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joshuaandClaude Opus 5.5 e7b6e0065a V1.22.0: campaign settings for dice, scores, multiclassing, auto-rolls, XP and crits
- Settings grouped into Characters, Dice & rolls, Combat and Progression
- Dice: digital, physical or both; a campaign's own choice applies to every character
- Ability scores by 4d6, the standard array or point buy (27 points, 8 to 15)
- Track XP can be turned off for milestone levelling: XP is hidden and not awarded
- New settings saved ahead of their features: multiclassing, auto-rolled monster
  and NPC attacks, roll visibility, hidden monster rolls, HP on level up, crit rule
- docs/CAMPAIGN_SETTINGS.md lists every setting

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 15:12:05 +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 61221f262c V1.14.1: choose where a new encounter goes
- A new encounter, battle or quest, goes to the bottom of the
  campaign's encounter list. It used to go to the top.
- A menu beside the name when adding one says where it goes instead:
  at the bottom, at the top, or straight after any encounter on the
  list. Top or bottom is remembered per browser.
- All packages at version 1.14.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 11:50:41 +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 3a867fd1a1 V1.13.1: add another, straight from the one just added
- A weapon, item, spell, monster or NPC added by hand opens its own
  pop-out, as before. That pop-out now has "+ Add another weapon" (or
  item, spell, monster, NPC) at its top, which goes straight back to an
  empty form: no closing it and pressing "+ Add" again.
- All packages at version 1.13.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 10:38:53 +02:00
joshuaandClaude Opus 5.5 37c561c5d3 V1.13.0: a campaign page in parts, pop-outs, and a search
- The campaign page shows one part at a time, picked from a row of
  buttons under its name: Overview (characters and encounters), NPCs,
  Locations, Weapons, Items, Spells, Monsters, Notes and Settings for
  the DM; Overview, Places and Notes for a player. Each button counts
  what is in its part. On a phone the row scrolls sideways. The part
  showing is in the address (?view=weapons), so the back button steps
  through the parts.
- NPCs, weapons, items, spells and monsters are lists of short rows.
  Clicking a row opens a pop-out with everything about it and
  everything that can be changed. Adding one, by hand or from the
  library, is a pop-out too: a window on a wide screen, the whole
  screen on a phone.
- "Search this campaign" looks through everything added to the
  campaign at once: characters, encounters, locations and notes, and
  for the DM also NPCs, weapons, items, spells and monsters. Each of
  the DM's lists has a search box of its own as well.
- With three pages or more, the page number of a paged list is a menu
  to jump straight to any page.
- The invite code, the party and archive or delete are under Settings.
- A weapon's properties and range, and a spell's casting time, range
  and duration, are shown in its pop-out.
- All packages at version 1.13.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 10:26:11 +02:00
joshuaandClaude Opus 5.5 7b3d121151 V1.12.3: live updates behind any proxy, fewer requests
- Live updates start on plain requests and move up to a websocket when
  one gets through. The site used to ask for the websocket first, with
  no way back: behind a proxy that does not pass the upgrade, nothing
  live arrived at all.
- A browser asks the API's leave before a request, the site and the API
  being on different hosts. It now remembers the answer for two hours,
  where it used to ask before nearly every request.
- A built file is kept by the browser for good: its name changes when
  its contents do. Each used to be checked again on every page load.
- For a real websocket through nginx, the blocks that pass requests to
  the API need "proxy_http_version 1.1", "proxy_set_header Upgrade
  $http_upgrade" and "proxy_set_header Connection "upgrade"".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:04:45 +02:00
joshuaandClaude Opus 5.5 f04e3497f4 V1.12.2: fewer reloads, smaller downloads
- An action in an encounter no longer loads the encounter again: the
  answer to the action already holds it. Live updates that arrive
  together are answered with one reload, of the encounter or character
  that changed, where each used to reload every one on screen.
- Everything the site sends is compressed. Nothing in front of it did
  that (frp only tunnels), so the API and the built site now do it
  themselves: the main script is 100 kB on the wire, down from 330 kB.
- Each page is its own download, fetched the first time it is opened,
  so signing in does not wait on the encounter tracker or the builder.
- The library is fetched when one of its pickers is opened, where the
  campaign page used to fetch it on every visit by the DM.
- The database has indexes on the columns every list is looked up by,
  and checking that someone is in a campaign takes one query, not two.
- On a server: "npm install", then "npm run deploy", then build the
  frontend again and restart both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:33:39 +02:00
joshuaandClaude Opus 5.5 0ddf9846a2 V1.12.1: each library entry goes into a campaign once
- A weapon, item, spell or monster from the library can be added to a
  campaign once. Adding it again is refused: "Longsword is already in
  this campaign."
- The library list leaves out what the campaign already has, so what is
  left is what can still be added. When nothing is left it says so.
- An entry counts as added while the campaign has one by that name,
  whatever its capitals. Rename or delete the campaign's copy and the
  library offers it again. This also covers what a world's seed put in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:09:23 +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 b82084276a V1.11.1: HP and money are the DM's to change
- A player can no longer heal or hurt their own character: the Damage,
  Heal and Temp HP controls on the sheet are the DM's, and the server
  refuses the change from anyone else. Players still roll their own
  death saves.
- A player can no longer add money to their own purse or write it off:
  recording a gain or a spend is the DM's, in any coin or in cash, on
  the sheet and on the server.
- Players still exchange gold, silver and copper on the sheet, give
  money to another character, and buy from or change money with an NPC.
- All packages at version 1.11.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 09:05:24 +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 2dcb41ae4a V1.10.1: a phone-friendly layout, easier navigation, paged encounters
- The main destinations are always on screen: Campaigns, Campaign and
  Party (for the campaign last visited, from any page) and Account. They
  are links along the top bar on a wide screen, and a bar along the
  bottom on a phone or small tablet (900px or less).
- Nothing floats over the page on a phone: the dice roller is the last
  button of the bottom bar, and quick stats sits in the top bar.
- The campaign page and the character sheet start with a row of links to
  their sections.
- On a small screen every table is a stack of labelled cards, rows of
  controls wrap, fields shrink to fit, and things to tap are bigger.
- The encounter list is paged, ten to a page, as is the archived list.
  Moving an encounter still works across pages.
- Text boxes with no type given, and native checkboxes and dropdowns, now
  match the dark theme. Long monster notes and item descriptions wrap
  inside their table cell.
- All packages at version 1.10.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:37:31 +02:00
joshuaandClaude Opus 5.5 c852ecb2e4 V1.10.0: NPCs change money and sell things
- An NPC can change gold and cash at a rate of their own ("2 gold = $15"),
  the same both ways. Only gold and cash are taken: no silver, no copper
  and no change, and the amount has to be a whole multiple of the rate.
- An NPC can sell weapons and items from the campaign pools, each with a
  price in any coin or in cash, a level and an optional stock. The wares
  follow the NPC into every quest. An encounter can sell things itself
  too, for a stall with nobody behind it.
- Trading is open only in an NPC quest in progress, never in a battle,
  with an NPC who is in the scene and standing, for a character who is in
  it. Players see every rate and ware and trade for their own character
  in a new Trade card; the DM can trade for anyone.
- Only the DM sets trade up: "Trade" on an NPC's row on the campaign page,
  and the DM's part of the Trade card for an encounter's own wares. A
  ware's price and stock can be edited afterwards.
- Every exchange and purchase is written to the character's money log.
- All packages at version 1.10.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:45:40 +02:00
joshuaandClaude Opus 5.5 bdce3399ee V1.9.0: full monster stat blocks, and cash ($)
- "+ Add Monster" takes the whole stat block: challenge rating, speed, the
  six ability scores, special trait and notes, as well as name, AC, HP,
  attack and damage. Damage can name its type ("1d6+2 necrotic").
- Monsters can be edited: "Edit" on a row opens the same form filled in.
  Copies already in encounters show the new stat block.
- The monster list shows each full stat block, the library picker shows
  speed and ability scores too, and removing a monster asks first.
- Characters have a fourth balance, cash ($), for crossover worlds. It is
  gained, spent, given and awarded like a coin, but it has no worth in
  coins: it is never exchanged or used to make change.
- `npm test` in the backend runs again (the script pointed at a jest path
  that does not exist in the workspace).
- All packages at version 1.9.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:15:55 +02:00
joshuaandClaude Opus 5.5 f764878960 V1.8.1: combatants who have had their turn move to "Next Round"
- In a battle in progress, whoever is on turn is at the top of the list
  with those still to act beneath them. Each combatant whose turn has
  passed drops to a "Next Round" section at the bottom, and a new round
  puts everyone back.
- All packages at version 1.8.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 14:49:44 +02:00
joshuaandClaude Opus 5.5 6b466d497e V1.8.0: the fallen are hidden, and allies can revive the dead
- A dead character, or a monster or NPC at 0 HP, is out of the fight: the
  server no longer sends it to players, target marks included, and it has
  no turn. Healing or reviving brings it straight back.
- The DM's screen leaves the fallen out too until "Show dead" is ticked,
  which lists them in a group of their own, marked hidden.
- Players see dead characters by name in a Fallen box. The player whose
  character is on turn in a battle gets "Try revive" there if that
  character is on their feet and knows a spell that revives, at a level
  they can cast. The dead come back at 1 HP.
- Spells have a "Revives" tick in the campaign's spell list. Revivify and
  Raise Dead have it, in the library and in existing campaigns.
- A dead character cannot be added to an encounter until revived.
- All packages at version 1.8.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 14:25:46 +02:00
joshuaandClaude Opus 5.5 f8462a6e31 V1.7.2: the combatant on turn cannot be their own target
- In a battle under way, whoever is on turn has no Target button on their
  card, and the server refuses a target list that includes them.
- All packages at version 1.7.2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:28:28 +02:00
joshuaandClaude Opus 5.5 754eb0ee68 V1.7.1: area attack AC penalty is a campaign setting
- The amount an area attack adds to each target's AC per extra target is
  now set per campaign, from 0 (no penalty) to 10. It starts at 2, so
  existing campaigns behave as before.
- The DM changes it in the campaign settings; the attack bar and the
  targets' cards use it.
- All packages at version 1.7.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:11:46 +02:00
joshuaandClaude Opus 5.5 f8cee43ca2 V1.7.0: area attacks on several targets
- More than one combatant can be marked as a target; the Target button now
  adds to the targets instead of moving the mark.
- Several targets make an area attack, which is harder to land: every
  target's AC counts as 2 higher for each target beyond the first. The
  attack bar shows the AC to beat, and each target's card names the penalty.
- The DM unticks any target the roll missed, then applies one total: split
  evenly between those hit (remainder to the first marked), or the full
  amount to each. Each share is shown before it is applied.
- The single target column from V1.6.0 becomes a list, carried over by the
  migration.
- All packages at version 1.7.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:01:42 +02:00
joshuaandClaude Opus 5.5 e4456b0df2 V1.6.0: targets and an attack bar in encounters
- One combatant at a time can be marked as the target with the Target
  button on its card. The DM can mark anyone at any time; a player can
  while their own character is on turn in a battle.
- The target's card is outlined for everyone and names who is going for it.
- While a target is marked the DM gets an attack bar above the list: who is
  attacking whom, the target's AC and HP, the attacker's weapons, spells or
  monster attack, and a box to apply damage or healing straight away.
- The target is cleared when the turn or round moves on, when the encounter
  begins, ends or is reopened, or when the target is removed.
- All packages at version 1.6.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 12:53:18 +02:00
joshuaandClaude Opus 5.5 ec48b65481 V1.5.0: death saves for characters at 0 HP
- A character at 0 HP is Dying, Stable or Dead. The tallies live on the
  character, so the sheet and the encounter card always agree.
- Death saves are typed in as the d20 showed: 10 or more succeeds, less
  fails, a 1 fails twice, a 20 puts the character back up at 1 HP. Three
  successes make them stable; three failures kill.
- Damage taken at 0 HP is a failed save and ends stable. A blow that leaves
  as much as max HP still to take after reaching 0 kills outright.
- Healing from 0 clears the tallies. The dead cannot be healed; the DM
  revives them at 1 HP.
- A player rolls and stabilises for their own character; the DM for anyone,
  and only the DM sets tallies by hand or revives.
- The party overview, campaign list and quick stats show the state.
- All packages at version 1.5.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 12:37:38 +02:00
joshuaandClaude Opus 5.5 4362b7423e V1.4.0: silver and copper, with automatic change
- A character's purse holds gold, silver and copper as separate coins:
  1 gold = 10 silver = 100 copper. The money log records each entry's coin.
- Spending and giving are paid from the whole purse: coins of the kind
  named go first, then the nearest bigger coin is broken (change comes back
  in as few coins as possible), then smaller coins are counted out. A
  payment is refused only when the whole purse isn't worth enough.
- Exchange converts one coin into another at the fixed worth.
- Encounter rewards and gifts between characters can be in any coin; the
  party overview shows the whole purse.
- All packages at version 1.4.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 11:56:24 +02:00
joshuaandClaude Opus 5.5 98a89185c1 V1.3.1: initiative in quests, tooltips no longer clipped, deploy script
- Quests take initiative rolls like battles do; each quest group lists
  highest first. The total is roll plus bonus and can exceed 20 (test added).
- Info tooltips are drawn against the viewport, so the party overview
  table (or any scrolling container) can't cut them off.
- backend: `npm run deploy` applies migrations and regenerates the Prisma
  client in one step; README explains why both are needed on a server.
- All packages at version 1.3.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 11:28:24 +02:00
joshuaandClaude Opus 5.5 932e755895 V1.3.0: Hollowcrown seed, player visibility rules, initiative rolls, number limits, temp HP
- Hollowcrown: The Rift Between Worlds as its own seed (npm run
  seed:hollowcrown), built from the campaign book: pools, 58 monsters,
  57 NPCs, 28 locations, 72 encounters with rewards, and DM notes. Shared
  seeding logic moved to prisma/seedCampaign.js.
- What players can see: only encounters their own character is in; only
  the pool entries their character holds (plus starting options while
  building); only locations their character has been to; no invite code;
  no gold, inventory or money log of other players' characters. Socket
  events carry ids only and campaign rooms are members-only.
- Encounters have a location; while one is in progress its characters are
  there, and visits are remembered.
- Campaign setting to show players a health bar only for monsters and NPCs.
- Initiative is entered as the d20 roll (1-20) and the bonus is added;
  players can enter their own character's roll.
- Number fields enforce their limits when typing, and the API enforces
  the same limits.
- Temp HP shows on HP bars and absorbs damage before real HP.
- All packages at version 1.3.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:53:48 +02:00
joshuaandClaude Opus 5.5 2637a510df Set frontend package version to 1.0.0
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 09:05:57 +02:00
joshuaandClaude Opus 5.5 28e1a84b64 V1.2.0: archive/delete campaigns and encounters, encounter sorting, change password, fuller seed
- Campaigns: DM can archive/restore; owner can delete. Archived campaigns
  move off the main list and stop accepting invite codes.
- Encounters: DM can archive/restore and delete, and arrange the campaign's
  own order; the list can also be sorted by name, status, type or date.
  Archived encounters are hidden from players' lists.
- Account page with change password (POST /auth/password).
- Seed is now additive (safe on a live database; --reset for the old wipe)
  and builds a fuller Aldenfell: earned weapons, item pool, spells, NPCs,
  and 28 battle/quest scenes with descriptions, DM notes and rewards.
- Vite preview host config for the deployed site.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 08:58:54 +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
joshuaandClaude Opus 5.5 94067f1268 V1.0.1: Aldenfell campaign seed, content library, party overview
- Seed now resets the database and seeds the Aldenfell campaign from the
  campaign book: admin DM user, default weapons, locations, bestiary,
  pre-built encounters, and DM/shared notes
- Default weapon/spell/monster library, character profile fields,
  locations and dice mode (new migration)
- Party overview page, pagination, info tips, build preview calc
- Remove stale demo-login hint; notes preserve line breaks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:24:48 +02:00
151 changed files with 40938 additions and 3527 deletions
+1
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@@ -6,3 +6,4 @@ build/
*.log
.DS_Store
.idea/
temp/
+155 -17
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@@ -2,21 +2,124 @@
A web app for a D&D 5e Dungeon Master and their players to run a campaign
together: campaign management, a guided dice-roll character builder, live
character sheets, a mid-combat "quick stats" panel, weapons/inventory/spells,
character sheets, a character panel on every page, weapons/inventory/spells,
monsters, and a real-time encounter/combat tracker.
