6 Commits
Author SHA1 Message Date
joshuaandClaude Opus 5.5 18d9e7301c V1.23.0: every subclass, 43 species, the Artificer, and the road to level 20
- All 123 official subclasses (2014 books and the 2024 Player's Handbook), each
  with its book and features up to level 20; one file per class
- The builder has a subclass step after the class: pick one, let a die suggest
  one, or decide later; its gifts arrive at the class's choice level
- 2024 updates (Wild Heart, Warrior of the Elements) offer a one-click switch
- The Road Ahead: a level 1-20 timeline on every sheet and in the builder
- 33 new species (2024 Aasimar and Goliath, Monsters of the Multiverse) with
  chosen +2/+1 or +1/+1/+1 bonuses; species roll is now a d8 by family
- The Artificer: class, half-caster slots from level 1, features, Flash of Genius
- Class tables and counters run to level 20; a fifth Boon, Resolve

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:02:51 +02:00
joshuaandClaude Opus 5.5 57fba68a48 V1.21.0: a DM's toolkit: the battle at a glance, subclasses, character state, rolls, XP
Seven steps in one commit, 1.15.0 to 1.21.0. They change the same files
and were not saved apart, so they go in together.

- The battle at a glance (1.15). A strip across the top of an encounter
  lists everyone in turn order and stays in view; a click goes to that
  card. On a wide screen the stat block of whoever is on turn stays
  beside the cards, and Pin keeps anyone else's there. Saving throws,
  every skill and passive Perception, Investigation and Insight are on
  encounter cards and in the character panel, which "Sheet" on a card
  and a button on the party overview open. For the DM, N is Next Turn
  and S opens the sheet of whoever is on turn. The party overview shows
  passive scores and spell save DC.
- Subclasses (1.16). Three per class, picked in the level-up checklist
  at level 2 (cleric, druid, wizard) or 3, shown beside the class
  everywhere, and changed by the DM from the sheet: the old one's lines
  come out of Special Abilities and the new one's go in. Characters
  already at that level keep the path they were on.
- Character state (1.17). Inspiration, exhaustion and conditions on the
  sheet and in the panel, and counters for what a class does a set
  number of times (Rage, Ki, Channel Divinity...), which the player
  spends and a rest gives back. A long rest takes a level of exhaustion
  off. A character's conditions are their own now: they stay from one
  encounter to the next.
- Faster battles (1.18). Up to 20 of a monster added at once, numbered.
  One button rolls initiative for the monsters and NPCs. A condition can
  be given a number of rounds and then comes off by itself. Hovering
  over a condition shows its rule, and damaging someone who is
  Concentrating shows the save to call for.
- Rolls from the sheet (1.19). A number with a dotted underline rolls
  when clicked, with its bonus: skills, saves, ability checks, attacks,
  damage, spell dice, and a monster's attack, damage and abilities. The
  dice roller has advantage and disadvantage. "Call for a roll" rolls
  one check or save for the whole party. Rolls stay in the browser.
- XP and difficulty (1.20). An encounter shows the DM how hard it is,
  Trivial to Deadly, from the monsters' challenge ratings against the
  characters in it, and what it is worth in XP; one button shares that
  out, once. The sheet and the party overview show XP and when a level
  is due. Levelling up stays the DM's decision.
- Subclasses are optional per campaign (1.21). With "Characters choose a
  subclass" unticked in the campaign's Settings nobody is asked, each
  class follows its first subclass, and none is named.
- Conditions, exhaustion, counters and subclass features are reminders
  for the table: none of them changes a number on the sheet.
- The docs cover all of it, with generated tables of what each subclass
  adds.
- New migrations: a character's subclass; inspiration, exhaustion,
  conditions and spent counters on a character; the rounds left on a
  combatant's conditions; the XP awarded for an encounter; the
  campaign's subclass setting.
- All packages at version 1.21.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 17:36:27 +02:00
joshuaandClaude Opus 5.5 e9f8169286 V1.14.0: spell slots, rests, and a level-up checklist
- Spell slots. Every class that casts has a slot tracker, worked out
  from class and level: the full-caster table for bards, clerics,
  druids, sorcerers and wizards, the half-caster table for paladins and
  rangers (from level 2), and a warlock's few slots of one level. It is
  in the Spellcasting card on the sheet and in the character panel, and
  the party overview has a column for it. A player presses Use to spend
  a slot; only the DM gives one back.
- Rests. The DM's "Rest…" button, beside the character list and on the
  party overview, rests any of the party at once. A short rest shows
  which Hit Dice each character can roll and heals from what they
  rolled (typed in, or rolled by the site), and gives a warlock their
  slots. A long rest puts back HP, every spell slot and half the level
  in Hit Dice, and clears temp HP.
- Hit Dice are counted: one per level, shown on the sheet, the panel
  and the party overview.
- Level Up. "Level Up…" on a sheet takes a character up one level with
  the whole checklist: the new max HP and a full heal, the class's new
  special abilities for levels 2 to 10, a Boon where the level grants
  one (Toughened raises Extra AC, Hardy gives temp HP now and after
  each long rest), fresh spell slots and new spells, and the free
  upgrade of one standard weapon.
- A level typed into the Level field still writes down what the class
  gains on the way up, and leaves a line where a Boon is owed.
- The docs cover all of it, with a generated list of what each class
