public void setbardCastFocus(Data bardcastFocus) { bardcastFocus.abilName = "Spellcasting Focus"; bardcastFocus.dlevel = 1; bardcastFocus.dClass = "Bard"; bardcastFocus.flavor = "You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells."; }
public void setWizardSpellbook(Data wizardSpellbook) { wizardSpellbook.abilName = "Spellbook"; wizardSpellbook.dlevel = 1; wizardSpellbook.dClass = "Wizard"; wizardSpellbook.flavor = "At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice."; }
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 setWarlockSCFocus(Data warlockSCFocus) { warlockSCFocus.abilName = "Spellcasting Focus"; warlockSCFocus.dlevel = 1; warlockSCFocus.dClass = "Warlock"; warlockSCFocus.flavor = "You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.\n"; }
public void setSorcSCFocus(Data sorcSCFocus) { sorcSCFocus.abilName = "Spellcasting Focus"; sorcSCFocus.dlevel = 1; sorcSCFocus.dClass = "Sorcerer"; sorcSCFocus.flavor = "You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells."; }
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 setDruidic(Data druidic) { druidic.abilName = "Druidic"; druidic.dlevel = 1; druidic.dClass = "Druid"; druidic.flavor = "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 message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic."; }
public void setDruidRitCast(Data druidRitCast) { druidRitCast.abilName = "Ritual Casting"; druidRitCast.dClass = "Druid"; druidRitCast.dlevel = 1; druidRitCast.flavor = "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared."; }
public void setclericCastFocus(Data bardcastFocus) { bardcastFocus.abilName = "Spellcasting Focus"; bardcastFocus.dlevel = 1; bardcastFocus.dClass = "Cleric"; bardcastFocus.flavor = "You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells."; }
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 setclericRitCast(Data bardritCast) { bardritCast.abilName = "Ritual Casting"; bardritCast.dClass = "Cleric"; bardritCast.dlevel = 1; bardritCast.flavor = "You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared."; }
public void setclericSCAbility(Data scAbility) { scAbility.abilName = "Spell Casting Ability"; scAbility.dlevel = 1; scAbility.dClass = "Cleric"; scAbility.flavor = "Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one."; }
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 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 setDruidCastFocus(Data druidCastFocus) { druidCastFocus.abilName = "Spellcasting Focus"; druidCastFocus.dlevel = 1; druidCastFocus.dClass = "Druid"; druidCastFocus.flavor = "You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells."; }
public void setBarbarianUnarmor(Data barbarianUnarmor) { barbarianUnarmor.abilName = "Unarmored Defense"; barbarianUnarmor.dlevel = 1; barbarianUnarmor.dClass = "Barbarian"; barbarianUnarmor.flavor = "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.\n"; }
public void setFightStyleDueling(Data fightStyleDueling) { fightStyleDueling.abilName = "Fighting Style Dueling"; fightStyleDueling.dlevel = 1; fightStyleDueling.dClass = "Fighter"; fightStyleDueling.flavor = "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."; }
public void setSorcSCAbility(Data sorcSCAbility) { sorcSCAbility.abilName = "Spellcasting Ability"; sorcSCAbility.dlevel = 1; sorcSCAbility.dClass = "Sorcerer"; sorcSCAbility.flavor = "Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one."; }
public void setFightStyleGWF(Data fightStyleGWF) { fightStyleGWF.abilName = "Fighting Style Great Weapon Fighter"; fightStyleGWF.dlevel = 1; fightStyleGWF.dClass = "Fighter"; fightStyleGWF.flavor = "When 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."; }
public void setSorcDraconicResilience(Data sorcDraconicResilience) { sorcDraconicResilience.abilName = "Draconic Resistance"; sorcDraconicResilience.dlevel = 1; sorcDraconicResilience.dClass = "Sorcerer"; sorcDraconicResilience.flavor = "At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check."; }
public void setFightStyleProtection(Data fightStyleProtection) { fightStyleProtection.abilName = "Fighting Style Protection"; fightStyleProtection.dlevel = 1; fightStyleProtection.dClass = "Fighter"; fightStyleProtection.flavor = "When 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."; }
public void setWarlockSCAbility(Data warlockSCAbility) { warlockSCAbility.abilName = "Spellcasting Ability"; warlockSCAbility.dlevel = 1; warlockSCAbility.dClass = "Warlock"; warlockSCAbility.flavor = "Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.\n"; }
public void setFightStyleTWF(Data fightStyleTWF) { fightStyleTWF.abilName = "Fighting Style Two Weapon Fighting"; fightStyleTWF.dlevel = 1; fightStyleTWF.dClass = "Fighter"; fightStyleTWF.flavor = "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."; }
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 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 setWizardRitualCasting(Data wizardRitualCasting) { wizardRitualCasting.abilName = "Ritual Casting"; wizardRitualCasting.dlevel = 1; wizardRitualCasting.dClass = "Wizard"; wizardRitualCasting.flavor = "You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.\n"; }
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 setbardRitCast(Data bardritCast) { bardritCast.abilName = "Ritual Casting"; bardritCast.dClass = "Bard"; bardritCast.dlevel = 1; bardritCast.flavor = "You can cast any bard spell you know as a ritual if that spell has the ritual tag."; }
public void setbardSCAbility(Data scAbility) { scAbility.abilName = "Spell Casting Ability"; scAbility.dlevel = 1; scAbility.dClass = "Bard"; scAbility.flavor = "Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma\n" + "modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one."; }