See `CLAUDE_BUILD_PROMPT.md` and `/docs` for the full spec this was built
from (`GAME_RULES_REFERENCE.md` is the authoritative rules/math reference;
`ROLL_YOUR_CHARACTER.md` is the character-builder flow spec).
## How it works
`/docs` describes the app as it currently behaves, one subject per file:
| Document | Covers |
|---|---|
| `docs/CHARACTERS.md` | Building a character, every number on the sheet, levelling up, rests, money, permissions |
| `docs/WEAPONS.md` | The weapon pool and library, equipping, weapon levels and how damage grows |
| `docs/SPELLS.md` | The spell list, who can use which spells, spell slots, the spell library |
| `docs/ITEMS.md` | The item pool and library, armor and other gear effects, what can be equipped, items for sale |
| `docs/ENCOUNTERS.md` | Battles and NPC quests, turns, rewards, trade, what players see |
| `docs/MONSTERS.md` | The monster list and built-in bestiary |
| `docs/NPCS.md` | Non-player characters, what they sell and the rates they change money at |
| `docs/CAMPAIGN_SETTINGS.md` | Every campaign setting: dice, ability scores, subclasses and multiclassing, auto-rolled attacks, XP, crits |
| `docs/SEEDS.md` | World seeds: ready-made campaigns a DM starts from a code, and how to add one |
`CLAUDE_BUILD_PROMPT.md`, `docs/GAME_RULES_REFERENCE.md` and
`docs/ROLL_YOUR_CHARACTER.md` are the original specifications the first
version was built from. The app has since moved on in places (gear levels,
the builder's story steps, picking a motivation); the documents above are the
current behaviour.
## Getting around
The same four destinations are always on screen: **Campaigns** (the list),
**Campaign** and **Party** (for the campaign you were last in, from any page,
including a character sheet or an encounter) and **Account**.
- On a wide screen they are links along the top bar, and the dice roller
floats at the bottom left. **A number with a dotted underline rolls when
clicked** (a skill, a save, an attack, damage), with the bonus already in
and advantage or disadvantage if the roller is set to it. The DM's "🎲 Call
for a roll…" rolls one check for the whole party.
- On a phone or small tablet (900px wide or less) they are a bar along the
bottom of the screen, with the **dice roller** as its last button. Nothing
floats over the page: the 🧙 character button sits in the top bar.
- The **🧙 character button** is on every page (floating at the bottom right
on a wide screen). It opens a panel with your character's numbers, saving
throws, skills and everything they hold; the DM can open it for any
character. "📋 Sheet" on an encounter card and 📋 on the party overview open
the same panel for that character, without leaving the page.
- **In an encounter** a strip across the top 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 in view beside the cards, and **📌 Pin** keeps
anyone else's there instead. For the DM, **N** is Next Turn and **S** opens
the sheet of whoever is on turn.
- The DM adds **several of a monster at once** (numbered for them), rolls
initiative for all the monsters and NPCs with one button, and can give a
**condition a number of rounds**, after which it comes off by itself.
Hovering over a condition shows its rule, and damaging someone who is
Concentrating shows the save to call for.
- The **campaign page shows one part at a time**, picked from a row of
buttons under its name: Overview (characters and encounters), NPCs,
Locations, Weapons, Items, Spells, Monsters, Notes and Settings for the DM;
Overview, Places and Notes for a player. Each button shows how many things
are in that part. On a phone the row is one line that scrolls sideways. The
part showing is in the address (`?view=weapons`), so it can be bookmarked
and the back button steps through the parts.
- **Search this campaign**, the box above that row, looks through everything
that has been added to the campaign at once: characters, encounters,
locations and notes, and for the DM also NPCs, weapons, items, spells and
monsters. It matches names and descriptions, every word typed, in any
order. A result opens that thing. Each of the DM's lists also has a search
box of its own.
- The DM's lists (NPCs, weapons, items, spells, monsters) are short rows: a
name and a few words. **Clicking a row opens a pop-out** with everything
about it and everything that can be changed. Adding one, by hand or from the
library, is a pop-out too. One added by hand opens its own pop-out, with an
**"+ Add another"** button at the top that goes straight back to an empty
form. A pop-out is a window over the page on a wide
screen and the whole screen on a phone; ✕, Escape or a click outside it
closes it.
- Every paged list has Prev and Next, and with three pages or more the page
number is a menu to **jump straight to any page**.
- The DM's **🛏 Rest…** button, beside "Characters" on the campaign page and
on the party overview, rests any of the party at once: a short rest says
which Hit Dice each character can roll and heals from what they rolled; a
long rest puts back HP, spell slots and Hit Dice.
- A caster's **spell slots** are on their sheet and in the character panel:
the player presses Use when they cast, and only the DM gives a slot back.
- Each encounter shows the DM **how hard it is** (Easy to Deadly, from the
monsters' challenge ratings against the party) and what it is worth in
**XP**, which one button shares out. A sheet shows XP and when a level is
due; levelling up stays the DM's call.
- A character's **condition and counters** are on the sheet and in the panel:
inspiration, exhaustion, conditions (which stay with the character from one
encounter to the next) and class counters such as Rage and Ki, which the
player spends and a rest gives back.
- Every class has **three subclasses**, picked in the level-up checklist at
level 2 or 3 and shown beside the class everywhere; the DM can change one
from the sheet. A campaign can do without them: untick "Characters choose a
subclass" in its Settings and every class follows one path, unasked.
- **Campaign settings** come in four groups. **Characters**: starting gold
and gear, how ability scores are made (4d6, standard array or point buy),
subclasses, multiclassing. **Dice & rolls**: digital, physical or both, and
who sees a roll. **Combat**: auto-rolled monster and NPC attacks, the
critical hit rule, monster HP, the area penalty. **Progression**: XP
tracking (off for milestone levelling) and HP on a level up.
- **⬆ Level Up…** on a sheet (DM) takes the character up a level with the
whole checklist: HP, the class's new special abilities, a Boon, spells and
the free weapon upgrade.
- The character sheet is long, so it starts with a row of **section links**
that jump straight to that part of the page.
- On a small screen every table (weapons, items, spells, monsters, the party
overview) is shown as a stack of cards, one per row, with each figure
labelled, and rows of controls wrap rather than run off the side.
## Stack
- **Backend:** Node.js + Express, JavaScript, Prisma ORM, PostgreSQL, Socket.io, JWT auth (bcrypt + jsonwebtoken), zod validation.
- **Backend:** Node.js + Express, JavaScript, Prisma ORM (with the `pg` driver adapter), PostgreSQL, Socket.io, JWT auth (bcrypt + jsonwebtoken), zod validation.
- **Frontend:** React + Vite + TypeScript, React Router, TanStack Query, socket.io-client.
## Prerequisites
- Node.js 18+ (tested on Node 22)
- Node.js 20.19+ (tested on Node 24)
- A running PostgreSQL instance (local install, Docker, or a hosted service like Neon/Supabase)
## First-time setup
@@ -28,7 +131,8 @@ npm install # installs both workspaces (backend + frontend)
cd backend
cp .env.example .env # edit DATABASE_URL and JWT_SECRET
npx prisma migrate dev --name init
npx prisma db seed # creates a demo campaign + demo users (see output for login/invite code)
npx prisma generate # migrate no longer does this itself
npx prisma db seed # adds the admin account if it is missing (see output for the login and the world codes)
# Frontend
cd ../frontend
@@ -44,9 +148,39 @@ npm run dev:backend # Express + Socket.io on http://localhost:4000
npm run dev:frontend # Vite dev server, prints its own port (5173 by default)
```
Open the frontend URL, register an account (or log in with the seeded demo
users — see the seed script's console output for credentials and invite
code), and start playing.
Open the frontend URL, register an account (or log in with the seeded admin
account — see the seed script's console output for the credentials), and
start playing.
The database seed creates the admin account and nothing else. It only adds: an
existing account, and its password, is left alone, so it is safe to run on a
server with real data. `SEED_ADMIN_EMAIL`, `SEED_ADMIN_PASSWORD` and
`SEED_ADMIN_NAME` set the account it creates. `npx prisma db seed -- --reset`
wipes every user and campaign first.
## Worlds
Campaigns are created in the app: blank, or from a **world seed** by its
code. On the Campaigns page click "+ New Campaign" and enter a code under "Or
start from a ready-made world"; the whole world is built for you as its DM.
| Code | World |
|---|---|
| `ALDENF` | Aldenfell |
| `HOLLOW` | Hollowcrown: The Rift Between Worlds |
Each world is one file in `/backend/seeds`. Drop another file in and its code
works straight away, with no restart; `npm run seeds:check` (from the repo
root or `backend`) checks every file and says what is wrong with one.
`docs/SEEDS.md` has the format.
On a server, after pulling a new version, run `npm install` in the repo root
(when dependencies changed) and then `npm run deploy` in `backend`
and then restart the backend. It applies new migrations **and** regenerates
the Prisma client; without the second half the server keeps running with the
old data model and pages that use anything new fail to load (for example
"Could not load this encounter"). Change your password from the account page
("Account" in the navigation).
## Tests
@@ -55,8 +189,9 @@ cd backend
npm test
```
The calculation engine (`src/game/calculations.js`) is fully unit tested and
runs with no external dependencies. The route-level integration tests in
The calculation engine (`src/game/calculations.js`) and the world seeds
(`src/seeds`, which also checks every file in `/backend/seeds`) are unit
tested and run with no external dependencies. The route-level integration tests in
`src/routes/api.integration.test.js` need a real, migrated database reachable
via `DATABASE_URL` — they skip themselves gracefully (with a console warning)
if the DB isn't reachable, so `npm test` still passes in an environment with
@@ -66,14 +201,17 @@ no database configured.
```
/backend — Express + Prisma API, Socket.io server
/prisma — schema.prisma, seed.js
/seed-data — reference JSON (weapons seeded per-campaign; species/classes/skills
are ported into src/game/data/*.js and used directly by the
calculation engine, not stored as DB rows)
prisma.config.js — where the Prisma CLI finds the schema, the database and the seed
/prisma — schema.prisma, migrations, seed.js (the admin account only)
/seeds — world seeds: one file per ready-made campaign, created by code
/seed-data — reference JSON (species/classes/skills/weapons, ported into
src/game/data/*.js and used directly by the calculation engine,
not stored as DB rows)
/src
/game — calculations.js (the ONLY place D&D formulas live) + buildFlow.js
/game — calculations.js (the ONLY place D&D formulas live) + buildFlow.js + levelUp.js
/middleware — auth + campaign/character authorization
/routes — auth, campaigns, characters, encounters, notes
/seeds — finds, checks and creates campaigns from the world seeds
/sockets — Socket.io room wiring
/frontend — React + Vite + TypeScript app
/docs — game rules & character-builder specs (reference material)
+14 -12
View File
@@ -1,34 +1,36 @@
{
"name": "backend",
"version": "1.0.0",
"version": "1.22.0",
"private": true,
"type": "commonjs",
"main": "src/index.js",
"prisma": {
"seed": "node prisma/seed.js"
},
"scripts": {
"dev": "node --watch src/index.js",
"start": "node src/index.js",
"test": "node --experimental-vm-modules node_modules/.bin/jest",
"test": "jest",
"docs:lists": "node scripts/generate-doc-lists.js",
"prisma:migrate": "prisma migrate dev",
"prisma:generate": "prisma generate",
"prisma:seed": "prisma db seed",
"seeds:check": "node scripts/check-seeds.js",
"deploy": "prisma migrate deploy && prisma generate",
"prisma:studio": "prisma studio"
},
"dependencies": {
"@prisma/client": "^5.20.0",
"bcrypt": "^5.1.1",
"@prisma/adapter-pg": "^7.10.0",
"@prisma/client": "^7.10.0",
"bcrypt": "^6.0.0",
"compression": "^1.8.2",
"cors": "^2.8.5",
"dotenv": "^16.4.5",
"express": "^4.21.0",
"dotenv": "^18.0.6",
"express": "^5.2.1",
"jsonwebtoken": "^9.0.2",
"socket.io": "^4.8.0",
"zod": "^3.23.8"
"zod": "^4.6.5"
},
"devDependencies": {
"jest": "^29.7.0",
"prisma": "^5.20.0",
"jest": "^30.5.2",
"prisma": "^7.10.0",
"supertest": "^7.0.0"
}
}
+15
View File
@@ -0,0 +1,15 @@
// Prisma CLI configuration: where the schema and migrations live, which
// database to run them against, and the command behind `prisma db seed`.
require('dotenv').config({ quiet: true });
const { defineConfig, env } = require('prisma/config');
module.exports = defineConfig({
schema: 'prisma/schema.prisma',
migrations: {
path: 'prisma/migrations',
seed: 'node prisma/seed.js',
},
datasource: {
url: env('DATABASE_URL'),
},
});
@@ -0,0 +1,26 @@
-- CreateEnum
CREATE TYPE "DiceMode" AS ENUM ('DIGITAL', 'PHYSICAL');
-- AlterTable
ALTER TABLE "characters" ADD COLUMN "appearance" TEXT,
ADD COLUMN "background" TEXT,
ADD COLUMN "currentLocationId" TEXT,
ADD COLUMN "diceMode" "DiceMode" NOT NULL DEFAULT 'DIGITAL',
ADD COLUMN "privateNotes" TEXT;
-- CreateTable
CREATE TABLE "locations" (
"id" TEXT NOT NULL,
"campaignId" TEXT NOT NULL,
"name" TEXT NOT NULL,
"description" TEXT,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "locations_pkey" PRIMARY KEY ("id")
);
-- AddForeignKey
ALTER TABLE "locations" ADD CONSTRAINT "locations_campaignId_fkey" FOREIGN KEY ("campaignId") REFERENCES "campaigns"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "characters" ADD CONSTRAINT "characters_currentLocationId_fkey" FOREIGN KEY ("currentLocationId") REFERENCES "locations"("id") ON DELETE SET NULL ON UPDATE CASCADE;
@@ -0,0 +1,95 @@
-- AlterTable: starting-option flags. Existing pool entries keep the previous
-- behaviour (everything was offered at character creation); new ones opt in.
ALTER TABLE "weapons" ADD COLUMN "isStartingOption" BOOLEAN NOT NULL DEFAULT false;
ALTER TABLE "spells" ADD COLUMN "isStartingOption" BOOLEAN NOT NULL DEFAULT false;
UPDATE "weapons" SET "isStartingOption" = true;
UPDATE "spells" SET "isStartingOption" = true;
-- CreateTable
CREATE TABLE "items" (
"id" TEXT NOT NULL,
"campaignId" TEXT NOT NULL,
"name" TEXT NOT NULL,
"description" TEXT,
"isStartingOption" BOOLEAN NOT NULL DEFAULT false,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "items_pkey" PRIMARY KEY ("id")
);
-- Move free-text inventory into the campaign item pool: one pool item per
-- distinct name (case-insensitive) per campaign, then point each row at it.
INSERT INTO "items" ("id", "campaignId", "name", "description")
SELECT DISTINCT ON (c."campaignId", lower(i."name"))
'itm_' || md5(c."campaignId" || ':' || lower(i."name")),
c."campaignId", i."name", i."description"
FROM "inventory_items" i
JOIN "characters" c ON c."id" = i."characterId"
ORDER BY c."campaignId", lower(i."name"), i."id";
ALTER TABLE "inventory_items" ADD COLUMN "itemId" TEXT;
UPDATE "inventory_items" i
SET "itemId" = 'itm_' || md5(c."campaignId" || ':' || lower(i."name"))
FROM "characters" c
WHERE c."id" = i."characterId";
-- A character that held the same item on several rows keeps one, with the
-- quantities summed.
