";
   // Skills alphabetically: Acrobatics, Animal Handling, Arcana, Athletics, Deception, History,
   // Insight, Intimidation,Investigation, Medicine, Nature, Perception, Performance, Persuasion,
   // Religion, Sleight of Hand, Stealth, Survival.
   boolean classskills[] = {
     true, true, true, true, true, true, true, true, true, true, true, true, true, true, true,
     true, true, true
   };
   bardFeatures.numclassSkills = 3;
   bardFeatures.chaClassSkills = classskills;
   bardFeatures.savingThrows = saves;
   bardFeatures.toolProf = "Three musical instraments of your choice.";
 }
  public void setRangerFeatures(Data rangerFeatures) {
    rangerFeatures.abilName = "Ranger Class Features";
    rangerFeatures.dlevel = 0;
    rangerFeatures.dClass = "Ranger";
    int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
    int spells[] = {0, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11};
    int slot1[] = {0, 2, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4};
    // add other spell slots for later levels here.
    //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
    boolean saves[] = {true, true, false, false, false, false};

    rangerFeatures.profbonus = pbonus;
    rangerFeatures.knownSpells = spells;
    rangerFeatures.spellslots1 = slot1;
    rangerFeatures.hitdie = 10;
    rangerFeatures.armorProf = "Light Armor, Medium Armor, Shields";
    rangerFeatures.weaponProf = "Simple Weapons, Martial Weapons";
    //                      {0    ,1    ,2    ,3    ,4    ,5    ,6    ,7    ,8    ,9    ,10   ,11
    // ,12   ,13   ,14   ,15   ,16   ,17  }
    boolean classskills[] = {
      false, true, false, true, false, false, true, false, true, false, true, true, false, false,
      false, false, true, true
    };
    rangerFeatures.numclassSkills = 3;
    rangerFeatures.chaClassSkills = classskills;
    rangerFeatures.savingThrows = saves;
  }
  public void setMonkFeatures(Data monkFeatures) {
    monkFeatures.abilName = "Monk Class Features";
    monkFeatures.dlevel = 0;
    monkFeatures.dClass = "Monk";
    int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
    int marts[] = {4, 4, 4, 4, 6, 6, 6, 6, 6, 6, 8, 8, 8, 8, 8, 8, 10, 10, 10, 10};
    int ki[] = {0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20};
    //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
    boolean saves[] = {true, true, false, false, false, false};

    monkFeatures.profbonus = pbonus;
    monkFeatures.classPoints = ki;
    monkFeatures.mArts = marts;
    monkFeatures.hitdie = 8;
    monkFeatures.armorProf = "None";
    monkFeatures.weaponProf = "Simple Weapons, Shortswords";
    //                      {0    ,1   ,2    ,3    ,4   ,5   ,6   ,7   ,8    ,9   ,10     ,11   ,12
    //  ,13   ,14   ,15   ,16   ,17  }
    boolean classskills[] = {
      true, false, false, true, false, true, true, false, false, false, false, false, false, false,
      true, false, false, true
    };
    monkFeatures.numclassSkills = 2;
    monkFeatures.chaClassSkills = classskills;
    monkFeatures.savingThrows = saves;
    monkFeatures.toolProf = "Choose one type of artisan’s tools or one musical instrument.";
  }
  public void setDruidFeature(Data druidFeatures) {
    druidFeatures.abilName = "Druid Class Features";
    druidFeatures.dlevel = 0;
    druidFeatures.dClass = "Druid";
    int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
    int cans[] = {2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4};
    int slot1[] = {2, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4};
    //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
    boolean saves[] = {false, false, false, true, true, false};

    druidFeatures.profbonus = pbonus;
    druidFeatures.knownCantrips = cans;
    druidFeatures.spellslots1 = slot1;
    druidFeatures.hitdie = 8;
    druidFeatures.armorProf = "Light Armor, Medium Armor, Shields (but nothing made of metal)";
    druidFeatures.weaponProf =
        "Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears";
    druidFeatures.numclassSkills = 2;
    //                      {0    ,1    ,2    ,3    ,4    ,5    ,6    ,7    ,8    ,9    ,10   ,11
    // ,12   ,13   ,14   ,15   ,16   ,17  }
    boolean classskills[] = {
      false, true, true, false, false, false, true, false, false, true, true, false, true, false,
      true, false, false, true
    };
    druidFeatures.toolProf = "Herbalism Kit";
    druidFeatures.chaClassSkills = classskills;
    druidFeatures.savingThrows = saves;
  }
  public void setClericFeature(Data clericFeatures) {
    clericFeatures.abilName = "Cleric Class Features";
    clericFeatures.dlevel = 0;
    clericFeatures.dClass = "Cleric";
    int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
    int cans[] = {3, 3, 3, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5};
    int slot1[] = {2, 3, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5};
    String domain[] = {"Knowledge", "Life", "Light", "Nature", "Tempest", "Trickery", "War"};
    //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
    boolean saves[] = {false, false, false, false, true, true};

    clericFeatures.profbonus = pbonus;
    clericFeatures.knownCantrips = cans;
    clericFeatures.spellslots1 = slot1;
    clericFeatures.hitdie = 8;
    clericFeatures.armorProf = "Light Armor, Medium Armor, Shields";
    clericFeatures.weaponProf = "All Simple Weapons";
    clericFeatures.numclassSkills = 2;
    // Skills alphabetically: Acrobatics, Animal Handling, Arcana, Athletics, Deception, History,
    // Insight, Intimidation,Investigation, Medicine, Nature, Perception, Performance, Persuasion,
    // Religion, Sleight of Hand, Stealth, Survival.
    boolean classskills[] = {
      false, false, false, false, false, true, true, false, false, true, false, true, false, false,
      true, false, false, false
    };
    clericFeatures.chaClassSkills = classskills;
    clericFeatures.savingThrows = saves;
    clericFeatures.cDomain = domain;
  }
  public void setfighterFeature(Data fighterFeatures) {
    fighterFeatures.abilName = "Fighter Class Features";
    fighterFeatures.dlevel = 0;
    fighterFeatures.dClass = "Fighter";
    int pbonus[] = {2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6};
    //                {Str,  Dex  ,Con  ,Int  ,Wis  ,Cha  };
    boolean saves[] = {true, false, true, false, false, false};

    fighterFeatures.profbonus = pbonus;
    fighterFeatures.hitdie = 10;
    fighterFeatures.armorProf = "All Armor, Shields)";
    fighterFeatures.weaponProf = "Simple Weapons, Martial Weapons";
    fighterFeatures.numclassSkills = 2;
    boolean classskills[] = {
      true, true, false, true, false, true, true, true, false, false, false, true, false, false,
      false, false, false, true
    };
    fighterFeatures.chaClassSkills = classskills;
    fighterFeatures.savingThrows = saves;
  }