  gains at each level. The Hollowcrown seed's note no longer says to
  track spell slots on paper.
- New migration: spent spell slots and Hit Dice on a character.
- All packages at version 1.14.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 10:47:56 +02:00
joshuaandClaude Opus 5.5 9c97d61ce5 V1.12.0: worlds from a code, shops and cash in the seeds, up-to-date packages
- A DM can start a campaign from a ready-made world by typing its
  six-character code: "+ New Campaign" on the Campaigns page, then "Or
  start from a ready-made world". The whole world is built in one go
  with them as its DM: locations, weapons, items, spells, monsters,
  NPCs, encounters and notes. ALDENF is Aldenfell, HOLLOW is Hollowcrown.
- A world is one file in /backend/seeds. Drop another in and its code
  works straight away, with no restart. "npm run seeds:check" lists
  every world, or what is wrong with one: a misspelt field, a name used
  twice, an encounter pointing at something the file does not have. A
  file with a mistake in it is never offered. docs/SEEDS.md has the
  format.
- A seed can now hold everything a campaign can: gear effects, an NPC's
  wares and exchange rate, things for sale at an encounter, and rewards
  in silver, copper and cash.
- The database seed creates the admin account and nothing else. The
  Aldenfell and Hollowcrown seed commands are gone: worlds come from
  codes.
- Hollowcrown follows the V3 book: 4 starting items and 3 things
  equipped, the book's effects on every weapon and item, armor as items
  (library, modern and magic), worn gear at the book's levels, damage
  types on monsters, ten shop scenes with prices and stock, five money
  changers, Meridian loot as cash and mixed hoards as gold, silver and
  copper.
- Aldenfell: the Shield and Leather Armor change AC, Mireille and the
  Founding Fair stalls sell things, and the book's missing scenes are in
  (E5, E7, E15, E16, E18, E23-24, E26, the Drowned Shrine, Sevrisk's
  Hollow, a wyvern pass). The locket is found with Investigation, as the
  book has it.
- Packages are up to date: Prisma 7 (with the pg driver adapter and a
  prisma.config.js that holds the database URL), Express 5, zod 4,
  dotenv 18, jest 30, bcrypt 6 and TypeScript 7. "npm audit" finds
  nothing. Install scripts are approved for Prisma and bcrypt. On a
  server: "npm install", then "npm run deploy".
- The frontend's five lint warnings are fixed; useAuth and usePagination
  have files of their own.
- All packages at version 1.12.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 16:03:16 +02:00
joshuaandClaude Opus 5.5 0124e3bc53 V1.11.0: gear that applies itself, equipping that matters, a character panel
- Weapons and items can carry effects: bonuses and penalties to AC, speed,
  initiative, max HP, passive Perception, ability scores, saving throws
  and skills, plus a note. They apply on their own while equipped and stop
  when the thing comes off. Armor is an item with an AC effect. The DM
  sets them with "Effects" on a row in the weapon or item pool.
- The sheet's "armor bonus" is now "Extra AC", the DM's own adjustment on
  top of gear, and only the DM can set it.
- Only what is equipped counts: a weapon has to be equipped to be used in
  an encounter. A character can have two things equipped at once, one of
  them a weapon (campaign settings). Equipping at the limit is refused
  with a message, and can be changed at any time, mid-encounter included.
- A built-in item library: armor, shields, worn gear and supplies, with
  their effects set. The weapon library gains paired weapons (a pair of
  daggers is one weapon).
- A floating character button on every page opens a panel with a
  character's numbers and everything they hold, with equip ticks. Players
  get their own characters, the DM everyone's, and each character card in
  an encounter has an Inventory button. It replaces the quick stats drawer.
- A player's own characters stand out: marked and highlighted in
  encounters, with a button that jumps to their card; highlighted on the
  party screen; and listed once, not twice, on the campaign page.
- All packages at version 1.11.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 16:03:53 +02:00
joshuaandClaude Opus 5.5 4a6a09bae8 V1.1.0: gear levels, encounter overhaul, guided builder, trading, docs
Characters
- Builder: pick-then-Next on every step with live preview, Back button,
  plain-language help throughout, and "Suggest for me" for ability scores
- Motivation is picked from a list; new steps for special abilities,
  background and appearance, all composed from fixed lists and DM-only
  to edit afterwards
- Copy a character to another campaign
- Characters can give gold, weapons, items and spells to each other
- Money tracker: gold only changes through a logged ledger
- Fixes: level/XP/location are DM-only, HP stays within 0..max, physical
  dice ability rolls, every die is rolled once

Gear
- DM-managed item pool; weapons, items and spells are handed out by the DM
- Starting-option flag per pool entry
- Gear levels 1-9 per held copy with a damage ladder, growth rate and
  starting level; spells gated by spell level with a fixed damage value
- Spell library carries default damage; damage is picked from a list

Encounters
- Battle and NPC quest modes, turn tracking, scene description, DM notes
- NPCs, richer combatant cards, conditions from a list
- Rewards (gold, weapons, items) lined up and awarded, with gold splitting
- Character HP is shared between the sheet and the encounter
- Monster stat blocks and NPC secrets are never sent to players

Other
- Dice roller on every page
- Docs for characters, weapons, spells, items, encounters, monsters and
  NPCs, with full lists generated from the data (npm run docs:lists)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 16:47:28 +02:00