UPDATE "inventory_items" keep
SET "quantity" = agg.total, "equipped" = agg.any_equipped
FROM (
SELECT "characterId", "itemId", min("id") AS keep_id, sum("quantity")::int AS total, bool_or("equipped") AS any_equipped
FROM "inventory_items"
GROUP BY "characterId", "itemId"
) agg
WHERE keep."id" = agg.keep_id;
DELETE FROM "inventory_items" d
USING (
SELECT "characterId", "itemId", min("id") AS keep_id
FROM "inventory_items"
GROUP BY "characterId", "itemId"
) agg
WHERE d."characterId" = agg."characterId" AND d."itemId" = agg."itemId" AND d."id" <> agg.keep_id;
ALTER TABLE "inventory_items" ALTER COLUMN "itemId" SET NOT NULL;
ALTER TABLE "inventory_items" DROP COLUMN "name";
ALTER TABLE "inventory_items" DROP COLUMN "description";
-- CreateTable
CREATE TABLE "gold_transactions" (
"id" TEXT NOT NULL,
"characterId" TEXT NOT NULL,
"amount" INTEGER NOT NULL,
"balanceAfter" INTEGER NOT NULL,
"reason" TEXT,
"createdById" TEXT,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "gold_transactions_pkey" PRIMARY KEY ("id")
);
-- Give characters that already hold gold an opening ledger entry.
INSERT INTO "gold_transactions" ("id", "characterId", "amount", "balanceAfter", "reason")
SELECT 'gtx_' || md5("id"), "id", "gold", "gold", 'Opening balance'
FROM "characters"
WHERE "gold" > 0;
-- CreateIndex
CREATE UNIQUE INDEX "inventory_items_characterId_itemId_key" ON "inventory_items"("characterId", "itemId");
-- CreateIndex
CREATE INDEX "gold_transactions_characterId_createdAt_idx" ON "gold_transactions"("characterId", "createdAt");
-- AddForeignKey
ALTER TABLE "items" ADD CONSTRAINT "items_campaignId_fkey" FOREIGN KEY ("campaignId") REFERENCES "campaigns"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "inventory_items" ADD CONSTRAINT "inventory_items_itemId_fkey" FOREIGN KEY ("itemId") REFERENCES "items"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "gold_transactions" ADD CONSTRAINT "gold_transactions_characterId_fkey" FOREIGN KEY ("characterId") REFERENCES "characters"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "gold_transactions" ADD CONSTRAINT "gold_transactions_createdById_fkey" FOREIGN KEY ("createdById") REFERENCES "users"("id") ON DELETE SET NULL ON UPDATE CASCADE;
@@ -0,0 +1,21 @@
-- AlterTable: how many ladder rungs a weapon climbs per level (1 standard, 2 powerful, 3 legendary)
ALTER TABLE "weapons" ADD COLUMN "damageScaling" INTEGER NOT NULL DEFAULT 1;
-- AlterTable: the level of the copy a character holds
ALTER TABLE "character_weapons" ADD COLUMN "level" INTEGER NOT NULL DEFAULT 1;
-- AlterTable: items can optionally carry dice (damage, healing, ...) that scale the same way
ALTER TABLE "items" ADD COLUMN "damageDice" TEXT,
ADD COLUMN "damageScaling" INTEGER NOT NULL DEFAULT 1;
-- AlterTable
ALTER TABLE "inventory_items" ADD COLUMN "level" INTEGER NOT NULL DEFAULT 1;
-- AlterTable: spells get a fixed damage value; their classic level is the requirement
ALTER TABLE "spells" ADD COLUMN "damageDice" TEXT;
-- A spell above its holder's level can no longer be prepared.
UPDATE "character_spells" cs
SET "prepared" = false
FROM "spells" s, "characters" c
WHERE s."id" = cs."spellId" AND c."id" = cs."characterId" AND s."level" > c."level";
@@ -0,0 +1,7 @@
-- AlterTable: the level a weapon or item starts at (its dice are the damage at this level)
ALTER TABLE "weapons" ADD COLUMN "minLevel" INTEGER NOT NULL DEFAULT 1;
ALTER TABLE "items" ADD COLUMN "minLevel" INTEGER NOT NULL DEFAULT 1;
-- Gear levels now stop at 9.
UPDATE "character_weapons" SET "level" = 9 WHERE "level" > 9;
UPDATE "inventory_items" SET "level" = 9 WHERE "level" > 9;
@@ -0,0 +1,69 @@
-- CreateEnum
CREATE TYPE "EncounterMode" AS ENUM ('BATTLE', 'QUEST');
-- CreateEnum
CREATE TYPE "NpcDisposition" AS ENUM ('FRIENDLY', 'NEUTRAL', 'HOSTILE');
-- CreateEnum
CREATE TYPE "RewardType" AS ENUM ('GOLD', 'WEAPON', 'ITEM');
-- AlterTable
ALTER TABLE "encounter_participants" ADD COLUMN "npcId" TEXT;
-- AlterTable
ALTER TABLE "encounters" ADD COLUMN "activeParticipantId" TEXT,
ADD COLUMN "description" TEXT,
ADD COLUMN "dmNotes" TEXT,
ADD COLUMN "mode" "EncounterMode" NOT NULL DEFAULT 'BATTLE';
-- CreateTable
CREATE TABLE "npcs" (
"id" TEXT NOT NULL,
"campaignId" TEXT NOT NULL,
"name" TEXT NOT NULL,
"role" TEXT,
"disposition" "NpcDisposition" NOT NULL DEFAULT 'NEUTRAL',
"description" TEXT,
"dmNotes" TEXT,
"ac" INTEGER,
"maxHp" INTEGER,
"attackBonus" INTEGER,
"damageDice" TEXT,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "npcs_pkey" PRIMARY KEY ("id")
);
-- CreateTable
CREATE TABLE "encounter_rewards" (
"id" TEXT NOT NULL,
"encounterId" TEXT NOT NULL,
"type" "RewardType" NOT NULL,
"gold" INTEGER,
"weaponId" TEXT,
"itemId" TEXT,
"quantity" INTEGER NOT NULL DEFAULT 1,
"level" INTEGER NOT NULL DEFAULT 1,
"note" TEXT,
"awardedTo" TEXT,
"awardedAt" TIMESTAMP(3),
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "encounter_rewards_pkey" PRIMARY KEY ("id")
);
-- AddForeignKey
ALTER TABLE "npcs" ADD CONSTRAINT "npcs_campaignId_fkey" FOREIGN KEY ("campaignId") REFERENCES "campaigns"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "encounter_rewards" ADD CONSTRAINT "encounter_rewards_encounterId_fkey" FOREIGN KEY ("encounterId") REFERENCES "encounters"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "encounter_rewards" ADD CONSTRAINT "encounter_rewards_weaponId_fkey" FOREIGN KEY ("weaponId") REFERENCES "weapons"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "encounter_rewards" ADD CONSTRAINT "encounter_rewards_itemId_fkey" FOREIGN KEY ("itemId") REFERENCES "items"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "encounter_participants" ADD CONSTRAINT "encounter_participants_npcId_fkey" FOREIGN KEY ("npcId") REFERENCES "npcs"("id") ON DELETE SET NULL ON UPDATE CASCADE;
@@ -0,0 +1,4 @@
-- AlterEnum: three story steps between skills and equipment
ALTER TYPE "BuildStage" ADD VALUE 'CHOOSING_ABILITIES' BEFORE 'CHOOSING_EQUIPMENT';
ALTER TYPE "BuildStage" ADD VALUE 'CHOOSING_BACKGROUND' BEFORE 'CHOOSING_EQUIPMENT';
ALTER TYPE "BuildStage" ADD VALUE 'CHOOSING_APPEARANCE' BEFORE 'CHOOSING_EQUIPMENT';
@@ -0,0 +1,2 @@
-- AlterTable: a campaign can be put away without deleting it
ALTER TABLE "campaigns" ADD COLUMN "archivedAt" TIMESTAMP(3);
@@ -0,0 +1,12 @@
-- AlterTable: an encounter can be put away, and has a place in the campaign's own order
ALTER TABLE "encounters" ADD COLUMN "archivedAt" TIMESTAMP(3);
ALTER TABLE "encounters" ADD COLUMN "sortOrder" INTEGER NOT NULL DEFAULT 0;
-- Existing encounters keep the order the list has always shown: newest first.
UPDATE "encounters" AS e
SET "sortOrder" = r.pos
FROM (
SELECT id, ROW_NUMBER() OVER (PARTITION BY "campaignId" ORDER BY "createdAt" DESC, id) - 1 AS pos
FROM "encounters"
) AS r
WHERE e.id = r.id;
@@ -0,0 +1,23 @@
-- AlterTable: whether players see a monster's exact hit points or only its health bar
ALTER TABLE "campaigns" ADD COLUMN "showMonsterHp" BOOLEAN NOT NULL DEFAULT true;
-- AlterTable: where an encounter takes place
ALTER TABLE "encounters" ADD COLUMN "locationId" TEXT;
ALTER TABLE "encounters" ADD CONSTRAINT "encounters_locationId_fkey" FOREIGN KEY ("locationId") REFERENCES "locations"("id") ON DELETE SET NULL ON UPDATE CASCADE;
-- CreateTable: every location a character has been to
CREATE TABLE "character_location_visits" (
"id" TEXT NOT NULL,
"characterId" TEXT NOT NULL,
"locationId" TEXT NOT NULL,
"firstVisitedAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "character_location_visits_pkey" PRIMARY KEY ("id")
);
CREATE UNIQUE INDEX "character_location_visits_characterId_locationId_key" ON "character_location_visits"("characterId", "locationId");
ALTER TABLE "character_location_visits" ADD CONSTRAINT "character_location_visits_characterId_fkey" FOREIGN KEY ("characterId") REFERENCES "characters"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "character_location_visits" ADD CONSTRAINT "character_location_visits_locationId_fkey" FOREIGN KEY ("locationId") REFERENCES "locations"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- Characters have been to wherever they are now.
INSERT INTO "character_location_visits" ("id", "characterId", "locationId")
SELECT 'visit_' || "id", "id", "currentLocationId" FROM "characters" WHERE "currentLocationId" IS NOT NULL;
@@ -0,0 +1,9 @@
-- AlterTable: the d20 a combatant rolled for initiative; "initiative" is now roll + bonus
ALTER TABLE "encounter_participants" ADD COLUMN "initiativeRoll" INTEGER;
-- Initiatives typed in before this were totals. Keep them as they are, and
-- treat the nearest possible die face as the roll so those combatants still
-- count as having rolled.
UPDATE "encounter_participants"
SET "initiativeRoll" = LEAST(GREATEST("initiative", 1), 20)
WHERE "initiative" <> 0;
@@ -0,0 +1,10 @@
-- CreateEnum: the three coins. Silver is worth 0.1 gold, copper 0.01 gold.
CREATE TYPE "Currency" AS ENUM ('GOLD', 'SILVER', 'COPPER');
-- AlterTable: a character's purse holds each coin separately
ALTER TABLE "characters" ADD COLUMN "silver" INTEGER NOT NULL DEFAULT 0;
ALTER TABLE "characters" ADD COLUMN "copper" INTEGER NOT NULL DEFAULT 0;
-- AlterTable: every ledger entry and coin reward is in one coin; all existing ones are gold
ALTER TABLE "gold_transactions" ADD COLUMN "currency" "Currency" NOT NULL DEFAULT 'GOLD';
ALTER TABLE "encounter_rewards" ADD COLUMN "currency" "Currency" NOT NULL DEFAULT 'GOLD';
@@ -0,0 +1,4 @@
-- AlterTable: death saves, counted while a character is at 0 HP
ALTER TABLE "characters" ADD COLUMN "deathSaveSuccesses" INTEGER NOT NULL DEFAULT 0,
ADD COLUMN "deathSaveFailures" INTEGER NOT NULL DEFAULT 0,
ADD COLUMN "stable" BOOLEAN NOT NULL DEFAULT false;
@@ -0,0 +1,2 @@
-- AlterTable: the combatant currently marked as the target
ALTER TABLE "encounters" ADD COLUMN "targetParticipantId" TEXT;
@@ -0,0 +1,9 @@
-- AlterTable: several combatants can be marked as targets at once (an area attack)
ALTER TABLE "encounters" ADD COLUMN "targetParticipantIds" TEXT[] DEFAULT ARRAY[]::TEXT[];
-- Carry over a single target marked before this.
UPDATE "encounters"
SET "targetParticipantIds" = ARRAY["targetParticipantId"]
WHERE "targetParticipantId" IS NOT NULL;
ALTER TABLE "encounters" DROP COLUMN "targetParticipantId";
@@ -0,0 +1,2 @@
-- AlterTable: how much an area attack adds to each AC per extra target
ALTER TABLE "campaigns" ADD COLUMN "areaAttackAcPenalty" INTEGER NOT NULL DEFAULT 2;
@@ -0,0 +1,5 @@
-- AlterTable: spells that bring back the dead
ALTER TABLE "spells" ADD COLUMN "revives" BOOLEAN NOT NULL DEFAULT false;
-- The library's two revival spells, wherever a campaign already has them.
UPDATE "spells" SET "revives" = true WHERE "name" IN ('Revivify', 'Raise Dead');
@@ -0,0 +1,6 @@
-- AlterEnum: cash ($), a modern currency for crossover worlds. It has no fixed
-- worth in gold, so it is never exchanged or used to make change.
ALTER TYPE "Currency" ADD VALUE 'CASH';
-- AlterTable: cash is counted on its own, like each coin
ALTER TABLE "characters" ADD COLUMN "cash" INTEGER NOT NULL DEFAULT 0;
@@ -0,0 +1,28 @@
-- AlterTable: an NPC who changes money does it at their own rate, this many
-- gold for that much cash. Both are null for an NPC who does not.
ALTER TABLE "npcs" ADD COLUMN "exchangeGold" INTEGER;
ALTER TABLE "npcs" ADD COLUMN "exchangeCash" INTEGER;
-- CreateTable: something for sale, by an NPC or at an encounter itself
CREATE TABLE "sale_offers" (
"id" TEXT NOT NULL,
"campaignId" TEXT NOT NULL,
"npcId" TEXT,
"encounterId" TEXT,
"weaponId" TEXT,
"itemId" TEXT,
"price" INTEGER NOT NULL,
"currency" "Currency" NOT NULL DEFAULT 'GOLD',
"level" INTEGER NOT NULL DEFAULT 1,
"stock" INTEGER,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "sale_offers_pkey" PRIMARY KEY ("id")
);
-- AddForeignKey
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_campaignId_fkey" FOREIGN KEY ("campaignId") REFERENCES "campaigns"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_npcId_fkey" FOREIGN KEY ("npcId") REFERENCES "npcs"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_encounterId_fkey" FOREIGN KEY ("encounterId") REFERENCES "encounters"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_weaponId_fkey" FOREIGN KEY ("weaponId") REFERENCES "weapons"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_itemId_fkey" FOREIGN KEY ("itemId") REFERENCES "items"("id") ON DELETE CASCADE ON UPDATE CASCADE;
@@ -0,0 +1,7 @@
-- AlterTable: a weapon or item can change the numbers on the sheet of whoever
-- has it equipped. `effects` is a list of { stat, amount }; `effectNote` is
-- for what it does that is not a number ("Disadvantage on Stealth").
ALTER TABLE "weapons" ADD COLUMN "effects" JSONB NOT NULL DEFAULT '[]';
ALTER TABLE "weapons" ADD COLUMN "effectNote" TEXT;
ALTER TABLE "items" ADD COLUMN "effects" JSONB NOT NULL DEFAULT '[]';
ALTER TABLE "items" ADD COLUMN "effectNote" TEXT;
@@ -0,0 +1,4 @@
-- AlterTable: how much a character can have equipped at once. Only equipped
-- gear can be used in an encounter or gives its effects.
ALTER TABLE "campaigns" ADD COLUMN "maxEquipped" INTEGER NOT NULL DEFAULT 2;
ALTER TABLE "campaigns" ADD COLUMN "maxEquippedWeapons" INTEGER NOT NULL DEFAULT 1;
@@ -0,0 +1,20 @@
-- CreateIndex: the columns every list is looked up by. Postgres does not
-- index a foreign key on its own.
CREATE INDEX "locations_campaignId_idx" ON "locations"("campaignId");
CREATE INDEX "campaign_members_userId_idx" ON "campaign_members"("userId");
CREATE INDEX "characters_campaignId_idx" ON "characters"("campaignId");
CREATE INDEX "characters_userId_idx" ON "characters"("userId");
CREATE INDEX "weapons_campaignId_idx" ON "weapons"("campaignId");
CREATE INDEX "items_campaignId_idx" ON "items"("campaignId");
CREATE INDEX "spells_campaignId_idx" ON "spells"("campaignId");
CREATE INDEX "monsters_campaignId_idx" ON "monsters"("campaignId");
CREATE INDEX "npcs_campaignId_idx" ON "npcs"("campaignId");
CREATE INDEX "encounters_campaignId_idx" ON "encounters"("campaignId");
CREATE INDEX "encounter_rewards_encounterId_idx" ON "encounter_rewards"("encounterId");
CREATE INDEX "sale_offers_campaignId_idx" ON "sale_offers"("campaignId");
CREATE INDEX "sale_offers_npcId_idx" ON "sale_offers"("npcId");
CREATE INDEX "sale_offers_encounterId_idx" ON "sale_offers"("encounterId");
CREATE INDEX "encounter_participants_encounterId_idx" ON "encounter_participants"("encounterId");
CREATE INDEX "encounter_participants_characterId_idx" ON "encounter_participants"("characterId");
CREATE INDEX "notes_campaignId_idx" ON "notes"("campaignId");
CREATE INDEX "notes_characterId_idx" ON "notes"("characterId");
@@ -0,0 +1,5 @@
-- AlterTable: what a character has spent since their last rest. Spell slots
-- by slot level (the first entry is 1st-level slots), and Hit Dice. How many
-- of each there are comes from class and level, so only what is used is kept.
ALTER TABLE "characters" ADD COLUMN "spellSlotsUsed" INTEGER[] DEFAULT ARRAY[]::INTEGER[],
ADD COLUMN "hitDiceUsed" INTEGER NOT NULL DEFAULT 0;
@@ -0,0 +1,24 @@
-- AlterTable: the path a character takes within their class, as a key from
-- game/data/subclasses.js.
ALTER TABLE "characters" ADD COLUMN "subclass" TEXT;
-- Until now every class followed one path, written onto the sheet as the
-- character levelled. Finished characters already at the level their class
-- chooses at are given that path as their subclass.
UPDATE "characters" SET "subclass" = CASE "characterClass"
WHEN 'BARBARIAN' THEN 'BERSERKER'
WHEN 'BARD' THEN 'LORE'
WHEN 'CLERIC' THEN 'LIFE'
WHEN 'DRUID' THEN 'LAND'
WHEN 'FIGHTER' THEN 'CHAMPION'
WHEN 'MONK' THEN 'OPEN_HAND'
WHEN 'PALADIN' THEN 'DEVOTION'
WHEN 'RANGER' THEN 'HUNTER'
WHEN 'ROGUE' THEN 'THIEF'
WHEN 'SORCERER' THEN 'DRACONIC'
WHEN 'WARLOCK' THEN 'FIEND'
WHEN 'WIZARD' THEN 'EVOCATION'
END
WHERE "buildStage" = 'COMPLETE'
AND "characterClass" IS NOT NULL
AND "level" >= CASE WHEN "characterClass" IN ('CLERIC', 'DRUID', 'WIZARD') THEN 2 ELSE 3 END;
@@ -0,0 +1,20 @@
-- AlterTable: how a character is doing beyond HP, and the class counters
-- (Rage, Ki...) spent since the rest that gives them back, as { key: used }.
ALTER TABLE "characters" ADD COLUMN "resourcesUsed" JSONB NOT NULL DEFAULT '{}',
ADD COLUMN "inspiration" BOOLEAN NOT NULL DEFAULT false,
ADD COLUMN "exhaustion" INTEGER NOT NULL DEFAULT 0,
ADD COLUMN "conditions" TEXT[] DEFAULT ARRAY[]::TEXT[];
-- A character's conditions used to be kept per encounter. They are the
-- character's own now, so those given in an encounter still in progress move
-- onto the character.
UPDATE "characters" c SET "conditions" = held.conditions
FROM (
SELECT p."characterId", array_agg(DISTINCT condition) AS conditions
FROM "encounter_participants" p
JOIN "encounters" e ON e."id" = p."encounterId"
CROSS JOIN LATERAL unnest(p."conditions") AS condition
WHERE p."characterId" IS NOT NULL AND e."status" = 'ACTIVE'
GROUP BY p."characterId"
) held
WHERE c."id" = held."characterId";
@@ -0,0 +1,3 @@
-- AlterTable: conditions that wear off by themselves, as
-- { condition: rounds left }, counted down each time the round goes up.
ALTER TABLE "encounter_participants" ADD COLUMN "conditionRounds" JSONB NOT NULL DEFAULT '{}';
@@ -0,0 +1,3 @@
-- AlterTable: the experience points handed out for an encounter, in all;
-- null until the DM awards them.
ALTER TABLE "encounters" ADD COLUMN "xpAwarded" INTEGER;
@@ -0,0 +1,3 @@
-- AlterTable: a campaign can do without subclasses. Off, nobody chooses one
-- and each class follows its first.
ALTER TABLE "campaigns" ADD COLUMN "subclassesEnabled" BOOLEAN NOT NULL DEFAULT true;
@@ -0,0 +1,30 @@
-- Campaign settings: which dice, multiclassing, auto-rolled monster and NPC
-- attacks, XP tracking, HP on a level up, the ability-score method, who sees
-- a roll, and what a critical hit does.
-- CreateEnum
CREATE TYPE "CampaignDiceMode" AS ENUM ('DIGITAL', 'PHYSICAL', 'BOTH');
-- CreateEnum
CREATE TYPE "HpMethod" AS ENUM ('AVERAGE', 'ROLL');
-- CreateEnum
CREATE TYPE "ScoreMethod" AS ENUM ('ROLL_4D6', 'STANDARD_ARRAY', 'POINT_BUY');
-- CreateEnum
CREATE TYPE "RollVisibility" AS ENUM ('ALL', 'OWN');
-- CreateEnum
CREATE TYPE "CritRule" AS ENUM ('DOUBLE_DICE', 'MAX_PLUS_ROLL');
-- AlterTable
ALTER TABLE "campaigns" ADD COLUMN "abilityScoreMethod" "ScoreMethod" NOT NULL DEFAULT 'ROLL_4D6',
ADD COLUMN "autoRollMonsters" BOOLEAN NOT NULL DEFAULT false,
ADD COLUMN "autoRollNpcs" BOOLEAN NOT NULL DEFAULT false,
ADD COLUMN "critRule" "CritRule" NOT NULL DEFAULT 'DOUBLE_DICE',
ADD COLUMN "diceMode" "CampaignDiceMode" NOT NULL DEFAULT 'BOTH',
ADD COLUMN "hideMonsterRolls" BOOLEAN NOT NULL DEFAULT true,
ADD COLUMN "hpOnLevelUp" "HpMethod" NOT NULL DEFAULT 'AVERAGE',
ADD COLUMN "multiclassEnabled" BOOLEAN NOT NULL DEFAULT false,
ADD COLUMN "rollVisibility" "RollVisibility" NOT NULL DEFAULT 'ALL',
ADD COLUMN "trackXp" BOOLEAN NOT NULL DEFAULT true;
+401 -17
View File
@@ -1,7 +1,8 @@
// D&D Campaign Manager — Prisma schema
// Postgres. Run `npx prisma migrate dev --name init` after `DATABASE_URL` is set,
// then `npx prisma db seed` using the seed script built from /seed-data/*.json
// (see CLAUDE_BUILD_PROMPT.md, "Database" section).
// Postgres. The connection (DATABASE_URL) is set in prisma.config.js, not here.
// Run `npx prisma migrate dev` then `npx prisma generate`; `npx prisma db seed`
// adds the admin account (prisma/seed.js). Worlds are created in the app from
// the seeds in /backend/seeds.
generator client {
provider = "prisma-client-js"
@@ -9,7 +10,6 @@ generator client {
datasource db {
provider = "postgresql"
url = env("DATABASE_URL")
}
// ---------------------------------------------------------------------------
@@ -86,6 +86,9 @@ enum BuildStage {
ROLLING_MOTIVATION
ASSIGNING_SCORES
ASSIGNING_PROFICIENCIES
CHOOSING_ABILITIES
CHOOSING_BACKGROUND
CHOOSING_APPEARANCE
CHOOSING_EQUIPMENT
COMPLETE
}
@@ -96,11 +99,81 @@ enum EncounterStatus {
COMPLETE
}
// What kind of scene an encounter is: a fight run in initiative order, or a
// quest scene built around NPCs and an objective.
enum EncounterMode {
BATTLE
QUEST
}
enum NpcDisposition {
FRIENDLY
NEUTRAL
HOSTILE
}
enum RewardType {
GOLD
WEAPON
ITEM
}
// The money a character carries. The coins' worth is fixed in utils/grants.js:
// 1 gold = 10 silver = 100 copper. Cash ($) is modern money for crossover
// worlds; it has no worth in coins and is never exchanged for them.
enum Currency {
GOLD
SILVER
COPPER
CASH
}
enum NoteVisibility {
DM_ONLY
SHARED
}
enum DiceMode {
DIGITAL
PHYSICAL
}
// Which dice a campaign plays with. BOTH leaves it to each character (and
// every roll can still be typed in from a real die).
enum CampaignDiceMode {
DIGITAL
PHYSICAL
BOTH
}
// How a character's maximum HP grows on a level up: the fixed average of the
// hit die (rounded up), or a roll of it.
enum HpMethod {
AVERAGE
ROLL
}
// How the builder arrives at the six ability scores.
enum ScoreMethod {
ROLL_4D6
STANDARD_ARRAY
POINT_BUY
}
// Who sees a roll. ALL: everyone at the table. OWN: a player sees their own;
// the DM always sees every roll.
enum RollVisibility {
ALL
OWN
}
// What a critical hit does to the damage: roll the dice twice (the rule), or
// take the dice at their maximum and roll them once more on top.
enum CritRule {
DOUBLE_DICE
MAX_PLUS_ROLL
}
// ---------------------------------------------------------------------------
// Identity & campaigns
// ---------------------------------------------------------------------------
@@ -117,6 +190,7 @@ model User {
charactersOwned Character[] @relation("PlayerCharacters")
charactersCreated Character[] @relation("CreatedBy")
notesAuthored Note[]
goldTransactions GoldTransaction[]
@@map("users")
}
@@ -130,7 +204,43 @@ model Campaign {
startingItemCount Int @default(0)
startingSpellCount Int @default(0)
skipMotivationRoll Boolean @default(false)
// Off: players see only a health bar for monsters and NPCs, not the numbers.
showMonsterHp Boolean @default(true)
// An attack on several targets is harder to land: each target's AC counts
// as this much higher for every target beyond the first. 0 turns it off.
areaAttackAcPenalty Int @default(2)
// How much a character can have equipped at once: weapons and items
// together, and weapons alone. Only equipped gear can be used in an
// encounter or gives its effects, so this is what a character can bring to
// bear at one time. A pair of daggers is one weapon, made as such.
maxEquipped Int @default(2)
maxEquippedWeapons Int @default(1)
// Off: nobody chooses a subclass. Each class follows its first one without
// being asked, and subclasses are not named anywhere.
subclassesEnabled Boolean @default(true)
// On: a character can take levels in more than one class (game/multiclass.js).
multiclassEnabled Boolean @default(false)
// Which dice are rolled at this table; see CampaignDiceMode.
diceMode CampaignDiceMode @default(BOTH)
// On: when a monster's (or an NPC's) turn comes up in a battle, the server
// picks a target, rolls the attack and the damage, and puts it to the DM to
// accept, change or throw out.
autoRollMonsters Boolean @default(false)
autoRollNpcs Boolean @default(false)
// Off: experience is not kept. No XP on the sheets, nothing to award after
// an encounter, and nobody is shown as due a level.
trackXp Boolean @default(true)
hpOnLevelUp HpMethod @default(AVERAGE)
abilityScoreMethod ScoreMethod @default(ROLL_4D6)
rollVisibility RollVisibility @default(ALL)
// On: the DM's rolls for monsters and NPCs are seen by the DM alone until
// they are put into play.
hideMonsterRolls Boolean @default(true)
critRule CritRule @default(DOUBLE_DICE)
ownerId String
// Set while the campaign is archived: kept in full, but moved off the main
// list and closed to new members until the DM restores it.
archivedAt DateTime?
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
@@ -138,13 +248,49 @@ model Campaign {
characters Character[]
weapons Weapon[]
spells Spell[]
items Item[]
monsters Monster[]
npcs Npc[]
encounters Encounter[]
saleOffers SaleOffer[]
notes Note[]
locations Location[]
@@map("campaigns")
}
model Location {
id String @id @default(cuid())
campaignId String
name String
description String?
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
characters Character[]
encounters Encounter[]
visits CharacterLocationVisit[]
@@index([campaignId])
@@map("locations")
}
// A location a character has been to. Written whenever a character is put
// somewhere (by the DM, or by an encounter held there), and never removed by
// moving on: it is what decides which locations a player may see.
model CharacterLocationVisit {
id String @id @default(cuid())
characterId String
locationId String
firstVisitedAt DateTime @default(now())
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
location Location @relation(fields: [locationId], references: [id], onDelete: Cascade)
@@unique([characterId, locationId])
@@map("character_location_visits")
}
model CampaignMember {
id String @id @default(cuid())
campaignId String
@@ -156,6 +302,7 @@ model CampaignMember {
user User @relation(fields: [userId], references: [id], onDelete: Cascade)
@@unique([campaignId, userId])
@@index([userId])
@@map("campaign_members")
}
@@ -171,6 +318,9 @@ model Character {
name String
species Species?
characterClass CharacterClass?
// The path taken within the class: a key from game/data/subclasses.js. Null
// until the class reaches the level it chooses at.
subclass String?
level Int @default(1)
xp Int @default(0)
motivation String?
@@ -189,11 +339,46 @@ model Character {
currentHp Int @default(0)
tempHp Int @default(0)
armorBonus Int @default(0) // flat AC bonus from equipped armor/shield
// Death saves, counted while the character is at 0 HP (utils/hp.js). Three
// failures is dead; three successes sets `stable` and clears the tallies.
deathSaveSuccesses Int @default(0)
deathSaveFailures Int @default(0)
stable Boolean @default(false) // at 0 HP but no longer rolling
// What has been spent since the last rest. Spell slots by slot level (the
// first entry is 1st-level slots); how many there are comes from class and
// level (game/calculations.js, spellSlotsFor). A character has one Hit Die
// per level, spent on short rests.
spellSlotsUsed Int[] @default([])
hitDiceUsed Int @default(0)
// Class counters spent since the rest that gives them back, as
// { key: used } (game/classResources.js says which a character has).
resourcesUsed Json @default("{}")
// How the character is doing beyond HP. Reminders for the table: none of
// them changes a number on the sheet. Conditions are the character's own,
// so they outlast the encounter they were given in.
inspiration Boolean @default(false)
exhaustion Int @default(0) // 0 to 6
conditions String[] @default([])
armorBonus Int @default(0) // a flat AC adjustment the DM sets by hand, on top of what equipped gear gives
speedOverride Int?
specialAbilities String? // free-text list shown in the quick-stats panel
// The next three are composed by the builder from the player's picks
// (game/data/characterOptions.js). After that only the DM can edit them.
specialAbilities String? // shown in the quick-stats panel
// The purse: each coin (and cash) is counted on its own and only changes through the
// money ledger (GoldTransaction).
gold Int @default(0)
silver Int @default(0)
copper Int @default(0)
cash Int @default(0) // whole dollars
background String?
appearance String?
privateNotes String? // visible to the owning player only — not even the DM
diceMode DiceMode @default(DIGITAL) // chosen once, before the first build roll
currentLocationId String?
buildStage BuildStage @default(NOT_STARTED)
buildState Json? // in-progress dice rolls / pending choices while building
@@ -201,18 +386,23 @@ model Character {
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
user User? @relation("PlayerCharacters", fields: [userId], references: [id])
createdBy User @relation("CreatedBy", fields: [createdById], references: [id])
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
user User? @relation("PlayerCharacters", fields: [userId], references: [id])
createdBy User @relation("CreatedBy", fields: [createdById], references: [id])
currentLocation Location? @relation(fields: [currentLocationId], references: [id], onDelete: SetNull)
skillProficiencies CharacterSkillProficiency[]
saveProficiencies CharacterSaveProficiency[]
inventoryItems InventoryItem[]
goldTransactions GoldTransaction[]
weapons CharacterWeapon[]
spells CharacterSpell[]
notes Note[]
encounterEntries EncounterParticipant[]
locationVisits CharacterLocationVisit[]
@@index([campaignId])
@@index([userId])
@@map("characters")
}
@@ -255,11 +445,28 @@ model Weapon {
properties String[] // e.g. ["finesse", "light", "thrown"]
rangeNormal Int?
rangeLong Int?
// damageDice is the level-1 damage; a held copy's dice climb the damage
// ladder (game/calculations.js) by this many rungs per level above 1.
damageScaling Int @default(1)
// The level this weapon starts at: a held copy is never below it, and
// damageDice is the damage at this level.
minLevel Int @default(1)
// Offered in the character builder's starting-equipment step. Off by default:
// the DM opts entries in, so the pool can hold gear that must be earned.
isStartingOption Boolean @default(false)
// What it does to the sheet of whoever has it equipped: a list of
// { stat, amount } (game/calculations.js, GEAR_STATS), and a note for
// anything that is not a number.
effects Json @default("[]")
effectNote String?
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
assigned CharacterWeapon[]
rewards EncounterReward[]
offers SaleOffer[]
@@index([campaignId])
@@map("weapons")
}
@@ -269,6 +476,7 @@ model CharacterWeapon {
weaponId String
quantity Int @default(1)
equipped Boolean @default(false)
level Int @default(1) // this copy's level; the character must be at least this level to use it
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
weapon Weapon @relation(fields: [weaponId], references: [id], onDelete: Cascade)
@@ -277,19 +485,66 @@ model CharacterWeapon {
@@map("character_weapons")
}
// Campaign-level item pool, DM-managed like weapons and spells.
model Item {
id String @id @default(cuid())
campaignId String
name String
description String?
damageDice String? // optional dice (damage, healing...) at its starting level; scales like a weapon's
damageScaling Int @default(1)
minLevel Int @default(1)
isStartingOption Boolean @default(false)
// As on a weapon: what it does to whoever has it equipped. Armor is an
// item with an AC effect.
effects Json @default("[]")
effectNote String?
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
held InventoryItem[]
rewards EncounterReward[]
offers SaleOffer[]
@@index([campaignId])
@@map("items")
}
// An Item from the campaign pool held by a character.
model InventoryItem {
id String @id @default(cuid())
characterId String
name String
description String?
itemId String
quantity Int @default(1)
equipped Boolean @default(false)
level Int @default(1)
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
item Item @relation(fields: [itemId], references: [id], onDelete: Cascade)
@@unique([characterId, itemId])
@@map("inventory_items")
}
// Ledger behind a character's purse: every change to a coin balance is one
// row here. (The name predates silver and copper.)
model GoldTransaction {
id String @id @default(cuid())
characterId String
currency Currency @default(GOLD) // which coin this entry is in
amount Int // signed: positive = gained, negative = spent
balanceAfter Int // that coin's balance afterwards
reason String?
createdById String?
createdAt DateTime @default(now())
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
createdBy User? @relation(fields: [createdById], references: [id], onDelete: SetNull)
@@index([characterId, createdAt])
@@map("gold_transactions")
}
// ---------------------------------------------------------------------------
// Spells
// ---------------------------------------------------------------------------
@@ -298,16 +553,22 @@ model Spell {
id String @id @default(cuid())
campaignId String
name String
level Int // 0 = cantrip
level Int // 0 = cantrip. Also the character level needed to use the spell.
damageDice String? // fixed; spells don't level up
school String?
castingTime String?
range String?
duration String?
description String?
isStartingOption Boolean @default(false)
// Brings back the dead: a character who can cast it may revive a dead ally
// on their turn in a battle (encounters.routes.js).
revives Boolean @default(false)
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
known CharacterSpell[]
@@index([campaignId])
@@map("spells")
}
@@ -350,44 +611,165 @@ model Monster {
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
encounterAppearances EncounterParticipant[]
@@index([campaignId])
@@map("monsters")
}
// A non-player character the DM runs: a quest-giver, shopkeeper, rival...
// Combat stats are optional — most NPCs are there to be talked to.
model Npc {
id String @id @default(cuid())
campaignId String
name String
role String? // e.g. "Innkeeper", "Captain of the Watch"
disposition NpcDisposition @default(NEUTRAL)
description String? // what the party can see and knows
dmNotes String? // secrets, motives — never sent to players
ac Int?
maxHp Int?
attackBonus Int?
damageDice String?
// A money changer swaps gold and cash at their own rate: exchangeGold gold
// for exchangeCash cash, either way. Both null: this NPC does not exchange.
exchangeGold Int?
exchangeCash Int?
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
encounterAppearances EncounterParticipant[]
wares SaleOffer[]
@@index([campaignId])
@@map("npcs")
}
model Encounter {
id String @id @default(cuid())
campaignId String
name String
mode EncounterMode @default(BATTLE)
status EncounterStatus @default(PLANNING)
currentRound Int @default(1)
// Whose turn it is in a battle; null until the fight starts.
activeParticipantId String?
// Who is being attacked (or healed) right now, shown to everyone, in the
// order they were picked. More than one makes it an area attack. Picked by
// the DM or by the player on turn, and cleared when the turn passes.
targetParticipantIds String[] @default([])
description String? // the scene / objective, shown to everyone
dmNotes String? // never sent to players
// Where the scene takes place. While the encounter is in progress, the
// characters in it are there too.
locationId String?
// Set while archived: kept in full, but off the campaign's list — players
// no longer see it there at all.
archivedAt DateTime?
// Place in the campaign's own order, lowest first. The DM rearranges it.
sortOrder Int @default(0)
// The experience points handed out for this encounter, in all; null until
// the DM awards them. They are awarded once.
xpAwarded Int?
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
location Location? @relation(fields: [locationId], references: [id], onDelete: SetNull)
participants EncounterParticipant[]
rewards EncounterReward[]
wares SaleOffer[]
@@index([campaignId])
@@map("encounters")
}
// A row per combatant in an encounter — either a character or a monster.
// currentHp/maxHp are snapshotted here (not just read off Character/Monster)
// so damage tracking during a fight doesn't need to mutate the character's or
// monster's permanent record until the DM chooses to apply it back.
// Loot the DM lines up for an encounter and later hands to a character. Until
// it is awarded it is the DM's secret; awarding it is what actually changes
// the character (gold ledger entry, or the weapon/item added to what they hold).
model EncounterReward {
id String @id @default(cuid())
encounterId String
type RewardType
gold Int? // GOLD: how many coins
currency Currency @default(GOLD) // GOLD: which coin they are
weaponId String? // WEAPON
itemId String? // ITEM
quantity Int @default(1)
level Int @default(1) // gear level the weapon/item is handed over at
note String?
awardedTo String? // who received it, as display text ("Aria", "Aria, Bo")
awardedAt DateTime?
createdAt DateTime @default(now())
encounter Encounter @relation(fields: [encounterId], references: [id], onDelete: Cascade)
weapon Weapon? @relation(fields: [weaponId], references: [id], onDelete: Cascade)
item Item? @relation(fields: [itemId], references: [id], onDelete: Cascade)
@@index([encounterId])
@@map("encounter_rewards")
}
// Something for sale: a weapon or item from the campaign pools, at a price.
// It belongs to an NPC (and is on offer wherever that NPC is met) or to an
// encounter itself (a stall, a vending machine). Only the DM sets these up;
// players see them, and buy, in a quest encounter in progress
// (encounters.routes.js).
model SaleOffer {
id String @id @default(cuid())
campaignId String
npcId String? // exactly one of npcId / encounterId is set
encounterId String?
weaponId String? // exactly one of weaponId / itemId is set
itemId String?
price Int // for one, in `currency`
currency Currency @default(GOLD)
level Int @default(1) // gear level it is handed over at
stock Int? // how many are left; null = no limit
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
npc Npc? @relation(fields: [npcId], references: [id], onDelete: Cascade)
encounter Encounter? @relation(fields: [encounterId], references: [id], onDelete: Cascade)
weapon Weapon? @relation(fields: [weaponId], references: [id], onDelete: Cascade)
item Item? @relation(fields: [itemId], references: [id], onDelete: Cascade)
@@index([campaignId])
@@index([npcId])
@@index([encounterId])
@@map("sale_offers")
}
// A row per combatant in an encounter — a character, a monster or an NPC.
// A monster's currentHp/maxHp live here, per instance. A character's HP has
// one source of truth, the Character row: encounters read and write that, and
// the columns here only hold the last values seen (used if the character is
// later deleted and the row loses its link).
model EncounterParticipant {
id String @id @default(cuid())
encounterId String
characterId String?
monsterId String?
npcId String?
displayName String // denormalized so a monster can be renamed per-instance, e.g. "Goblin #2"
// The d20 rolled for initiative (1–20); null until it is rolled.
initiativeRoll Int?
// The roll plus the combatant's initiative bonus, worked out when the roll
// is entered. This is what the turn order sorts on.
initiative Int @default(0)
currentHp Int
maxHp Int
conditions String[] @default([]) // e.g. ["poisoned", "prone"]
conditions String[] @default([]) // e.g. ["poisoned", "prone"]; a character's own are on the Character row
// Conditions that wear off by themselves, as { condition: rounds left }.
// Counted down each time the round goes up; at 0 the condition is removed.
conditionRounds Json @default("{}")
isMonster Boolean
encounter Encounter @relation(fields: [encounterId], references: [id], onDelete: Cascade)
character Character? @relation(fields: [characterId], references: [id], onDelete: SetNull)
monster Monster? @relation(fields: [monsterId], references: [id], onDelete: SetNull)
npc Npc? @relation(fields: [npcId], references: [id], onDelete: SetNull)
@@index([encounterId])
@@index([characterId])
@@map("encounter_participants")
}
@@ -408,5 +790,7 @@ model Note {
character Character? @relation(fields: [characterId], references: [id], onDelete: Cascade)
author User @relation(fields: [authorId], references: [id])
@@index([campaignId])
@@index([characterId])
@@map("notes")
}
+41 -57
View File
@@ -1,70 +1,54 @@
// Seeds a demo campaign for local dev. Species/classes/skills are NOT seeded
// as rows — they're fixed game-rule tables ported into src/game/data/*.js and
// used directly by the calculation engine. Weapons ARE seeded, but only into
// this demo campaign (weapons are per-campaign in the schema, since a DM can
// add homebrew weapons).
const path = require('path');
// The database seed: makes sure the admin account exists, and nothing else.
//
// npx prisma db seed create the admin account if it is missing
// npx prisma db seed -- --reset DESTRUCTIVE: delete every user, campaign,
// character, note, etc. first
//
// It only ever adds, so it is safe against a live database: an existing
// account, and its password, is left alone. SEED_ADMIN_EMAIL /
// SEED_ADMIN_PASSWORD / SEED_ADMIN_NAME override the account that is created.
//
// Worlds are not seeded here. A campaign is created in the app, blank or from
// one of the world seeds in /backend/seeds by its code (docs/SEEDS.md).
//
// Species/classes/skills are not rows either: they are fixed game-rule tables
// in src/game/data/*.js, as is the library DMs pull weapons, items, spells
// and monsters from.
const bcrypt = require('bcrypt');
const { PrismaClient } = require('@prisma/client');
const { generateInviteCode } = require('../src/utils/inviteCode');
const prisma = require('../src/db');
const { loadSeeds } = require('../src/seeds');
const prisma = new PrismaClient();
const weapons = require(path.join(__dirname, '..', 'seed-data', 'weapons.json'));
const ADMIN_EMAIL = process.env.SEED_ADMIN_EMAIL || 'joshua@crosscode.co.za';
const ADMIN_PASSWORD = process.env.SEED_ADMIN_PASSWORD || '12345678';
const ADMIN_NAME = process.env.SEED_ADMIN_NAME || 'Joshua';
async function main() {
const passwordHash = await bcrypt.hash('password123', 12);
async function seed({ reset = false } = {}) {
if (reset) {
// Truncating the two roots cascades through every table that references them.
await prisma.$executeRawUnsafe('TRUNCATE TABLE "users", "campaigns" RESTART IDENTITY CASCADE');
console.log('Database reset: every user and campaign was deleted.');
}
const dm = await prisma.user.upsert({
where: { email: 'dm@example.com' },
update: {},
create: { email: 'dm@example.com', passwordHash, displayName: 'Dungeon Master' },
});
const player = await prisma.user.upsert({
where: { email: 'player@example.com' },
update: {},
create: { email: 'player@example.com', passwordHash, displayName: 'Test Player' },
});
let campaign = await prisma.campaign.findFirst({ where: { name: 'The Sunken Reach (Demo)' } });
if (!campaign) {
campaign = await prisma.campaign.create({
data: {
name: 'The Sunken Reach (Demo)',
description: 'A demo campaign seeded for local development.',
inviteCode: generateInviteCode(),
startingGold: 15,
startingItemCount: 2,
startingSpellCount: 2,
ownerId: dm.id,
members: {
create: [
{ userId: dm.id, role: 'DM' },
{ userId: player.id, role: 'PLAYER' },
],
},
},
if (await prisma.user.findUnique({ where: { email: ADMIN_EMAIL } })) {
console.log(`Admin account ${ADMIN_EMAIL} already exists — left as it is.`);
} else {
await prisma.user.create({
data: { email: ADMIN_EMAIL, passwordHash: await bcrypt.hash(ADMIN_PASSWORD, 12), displayName: ADMIN_NAME },
});
console.log(`Admin/DM login created: ${ADMIN_EMAIL} / ${ADMIN_PASSWORD}`);
console.log(' Change that password from the account page ("Account" in the navigation) once you are logged in.');
}
for (const weapon of weapons) {
const existing = await prisma.weapon.findFirst({ where: { campaignId: campaign.id, name: weapon.name } });
if (!existing) {
await prisma.weapon.create({ data: { ...weapon, campaignId: campaign.id } });
}
const worlds = loadSeeds().filter((world) => !world.error);
if (worlds.length) {
console.log('Worlds to start a campaign from (Campaigns → New Campaign → world code):');
for (const { code, seed: world } of worlds) console.log(` ${code} ${world.campaign.name}`);
}
console.log('Seed complete.');
console.log(` DM login: dm@example.com / password123`);
console.log(` Player login: player@example.com / password123`);
console.log(` Campaign invite code: ${campaign.inviteCode}`);
}
main()
seed({ reset: process.argv.includes('--reset') })
.catch((err) => {
console.error(err);
process.exit(1);
process.exitCode = 1;
})
.finally(async () => {
await prisma.$disconnect();
});
.finally(() => prisma.$disconnect());
+27
View File
@@ -0,0 +1,27 @@
// Checks every world seed in /backend/seeds and says what each one holds, or
// what is wrong with it. Run it after dropping in or editing a seed file:
//
// npm run seeds:check
const { loadSeeds, SEEDS_DIR } = require('../src/seeds');
const results = loadSeeds();
if (results.length === 0) console.log(`No seed files in ${SEEDS_DIR}.`);
for (const { file, code, seed, error } of results) {
if (error) {
console.error(`✗ ${file}\n${error.replace(/^/gm, ' ')}`);
process.exitCode = 1;
continue;
}
const starting = (rows) => rows.filter((row) => row.isStartingOption).length;
const count = (rows, of) => rows.reduce((sum, row) => sum + (row[of] || []).length, 0);
console.log(`✓ ${file} — code ${code} — ${seed.campaign.name}`);
console.log(
` ${seed.weapons.length} weapons (${starting(seed.weapons)} starting), ${seed.items.length} items (${starting(seed.items)} starting), ` +
`${seed.spells.length} spells (${starting(seed.spells)} starting), ${seed.locations.length} locations`,
);
console.log(
` ${seed.monsters.length} monsters, ${seed.npcs.length} NPCs (${count(seed.npcs, 'wares')} wares), ${seed.encounters.length} encounters ` +
`(${count(seed.encounters, 'rewards')} rewards, ${count(seed.encounters, 'wares')} wares), ${seed.sharedNotes.length + seed.dmNotes.length} notes`,
);
}
+176
View File
@@ -0,0 +1,176 @@
// Writes the full lists (every library spell, weapon, item and monster, and every
// option the character builder offers) into the docs, straight from the data
// files the app itself uses, so the docs cannot drift from the app.
//
// npm run docs:lists (from /backend)
//
// Each list lives between a pair of markers in a doc:
// <!-- BEGIN GENERATED: name --> ... <!-- END GENERATED: name -->
// Only the text between the markers is replaced; everything else in the docs
// is written by hand.
const fs = require('fs');
const path = require('path');
const { WEAPON_LIBRARY, ITEM_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../src/game/data/library');
const options = require('../src/game/data/characterOptions');
const { SPECIES } = require('../src/game/data/species');
const { CLASSES } = require('../src/game/data/classes');
const { BOONS, MAX_FEATURE_LEVEL } = require('../src/game/data/levelFeatures');
const { featuresAt } = require('../src/game/levelUp');
const { SUBCLASSES, SUBCLASS_LEVEL } = require('../src/game/data/subclasses');
const DOCS = path.join(__dirname, '..', '..', 'docs');
const cell = (value) => (value === null || value === undefined || value === '' ? '—' : String(value).replace(/\|/g, '\\|'));
const table = (headers, rows) =>
[`| ${headers.join(' | ')} |`, `|${headers.map(() => '---').join('|')}|`, ...rows.map((r) => `| ${r.map(cell).join(' | ')} |`)].join('\n');
const signed = (n) => (n >= 0 ? `+${n}` : `${n}`);
const plural = (n, word) => `${n} ${word}${n === 1 ? '' : 's'}`;
function spellLibrary() {
const levels = [...new Set(SPELL_LIBRARY.map((s) => s.level))].sort((a, b) => a - b);
return levels
.map((level) => {
const spells = SPELL_LIBRARY.filter((s) => s.level === level).sort((a, b) => a.name.localeCompare(b.name));
const heading = level === 0 ? `### Cantrips (${spells.length})` : `### Level ${level} (${plural(spells.length, 'spell')})`;
const who = level === 0 ? 'Usable by any character.' : `Needs character level ${level}.`;
return `${heading}\n\n${who}\n\n${table(['Spell', 'School', 'Damage', 'What it does'], spells.map((s) => [s.name, s.school, s.damageDice, s.description]))}`;
})
.join('\n\n');
}
const ATTACK_WITH = { STR: 'Strength', DEX: 'Dexterity', FINESSE: 'Strength or Dexterity (finesse)' };
function weaponLibrary() {
const categories = [...new Set(WEAPON_LIBRARY.map((w) => w.category))];
return categories
.map((category) => {
const weapons = WEAPON_LIBRARY.filter((w) => w.category === category);
const rows = weapons.map((w) => [
w.name,
w.damageDice,
w.damageType,
ATTACK_WITH[w.attackAbility],
w.properties.join(', '),
w.rangeNormal ? `${w.rangeNormal}/${w.rangeLong} ft` : null,
[effectList(w.effects), w.effectNote].filter(Boolean).join('. ') || null,
]);
return `### ${category} (${weapons.length})\n\n${table(['Weapon', 'Base damage', 'Type', 'Attacks with', 'Properties', 'Range', 'While equipped'], rows)}`;
})
.join('\n\n');
}
// "+6 AC, −10 Speed": what a library entry does while equipped.
const STAT_NAMES = { AC: 'AC', SPEED: 'Speed', INITIATIVE: 'Initiative', MAX_HP: 'Max HP', PASSIVE_PERCEPTION: 'Passive Perception', SAVES: 'all saves', SKILLS: 'all skill checks' };
const title = (key) => key.toLowerCase().split('_').map((w, i) => (i > 0 && w === 'of' ? w : w[0].toUpperCase() + w.slice(1))).join(' ');
function statName(stat) {
if (STAT_NAMES[stat]) return STAT_NAMES[stat];
if (stat.startsWith('SAVE_')) return `${stat.slice(5)} saves`;
if (stat.startsWith('SKILL_')) return title(stat.slice(6));
return stat;
}
const effectList = (effects = []) => effects.map((e) => `${signed(e.amount).replace('-', '−')} ${statName(e.stat)}`).join(', ');
function itemLibrary() {
const categories = [...new Set(ITEM_LIBRARY.map((i) => i.category))];
return categories
.map((category) => {
const items = ITEM_LIBRARY.filter((i) => i.category === category);
const rows = items.map((i) => [i.name, effectList(i.effects), i.effectNote, i.damageDice, i.description]);
return `### ${category} (${items.length})\n\n${table(['Item', 'While equipped', 'Note', 'Dice', 'Description'], rows)}`;
})
.join('\n\n');
}
function monsterLibrary() {
const rows = MONSTER_LIBRARY.map((m) => [
m.name,
m.challengeRating,
m.ac,
m.maxHp,
m.speed,
signed(m.attackBonus),
m.damageDice,
[m.strScore, m.dexScore, m.conScore, m.intScore, m.wisScore, m.chaScore].join(' / '),
m.specialTrait,
m.notes,
]);
return table(['Monster', 'CR', 'AC', 'HP', 'Speed', 'Attack', 'Damage', 'STR / DEX / CON / INT / WIS / CHA', 'Trait', 'Notes'], rows);
}
function builderLists() {
const abilities = (list) => list.map((a) => `**${a.name}** — ${a.text}`).join('<br>');
const groups = (list) =>
list
.map((g) => {
const pick = g.min === g.max ? `pick ${g.min}` : `pick ${g.min} to ${g.max}`;
return `**${g.label}** — ${g.prompt} (${pick})\n\n${table(['Option', 'What it adds'], g.options.map((o) => [o.label, o.text]))}`;
})
.join('\n\n');
return [
`### Motivations\n\n${options.MOTIVATIONS.map((m) => `- ${m.label}`).join('\n')}`,
`### Special abilities granted by species\n\n${table(['Species', 'Abilities'], Object.keys(SPECIES).map((key) => [SPECIES[key].name, abilities(options.SPECIES_TRAITS[key])]))}`,
`### Special abilities granted by class\n\n${table(['Class', 'Abilities'], Object.keys(CLASSES).sort().map((key) => [CLASSES[key].name, abilities(options.CLASS_FEATURES[key])]))}`,
`### Talents (pick ${options.TALENT_PICKS})\n\n${table(['Talent', 'What it does'], options.TALENTS.map((t) => [t.name, t.text]))}`,
`### Background questions\n\n${groups(options.BACKGROUND_GROUPS)}`,
`### Appearance questions\n\n${groups(options.APPEARANCE_GROUPS)}`,
].join('\n\n');
}
// What "Level Up" writes for each class at each level, what each of its
// subclasses adds, and the Boons.
function levelFeatures() {
const line = (f) => (f.boon ? '**Boon** (choose one)' : `**${f.name}**${f.upgrade ? ' (replaces)' : ''}: ${f.text}`);
const classes = Object.keys(CLASSES)
.sort()
.map((key) => {
const rows = [];
for (let level = 2; level <= MAX_FEATURE_LEVEL; level++) {
const features = featuresAt(key, level);
rows.push([level, features.length > 0 ? features.map(line).join('<br>') : 'No new feature']);
}
const subclassRows = SUBCLASSES[key].flatMap((subclass) =>
Object.keys(subclass.features)
.map(Number)
.sort((a, b) => a - b)
.map((level, i) => [i === 0 ? `**${subclass.name}**<br>${subclass.summary}` : '', level, subclass.features[level].map(line).join('<br>')])
);
return [
`### ${CLASSES[key].name}`,
table(['Level', 'Written into Special Abilities'], rows),
`**${CLASSES[key].name} subclasses** (chosen at level ${SUBCLASS_LEVEL[key]}). What each adds to the table above:`,
table(['Subclass', 'Level', 'Written into Special Abilities'], subclassRows),
].join('\n\n');
});
const boons = table(
['Boon', 'First time', 'Can be taken'],
BOONS.map((b) => [b.name, b.text(b.per), b.max === 1 ? 'Once' : `${b.max} times`])
);
return [`### Boons\n\n${boons}`, ...classes].join('\n\n');
}
const SECTIONS = {
'SPELLS.md': { 'spell-library': spellLibrary },
'WEAPONS.md': { 'weapon-library': weaponLibrary },
'ITEMS.md': { 'item-library': itemLibrary },
'MONSTERS.md': { 'monster-library': monsterLibrary },
'CHARACTERS.md': { 'builder-lists': builderLists, 'level-features': levelFeatures },
};
for (const [file, sections] of Object.entries(SECTIONS)) {
const filePath = path.join(DOCS, file);
const original = fs.readFileSync(filePath, 'utf8');
const newline = original.includes('\r\n') ? '\r\n' : '\n';
let text = original.replace(/\r\n/g, '\n');
for (const [name, render] of Object.entries(sections)) {
const begin = `<!-- BEGIN GENERATED: ${name} -->`;
const end = `<!-- END GENERATED: ${name} -->`;
const from = text.indexOf(begin);
const to = text.indexOf(end);
if (from === -1 || to === -1 || to < from) throw new Error(`${file}: missing the "${name}" markers`);
text = `${text.slice(0, from + begin.length)}\n${render()}\n${text.slice(to)}`;
}
const output = text.replace(/\n/g, newline);
if (output !== original) fs.writeFileSync(filePath, output);
console.log(`${output === original ? 'unchanged' : 'updated '} docs/${file}`);
}
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[
{ "key": "FIGHTER", "name": "Fighter", "hitDie": 10, "primaryAbility": "Str/Dex", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null },
{ "key": "BARBARIAN", "name": "Barbarian", "hitDie": 12, "primaryAbility": "Str", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null },
{ "key": "ROGUE", "name": "Rogue", "hitDie": 8, "primaryAbility": "Dex", "saveProficiencies": ["DEX", "INT"], "spellcastingAbility": null },
{ "key": "RANGER", "name": "Ranger", "hitDie": 10, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": "WIS" },
{ "key": "WIZARD", "name": "Wizard", "hitDie": 6, "primaryAbility": "Int", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "INT" },
{ "key": "SORCERER", "name": "Sorcerer", "hitDie": 6, "primaryAbility": "Cha", "saveProficiencies": ["CON", "CHA"], "spellcastingAbility": "CHA" },
{ "key": "CLERIC", "name": "Cleric", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "WIS" },
{ "key": "PALADIN", "name": "Paladin", "hitDie": 10, "primaryAbility": "Str/Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA" },
{ "key": "BARD", "name": "Bard", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["DEX", "CHA"], "spellcastingAbility": "CHA" },
{ "key": "WARLOCK", "name": "Warlock", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA" },
{ "key": "DRUID", "name": "Druid", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "WIS" },
{ "key": "MONK", "name": "Monk", "hitDie": 8, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": null }
{ "key": "FIGHTER", "name": "Fighter", "hitDie": 10, "primaryAbility": "Str/Dex", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null, "skillChoices": { "count": 2, "options": ["ACROBATICS", "ANIMAL_HANDLING", "ATHLETICS", "HISTORY", "INSIGHT", "INTIMIDATION", "PERCEPTION", "SURVIVAL"] } },
{ "key": "BARBARIAN", "name": "Barbarian", "hitDie": 12, "primaryAbility": "Str", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null, "skillChoices": { "count": 2, "options": ["ANIMAL_HANDLING", "ATHLETICS", "INTIMIDATION", "NATURE", "PERCEPTION", "SURVIVAL"] } },
{ "key": "ROGUE", "name": "Rogue", "hitDie": 8, "primaryAbility": "Dex", "saveProficiencies": ["DEX", "INT"], "spellcastingAbility": null, "skillChoices": { "count": 4, "options": ["ACROBATICS", "ATHLETICS", "DECEPTION", "INSIGHT", "INTIMIDATION", "INVESTIGATION", "PERCEPTION", "PERFORMANCE", "PERSUASION", "SLEIGHT_OF_HAND", "STEALTH"] } },
{ "key": "RANGER", "name": "Ranger", "hitDie": 10, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": "WIS", "skillChoices": { "count": 3, "options": ["ANIMAL_HANDLING", "ATHLETICS", "INSIGHT", "INVESTIGATION", "NATURE", "PERCEPTION", "STEALTH", "SURVIVAL"] } },
{ "key": "WIZARD", "name": "Wizard", "hitDie": 6, "primaryAbility": "Int", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "INT", "skillChoices": { "count": 2, "options": ["ARCANA", "HISTORY", "INSIGHT", "INVESTIGATION", "MEDICINE", "RELIGION"] } },
{ "key": "SORCERER", "name": "Sorcerer", "hitDie": 6, "primaryAbility": "Cha", "saveProficiencies": ["CON", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 2, "options": ["ARCANA", "DECEPTION", "INSIGHT", "INTIMIDATION", "PERSUASION", "RELIGION"] } },
{ "key": "CLERIC", "name": "Cleric", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "WIS", "skillChoices": { "count": 2, "options": ["HISTORY", "INSIGHT", "MEDICINE", "PERSUASION", "RELIGION"] } },
{ "key": "PALADIN", "name": "Paladin", "hitDie": 10, "primaryAbility": "Str/Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 2, "options": ["ATHLETICS", "INSIGHT", "INTIMIDATION", "MEDICINE", "PERSUASION", "RELIGION"] } },
{ "key": "BARD", "name": "Bard", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["DEX", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 3, "options": ["ACROBATICS", "ANIMAL_HANDLING", "ARCANA", "ATHLETICS", "DECEPTION", "HISTORY", "INSIGHT", "INTIMIDATION", "INVESTIGATION", "MEDICINE", "NATURE", "PERCEPTION", "PERFORMANCE", "PERSUASION", "RELIGION", "SLEIGHT_OF_HAND", "STEALTH", "SURVIVAL"] } },
{ "key": "WARLOCK", "name": "Warlock", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 2, "options": ["ARCANA", "DECEPTION", "HISTORY", "INTIMIDATION", "INVESTIGATION", "NATURE", "RELIGION"] } },
{ "key": "DRUID", "name": "Druid", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "WIS", "skillChoices": { "count": 2, "options": ["ARCANA", "ANIMAL_HANDLING", "INSIGHT", "MEDICINE", "NATURE", "PERCEPTION", "RELIGION", "SURVIVAL"] } },
{ "key": "MONK", "name": "Monk", "hitDie": 8, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": null, "skillChoices": { "count": 2, "options": ["ACROBATICS", "ATHLETICS", "HISTORY", "INSIGHT", "RELIGION", "STEALTH"] } }
]
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// Aldenfell: a world seed (docs/SEEDS.md). A DM starts a campaign from it by
// entering its code.
//
// The gazetteer, bestiary and notes are condensed from the Aldenfell Campaign
// Book; the gear, item pool, NPC list and scenes are built out from it to use
// everything a campaign can hold.
const campaign = {
name: 'Aldenfell',
description:
'A kingdom of knights and dragons is standing on top of something that’s waking up — and you’re the ones who find out first. ' +
'Heroic adventure first, real consequences, and horror as a spice rather than the whole meal.',
startingGold: 15,
startingItemCount: 2,
startingSpellCount: 2,
};
// ---------------------------------------------------------------------------
// Gazetteer
// ---------------------------------------------------------------------------
const locations = [
// Highcrown
{ name: 'Highcrown — The Founding Chapel', description: 'Site of Session One’s bell mystery. Its cellar connects to the Sunken Vaults. Quiet by day, a good recurring “something’s off” location throughout Act 1.' },
{ name: 'Highcrown — The Palace of Aldenfell', description: 'King Aldric’s seat. Court is held weekly; an audience without a sponsor (a knight, a noble, a Concord representative) takes real effort. Princess Isolde keeps a smaller, more accessible private study here.' },
{ name: 'Highcrown — The Grey Dawn Hall', description: 'Order of the Grey Dawn headquarters. Recruitment, training yards, and Ser Kavan Thorne’s office. The natural starting point for a Fighter/Paladin-leaning party.' },
{ name: 'Highcrown — The Concord Exchange', description: 'The Merchant Concord’s trading hall. Job boards, contracts, and Mireille Costa’s usual haunt. Best source of quick, paying side work.' },
{ name: 'Highcrown — The Lantern Market', description: 'Highcrown’s main marketplace, busiest during the Founding Fair. Gear, rumors, and pickpockets in equal measure. The campaign opens (E1) and closes here.' },
// Greywood
{ name: 'Greywood — The Warden’s Lodge', description: 'Ashwen and the other Wardens’ base, a day’s ride from Highcrown. First place to hear rumors about the old shrines acting strangely.' },
{ name: 'Greywood — The Old Shrine Sites', description: 'Scattered pre-kingdom shrines throughout the forest; several sit almost directly above Hollow Below cracks. Livestock/crop failures (a Stage 1 omen) cluster near these. → Side Quest: The Warden’s Silence.' },
{ name: 'Greywood — The Feywild Grove', description: 'A grove where the boundary with the Feywild is thin. Home to a reclusive, capricious fey court — a “be careful what you promise” side encounter, unrelated to the main plot.' },
{ name: 'Greywood — The Sunken Library', description: 'Ruins of a pre-kingdom archive, half-collapsed and root-choked. Contains fragments of the truth about the Hollow King’s origin — a place for the party to piece the mystery together on their own terms.' },
// Spine
{ name: 'The Spine — Threndir’s Eyrie', description: 'High on the eastern peaks, reachable by a hard climb or careful flight/magic. Threndir Ashclaw grants an audience to anyone who approaches openly and unarmed-in-spirit.' },
{ name: 'The Spine — Sevrisk’s Hollow', description: 'A lower, damper cave system claimed by the young green dragon Sevrisk. Far more dangerous to simply wander into.' },
{ name: 'The Spine — Stonejaw Hold', description: 'Korgath’s clan settlement in a Spine foothill valley. Outsiders are tested, not attacked on sight. → Side Quest: Trial of Stone.' },
{ name: 'The Spine — Ironvein', description: 'A mining town at the Spine’s base, Aldenfell’s main source of iron. Practical resupply stop with its own local rumors (miners going quiet, deeper tunnels avoided).' },
// Salt Coast & Bramble Marches
{ name: 'Salt Coast — Tidewatch', description: 'The Salt Coast’s largest port town, proudly independent-minded. Good base for coastal side content. → Side Quest: What the Tide Brought In.' },
{ name: 'Salt Coast — Smuggler’s Cove', description: 'A hidden inlet south of Tidewatch, used for exactly what the name suggests. → Side Quest: The Smugglers’ Tithe.' },
{ name: 'Bramble Marches — Greyford Keep', description: 'A border fortress garrisoned by Aldenfell troops watching the disputed line. Tense, under-resourced, a pressure-cooker location (E11, E16).' },
{ name: 'Bramble Marches — The Sorrow Camp', description: 'A refugee camp just inside Aldenfell territory, swollen by people fleeing the Marches’ border tension. → Side Quest: Refugees of the Marches.' },
// Hollow Below
{ name: 'Hollow Below — The Sunken Vaults (Layer 1)', description: 'Old crypts beneath Highcrown, reached from the Founding Chapel’s cellar or three other points in the city. Low real danger, mundane-spooky. Session One’s crawl (E3) happens here.' },
{ name: 'Hollow Below — The Root (Layer 2)', description: 'Natural caves beneath the Greywood and the Spine’s lower slopes. Geography stops being reliable. Hollowed, Bellcrawlers, and the Root Stalker live here. Danger is real.' },
{ name: 'Hollow Below — The Weeping Passage', description: 'A Root landmark: a long tunnel where the walls audibly “weep” — a faint, wrong, almost-voice sound. Set-piece location for the party’s first Hollowed.' },
{ name: 'Hollow Below — The Hollow Court (Layer 3)', description: 'The seal itself. Off-limits until Act 4. Gravity, light, and memory all bend near it. The Hollow King’s Shadow operates here.' },
];
// ---------------------------------------------------------------------------
// Bestiary (Aldenfell-specific stat blocks). attackBonus/damageDice hold the
// creature's primary attack; the rest lives in specialTrait/notes.
// ---------------------------------------------------------------------------
const monsters = [
{
name: 'Threndir Ashclaw (old copper dragon)', challengeRating: '8', ac: 17, maxHp: 165, speed: 40,
strScore: 23, dexScore: 12, conScore: 17, intScore: 16, wisScore: 13, chaScore: 17, attackBonus: 11, damageDice: '2d10+6',
specialTrait: 'Legendary talker — always offers to negotiate before fighting unless attacked first. Acid breath (recharge 5–6): 60-ft line, DC 15 Dex, 10d8 acid (half on success).',
notes: 'Huge dragon, 3,900 XP. Climb 40 ft, fly 80 ft. Bite +11 (2d10+6 piercing), Claw +11 (2d6+6 slashing), Tail +11 (2d8+6 bludgeoning). Saves Dex +5, Con +7, Wis +5, Cha +7. Skills Deception +7, Insight +5, Perception +9, Stealth +5. Blindsight 60 ft, darkvision 120 ft, passive Perception 19. Wants proof the crown can still be trusted — the intended “win” is a negotiation.',
},
{
name: 'Sevrisk (young green dragon)', challengeRating: '5', ac: 18, maxHp: 136, speed: 40,
strScore: 19, dexScore: 12, conScore: 17, intScore: 16, wisScore: 13, chaScore: 15, attackBonus: 7, damageDice: '2d6+4',
specialTrait: 'Poison breath (recharge 5–6): 30-ft cone, DC 14 Con, 8d6 poison (half on success).',
notes: 'Large dragon, 1,800 XP. Swim 40 ft, fly 80 ft. Bite +7 (2d6+4 piercing +2d6 poison), Claw +7 (2d4+4 slashing). Territorial and opportunistic — a straightforward combat threat, in contrast to Threndir.',
},
{
name: 'Stonejaw Hill Giant', challengeRating: '5', ac: 13, maxHp: 105, speed: 40,
strScore: 21, dexScore: 8, conScore: 19, intScore: 5, wisScore: 9, chaScore: 6, attackBonus: 8, damageDice: '3d8+5',
specialTrait: 'Honor-bound — fights fairly and expects the same.',
notes: 'Huge giant, 1,800 XP each (Korgath Stonejaw’s Spine Clan warband). Greatclub +8 (3d8+5 bludgeoning), Rock +8, 60/240 ft (3d10+5 bludgeoning). Passive Perception 9, speaks Giant. A trial or contest (Trial of Stone) fits better than an ambush.',
},
{
name: 'Spine Wyvern', challengeRating: '3', ac: 13, maxHp: 68, speed: 20,
strScore: 19, dexScore: 10, conScore: 16, intScore: 5, wisScore: 12, chaScore: 6, attackBonus: 6, damageDice: '2d6+4',
specialTrait: 'Territorial, not evil — attacks anything lingering near a nest, ignores parties that move on.',
notes: 'Large dragon, 700 XP. Fly 80 ft. Bite +6 (2d6+4 piercing), Stinger +6 (2d6+4 piercing, DC 15 Con or poisoned 1 minute). Perception +4, darkvision 60 ft, passive Perception 14.',
},
{
name: 'Reef Terror', challengeRating: '3', ac: 13, maxHp: 68, speed: 20,
strScore: 19, dexScore: 10, conScore: 16, intScore: 5, wisScore: 12, chaScore: 6, attackBonus: 6, damageDice: '2d6+4',
specialTrait: 'Territorial — drags fishers under near its reef.',
notes: 'Reskinned Spine Wyvern for Side Quest: What the Tide Brought In — fins instead of wings, no flight, swim speed instead. Bite +6 (2d6+4 piercing), Stinger +6 (2d6+4 piercing, DC 15 Con or poisoned). NOT connected to the Hollow King.',
},
{
name: 'Greywood Direwolf', challengeRating: '1', ac: 14, maxHp: 37, speed: 50,
strScore: 17, dexScore: 15, conScore: 15, intScore: 3, wisScore: 12, chaScore: 7, attackBonus: 5, damageDice: '2d6+3',
specialTrait: 'Pack tactics — advantage if an ally is within 5 ft of the target and not incapacitated.',
notes: 'Large beast, 200 XP each. Bite +5 (2d6+3 piercing, DC 13 Str or prone). Perception +3, Stealth +4. Use 3–4 at once — the clearest Action Economy lesson for a new table.',
},
{
name: 'Highcrown Cutthroat', challengeRating: '1/8', ac: 12, maxHp: 11, speed: 30,
strScore: 11, dexScore: 12, conScore: 12, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 3, damageDice: '1d6+1',
specialTrait: null,
notes: 'Medium humanoid, 25 XP each. Shortsword +3 (1d6+1 piercing), Dagger (thrown) +3, 20/60 (1d4+1 piercing). Ordinary desperate people — kill them, scare them off, or find out why they’re desperate?',
},
{
name: 'Bandit Captain', challengeRating: '2', ac: 15, maxHp: 65, speed: 30,
strScore: 15, dexScore: 16, conScore: 14, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 5, damageDice: '1d6+3',
specialTrait: 'Multiattack (two scimitar attacks).',
notes: 'Medium humanoid, 450 XP. Scimitar +5 (1d6+3 slashing), Dagger (thrown) +5, 20/60 (1d4+3 piercing). Leads a band of 4–6 cutthroats.',
},
{
name: 'Hollowed', challengeRating: '1', ac: 12, maxHp: 27, speed: 30,
strScore: 12, dexScore: 10, conScore: 12, intScore: 10, wisScore: 10, chaScore: 8, attackBonus: 3, damageDice: '1d6+1',
specialTrait: 'Almost right — DC 15 Insight notices the wrongness (no blink, a repeated phrase, no reflection) before it acts. Hollow whisper — 1/day speaks one sentence in Vessa Hollow’s voice to its target.',
notes: 'Medium humanoid, 200 XP. HORROR register. Slam +3 (1d6+1 bludgeoning); on a hit DC 12 Wis save or frightened 1 round. Deception +3 while passing as themselves. The horror is in the roleplay, not the numbers.',
},
{
name: 'Bellcrawler', challengeRating: '2', ac: 14, maxHp: 32, speed: 30,
strScore: 12, dexScore: 15, conScore: 16, intScore: 3, wisScore: 12, chaScore: 4, attackBonus: 5, damageDice: '2d6+2',
specialTrait: 'Mimic bell-toll — lures the curious. Stillness — motionless and silent the instant it’s observed; DC 17 Perception to spot while still.',
notes: 'Small monstrosity, 450 XP. HORROR register. Climb 30 ft. Bite +5 (2d6+2 piercing), Skitter (disengage as a bonus action). Stealth/dread, not a straight fight.',
},
{
name: 'Root Stalker', challengeRating: '4', ac: 15, maxHp: 78, speed: 30,
strScore: 17, dexScore: 14, conScore: 13, intScore: 6, wisScore: 14, chaScore: 6, attackBonus: 6, damageDice: '2d8+3',
specialTrait: 'Silent approach — advantage on its first attack each combat. Grasping roots — on a hit, target restrained (DC 14 Str to escape) until the Stalker is damaged.',
notes: 'Large aberration, 1,100 XP. HORROR register — signature Aldenfell monster. Burrow 20 ft. Multiattack (two Root Lash +6, 2d8+3 bludgeoning). Tremorsense 60 ft (blind beyond), passive Perception 12. Run as a slow, dreadful stalk.',
},
{
name: 'The Hollow King’s Shadow', challengeRating: '7', ac: 14, maxHp: 90, speed: 30,
strScore: 10, dexScore: 14, conScore: 10, intScore: 16, wisScore: 16, chaScore: 18, attackBonus: 8, damageDice: '3d8',
specialTrait: 'Not yet real — at 0 HP it disperses for the scene, never dies. Echoing dread — starting a turn within 30 ft: DC 15 Wis or frightened. Passes through walls.',
notes: 'Large undead (incorporeal), 2,900 XP but uncounted — DO NOT run as a fair fight. Fly 30 ft (hover). Chilling touch +8 (3d8 necrotic). Treat HP as a ticking clock: interrupt, banish, or outlast it (close a ritual circle, reach sunlight/a warded threshold, survive N rounds). Save its true, killable form for Act 4.',
},
{
name: 'Skeleton', challengeRating: '1/4', ac: 13, maxHp: 13, speed: 30,
strScore: 10, dexScore: 14, conScore: 15, intScore: 6, wisScore: 8, chaScore: 5, attackBonus: 4, damageDice: '1d6+2',
specialTrait: 'Undead — vulnerable to bludgeoning',
notes: 'Ordinary restless dead for the Sunken Vaults’ Restless Ossuary (Room 4). Not tied to the Hollow King; DC 12 Religion identifies that proper deconsecration would settle them.',
},
{
name: 'Feral Guard Dog', challengeRating: '1/8', ac: 12, maxHp: 5, speed: 40,
strScore: 13, dexScore: 14, conScore: 12, intScore: 3, wisScore: 12, chaScore: 7, attackBonus: 3, damageDice: '1d6+1',
specialTrait: 'Keen hearing and smell — advantage on Perception checks that rely on them.',
notes: 'Medium beast, 25 XP. Bite +3 (1d6+1 piercing, DC 11 Str or prone). A chapel mastiff gone half-wild in the Sunken Vaults’ Old Crypt Hall (Room 2). Starving, not vicious — DC 12 Animal Handling or a thrown ration ends the fight.',
},
{
name: 'The Hollow King', challengeRating: '10', ac: 16, maxHp: 190, speed: 30,
strScore: 18, dexScore: 14, conScore: 18, intScore: 18, wisScore: 18, chaScore: 20, attackBonus: 9, damageDice: '4d8',
specialTrait: 'Many, not one — it is the will of everyone the founders sacrificed, so it cannot be charmed or frightened, and it speaks in several voices. Echoing dread — starting a turn within 30 ft: DC 16 Wis or frightened. What the Court remembers (recharge 5–6): each creature within 30 ft, DC 16 Wis or 6d6 psychic and lose its reaction (half on success).',
notes: 'A STARTING POINT, NOT THE BOOK’S: the Campaign Book gives no stat block for E26 and tells you to build one to your party’s level and the resources they brought. This one suits four level 7–8 characters; change the numbers freely. Fly 30 ft (hover). Multiattack (two Chilling Touch +9, 4d8 necrotic). Three legendary actions a round: move without provoking, one Chilling Touch, or (2 actions) pull a creature 20 ft toward the seal (DC 16 Str). The fight should never be only a sword fight — what the party does with the truth (E19, E22) matters more than its hit points.',
},
];
// ---------------------------------------------------------------------------
// Weapons. The everyday ones are copies from the site library and are what a
// new character picks from. The rest are not starting options, so they only
// reach a character as a reward, a gift or a purchase. damageDice is the
// damage at minLevel, and a character must be at least a held copy's level to
// use it. damageScaling: 1 standard, 2 powerful, 3 legendary.
// ---------------------------------------------------------------------------
const everydayWeapons = [
'dagger', 'shortsword', 'rapier', 'longsword', 'greatsword', 'battleaxe', 'handaxe', 'warhammer', 'mace',
'quarterstaff', 'spear', 'shortbow', 'longbow', 'light-crossbow', 'dart',
];
const weapons = [
...everydayWeapons.map((library) => ({ library, isStartingOption: true })),
{ name: 'Unarmed Strike', damageDice: '1', damageType: 'bludgeoning', attackAbility: 'STR', properties: [], isStartingOption: true },
{ name: 'Masterwork Dagger', damageDice: '1d6', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'thrown'], rangeNormal: 20, rangeLong: 60, minLevel: 2, damageScaling: 1 },
{ name: 'Smuggler’s Cutlass', damageDice: '1d8', damageType: 'slashing', attackAbility: 'FINESSE', properties: ['finesse'], rangeNormal: null, rangeLong: null, minLevel: 2, damageScaling: 1 },
{ name: 'Warden’s Longbow', damageDice: '1d10', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'heavy', 'two-handed'], rangeNormal: 150, rangeLong: 600, minLevel: 2, damageScaling: 2 },
{ name: 'Grey Dawn Longsword', damageDice: '1d10', damageType: 'slashing', attackAbility: 'STR', properties: ['versatile (1d12)'], rangeNormal: null, rangeLong: null, minLevel: 3, damageScaling: 2 },
{ name: 'Greyford Halberd', damageDice: '1d12', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'reach', 'two-handed'], rangeNormal: null, rangeLong: null, minLevel: 3, damageScaling: 1 },
{ name: 'Stonejaw Maul', damageDice: '2d8', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['heavy', 'two-handed'], rangeNormal: null, rangeLong: null, minLevel: 4, damageScaling: 2 },
{ name: 'Threndir’s Fang', damageDice: '1d8', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light'], rangeNormal: null, rangeLong: null, minLevel: 5, damageScaling: 2 },
{ name: 'Hollowbane', damageDice: '2d8', damageType: 'radiant', attackAbility: 'FINESSE', properties: ['finesse', 'versatile (2d10)'], rangeNormal: null, rangeLong: null, minLevel: 7, damageScaling: 3 },
];
// ---------------------------------------------------------------------------
// Item pool. Most items are descriptive. The ones with `effects` change the
// sheet of whoever has them equipped (armor is an item with an AC effect), and
// `effectNote` says what a number cannot. `isStartingOption: true` offers the
// item in the character builder.
// ---------------------------------------------------------------------------
const items = [
// Starting kit
{ name: 'Potion of Healing', description: 'A red liquid that glimmers when shaken. Drink it (an action) to regain the hit points shown.', damageDice: '2d4+2', isStartingOption: true },
{ name: 'Traveller’s Pack', description: 'Bedroll, mess kit, tinderbox, waterskin and five days of rations.', isStartingOption: true },
{ name: 'Rope (50 ft)', description: 'Hempen rope. Holds a climber; DC 17 Strength to burst.', isStartingOption: true },
{ name: 'Torches (bundle of 5)', description: 'Each burns for an hour: bright light for 20 feet, dim for 20 more.', isStartingOption: true },
{ name: 'Healer’s Kit', description: 'Ten uses. Spend one to stabilise a creature at 0 hit points without a Medicine check.', isStartingOption: true },
{ name: 'Thieves’ Tools', description: 'Picks, a small file and a mirror on a handle. Needed to pick a lock or disarm a trap.', isStartingOption: true },
{ name: 'Shield', description: 'A wooden or steel shield carried on one arm.', isStartingOption: true, effects: [{ stat: 'AC', amount: 2 }], effectNote: 'Takes a hand: no two-handed weapon while it is up.' },
{ name: 'Leather Armor', description: 'Boiled leather, light enough to sleep and sneak in.', isStartingOption: true, effects: [{ stat: 'AC', amount: 1 }] },
{ name: 'Spellcasting Focus', description: 'A wand, holy symbol, crystal or carved staff that your spells are cast through.', isStartingOption: true },
{ name: 'Founding Fair Token', description: 'A stamped brass token from the Lantern Market. Good for one drink at any stall, or a small favour from whoever ran the game you won it at.', isStartingOption: true },
// Found and earned
{ name: 'Potion of Greater Healing', description: 'A deeper red than the common potion. Drink it (an action) to regain the hit points shown.', damageDice: '4d4+4', minLevel: 3 },
{ library: 'studded-leather' },
{ library: 'chain-shirt' },
{ library: 'chain-mail' },
{ name: 'Alchemist’s Fire', description: 'A sticky flask that ignites in air. Throw it up to 20 feet: the target burns for the damage shown at the start of each of its turns until someone spends an action putting it out.', damageDice: '1d4' },
{ name: 'Silver Locket', description: 'A tarnished locket from the Old Crypt Hall, worth about 15 gp. The portrait inside has been scratched out.' },
{ name: 'Smugglers’ Ledger Page', description: 'A torn page from a crate in the Sunken Vaults, stamped with a merchant sigil nobody at the Concord Exchange recognises. Half a name survives in the margin.' },
{ name: 'Bell-Ringer’s Keepsake', description: 'A worn brass bell-clapper charm, pressed into your hand with more gratitude than its owner could put into words.' },
{ name: 'Grey Dawn Signet', description: 'An iron ring bearing the Order’s rising sun. Shown at Grey Dawn Hall or to any patrol, it marks you as someone the Order vouches for.' },
{ name: 'Concord Writ of Passage', description: 'A sealed Merchant Concord contract. Waives tolls and gate fees across Aldenfell while the Concord still considers you good for business.' },
{ name: 'Warden’s Charm', description: 'A knot of greywood bark and red thread. The Wardens will know you by it, and the forest’s paths seem a little easier to find while you carry it.', effects: [{ stat: 'SKILL_SURVIVAL', amount: 1 }] },
{ name: 'Stonejaw Oath-Token', description: 'A river stone the size of a fist, carved with the Stonejaw clan mark. Proof that your word was tested and held.' },
{ name: 'Half-Burned Letter', description: 'Found among a missing person’s belongings in the Root. Most of it is ash. What is left mentions payments, a shrine, and a family crest.' },
{ name: 'Silver Shrine Relic', description: 'A small silver figure lifted from black water beneath the Greywood, worth about 75 gp. Its style is older than the kingdom.' },
{ name: 'Sealed Letter', description: 'Heavy paper, an unbroken wax seal, and a servant’s whispered warning about who must never know you have it.' },
{ name: 'Root-Fiber Scrap', description: 'A length of pale root that is still, very slightly, moving. It is cold, and it does not rot.' },
{ name: 'Seal-Stone Fragment', description: 'A shard of worked stone from the edge of the breach. Script runs along one face. It is warm, and holding it makes the bell script easier to look at.' },
{ name: 'Seized House Documents', description: 'Ledgers and letters taken from the noble house after it was confronted. No value in coin; a great deal of value to anyone building a case.' },
{ name: 'House Records', description: 'The fallen house’s private records: names, payments and meeting places for its contacts across Aldenfell.' },
{ name: 'Masterwork Chain Mail', description: 'Close-linked mail from the Grey Dawn’s own armoury, fitted rather than issued.', minLevel: 5, effects: [{ stat: 'AC', amount: 7 }, { stat: 'SPEED', amount: -10 }], effectNote: 'Disadvantage on Stealth checks.' },
{ name: 'The Seal-Stone', description: 'The stone at the heart of the seal, whole again and quiet. It is heavier than it looks, and it is never quite cold.', minLevel: 7, effects: [{ stat: 'SAVE_WIS', amount: 2 }], effectNote: 'Grows warm near anything of the Hollow Below. Its other properties are the DM’s to decide: something tied to binding, warding or detecting.' },
];
// ---------------------------------------------------------------------------
// Spells, pulled from the default library (src/game/data/spellsLibrary.js) by
// key. A new character can only pick starting spells of their own level or
// lower, so the starting set is cantrips and 1st level; the rest are for the
// DM to teach later.
// ---------------------------------------------------------------------------
const spellKeys = {
starting: [
'chill-touch', 'eldritch-blast', 'fire-bolt', 'guidance', 'light', 'mage-hand', 'minor-illusion',
'prestidigitation', 'produce-flame', 'ray-of-frost', 'sacred-flame', 'shocking-grasp', 'spare-the-dying',
'thorn-whip', 'vicious-mockery',
'bless', 'burning-hands', 'charm-person', 'command', 'cure-wounds', 'detect-magic', 'entangle', 'faerie-fire',
'guiding-bolt', 'healing-word', 'mage-armor', 'magic-missile', 'shield', 'sleep', 'thunderwave',
],
earned: [
'hold-person', 'invisibility', 'lesser-restoration', 'misty-step', 'moonbeam', 'scorching-ray', 'shatter',
'spiritual-weapon',
'counterspell', 'daylight', 'dispel-magic', 'fireball', 'remove-curse', 'revivify',
'banishment',
],
};
const spells = [
...spellKeys.starting.map((library) => ({ library, isStartingOption: true })),
...spellKeys.earned,
];
// ---------------------------------------------------------------------------
// NPCs. `description` is what the party sees once the NPC is in a scene;
// `dmNotes` never leaves the DM's screen. Combat stats only where a fight is
// plausible.
// ---------------------------------------------------------------------------
const npcs = [
{
name: 'King Aldric Veyrmont', role: 'King of Aldenfell', disposition: 'NEUTRAL',
description: 'An aging king with a soldier’s posture and tired eyes. Courteous, proud, and quick to steer talk away from anything that sounds like bad news.',
dmNotes: 'Tired, proud, in denial — cornered, not ill. Pays well for quiet problem-solving and reacts badly to blunt truth. An audience needs a sponsor (a knight, a noble, a Concord representative). The crown fractures publicly at Stage 3.',
},
{
name: 'Princess Isolde Veyrmont', role: 'Heir to the throne', disposition: 'FRIENDLY',
description: 'Sharp, pragmatic and well liked. She keeps a small private study at the palace and has a habit of asking capable outsiders exactly the right question.',
dmNotes: 'The best long-term ally, and she recruits outsiders on purpose. Already suspects something is deeply wrong, so she is the most likely to believe the party early. Reporting to her at E10B sets up Act 3’s politics. Rumour says she will move against her father — misleading.',
},
{
name: 'Ser Kavan Thorne', role: 'Knight-Commander of the Grey Dawn', disposition: 'FRIENDLY',
description: 'Rigid, honorable and loyal to a fault. He runs Grey Dawn Hall by the book and judges people by whether they do what they said they would.',
dmNotes: 'Recruits the party (E4A → Grey Dawn track). SECRET: the Order’s founding is tied to the original sacrifice, and Thorne does not know. He struggles when evidence points at the crown; whether and how the party tells him is theirs to choose. If Ressa Vane escorted them (E9C) he already suspects by E10B.',
ac: 18, maxHp: 65, attackBonus: 6, damageDice: '1d8+4',
},
{
name: 'Mireille Costa', role: 'Merchant Concord representative', disposition: 'NEUTRAL',
description: 'Charming and transactional, usually found at the Concord Exchange with a contract already drafted. She always has a job, and she always pays what she promised.',
dmNotes: 'Source of paying side work (E4B → The Smugglers’ Tithe). The Concord is neutral and pragmatic, and drops anyone who becomes bad for business — including the party. She also sells: Concord goods at Concord prices, in any scene she is in (DC 12 Persuasion to haggle, per the DM Tables).',
wares: [
{ item: 'Potion of Healing', price: 50 },
{ item: 'Potion of Greater Healing', price: 150 },
{ item: 'Alchemist’s Fire', price: 50 },
{ item: 'Healer’s Kit', price: 5 },
{ item: 'Thieves’ Tools', price: 25 },
{ item: 'Studded Leather', price: 45 },
{ item: 'Chain Shirt', price: 50 },
{ item: 'Chain Mail', price: 75 },
],
},
{
name: 'Ashwen', role: 'Warden of the Greywood', disposition: 'NEUTRAL',
description: 'Terse and watchful, with a longbow that never seems to be out of reach. She answers to the forest, not to the crown.',
dmNotes: 'Suspicious, not hostile — a slow-burn ally. The first to notice the old shrines acting strangely (E4C → The Warden’s Silence). After that quest she is convinced something is deeply wrong, whatever happened to her Warden.',
ac: 15, maxHp: 44, attackBonus: 6, damageDice: '1d8+3',
},
{
name: 'Threndir Ashclaw', role: 'Old copper dragon of the Spine', disposition: 'NEUTRAL',
description: 'Vast, scarred and weary, coiled in an eyrie high on the eastern peaks. He grants an audience to anyone who approaches openly, and he prefers words to fire.',
dmNotes: 'Blunt, and wants the kingdom to survive. He wants proof the crown can still be trusted — the intended “win” is a negotiation (Persuasion DC 15–18). Always offers to talk unless attacked first. If it does come to a fight, use the “Threndir Ashclaw (old copper dragon)” monster stat block.',
},
{
name: 'Korgath Stonejaw', role: 'Chieftain of the Stonejaw clan', disposition: 'NEUTRAL',
description: 'A hill giant chieftain with a voice like a rockslide and no patience for politics. Outsiders in his hold are tested, not attacked.',
dmNotes: 'Honor-bound: trials, contests and bargains, never ambushes. Offers the Trial of Stone instead of an agreement; success is a standing alliance (Spine Clans track), failure earns a second, harder trial. Nothing sinister here — it is a genuine test of character.',
ac: 13, maxHp: 105, attackBonus: 8, damageDice: '3d8+5',
},
{
name: 'Vessa Hollow', role: 'A voice in the dark', disposition: 'NEUTRAL',
description: 'A woman’s voice — calm, patient, almost kind. She does not blink. She speaks as though she has been waiting a very long time and can wait a little longer.',
dmNotes: 'SECRET: one of the people Highcrown’s founders sacrificed, and the Hollow King’s sympathetic “face”. She believes waking the rest is justice. Unsettling, never mustache-twirling; DC 16 Insight confirms she believes what she says. Use her in dreams and omens long before she appears. Negotiating with her is a legitimate outcome. She does not fight — any combat near her uses Hollowed guardians.',
},
{
name: 'Corporal Ressa Vane', role: 'Grey Dawn warden escort', disposition: 'FRIENDLY',
description: 'A steady, plain-spoken corporal of the Grey Dawn, assigned to see you safely through the tunnels. She writes things down.',
dmNotes: 'Only appears if the party took Grey Dawn recruitment (E4A → E9C). She lets them skip to Root Room 2, and she reports everything back to Grey Dawn Hall — which matters at E10B and E15.',
ac: 16, maxHp: 27, attackBonus: 4, damageDice: '1d8+2',
},
{
name: 'The Bell-Ringer', role: 'Bell-ringer of the Founding Chapel', disposition: 'FRIENDLY',
description: 'A stooped, soft-spoken man who has rung the chapel bell every hour for most of his life. Badly shaken, and very grateful to see a friendly face.',
dmNotes: 'Found alive in Vault Room 5 (E3). He saw “someone who looked like his neighbor, except wrong”. Returns in The Bell-Ringer’s Debt: he owes a Highcrown lender who operates under the corrupted house’s protection (not knowable yet). A loyal low-key ally either way.',
},
{
name: 'A Frightened Local', role: 'Witness outside the chapel', disposition: 'NEUTRAL',
description: 'A market porter who was passing the chapel when the bell stopped. Pale, talking too fast, and not keen to go back inside.',
dmNotes: 'DC 12 Persuasion or Insight gets the account of “a woman who wasn’t blinking”. If the party talks to the crowd first (E2C) they get three witness accounts but no script lead, and their E10 Insight check is at advantage.',
},
{
name: 'The Lender', role: 'Highcrown moneylender', disposition: 'HOSTILE',
description: 'A neat, unhurried man who keeps his ledgers tidier than his conscience. He never raises his voice; he has collectors for that.',
dmNotes: 'Holds the bell-ringer’s debt. Operates under the corrupted noble house’s protection — digging into who backs him is harder but plants a clue toward the house before Act 2. Can be paid off, intimidated, or exposed.',
ac: 12, maxHp: 22, attackBonus: 3, damageDice: '1d4+1',
},
{
name: 'Greyford’s Commander', role: 'Commander of Greyford Keep', disposition: 'NEUTRAL',
description: 'An exhausted officer holding a border fortress with half the troops and a third of the supplies it needs. Blunt, overworked, and out of patience.',
dmNotes: 'Wants the Sorrow Camp “moved along” — and is not wrong about the strategic liability. No clean villain in Refugees of the Marches. Whether Greyford is supplied (The Smugglers’ Tithe outcome) decides rescue vs recovery at E11 and whether the keep holds at E16.',
ac: 17, maxHp: 52, attackBonus: 5, damageDice: '1d8+3',
},
];
// ---------------------------------------------------------------------------
// Encounters — pre-built (PLANNING) scenes for the beats of the Campaign Book,
// in book order. BATTLE scenes run in initiative order; QUEST scenes are built
// around NPCs and an objective.
// location — a location's name: where the scene is. Its characters move
// there when it begins.
// description — the scene, shown to the players in it: no spoilers.
// dmNotes — DCs, branches and secrets, DM only.
// monsters — [monster name, count, optional display name]; a count above
// one gets "#n" suffixes.
// npcs — NPC names.
// rewards — lined up unawarded, so they stay the DM's secret until
// handed out. { gold } | { weapon } | { item }, with optional
// quantity, level (defaults to the entry's starting level) and
// note.
// wares — for sale at the scene itself (a stall), as on an NPC:
// { weapon | item, price, currency?, level?, stock? }.
// ---------------------------------------------------------------------------
const encounters = [
{
name: 'E1 — The Founding Fair', mode: 'QUEST', location: 'Highcrown — The Lantern Market',
description: 'Highcrown’s Lantern Market at the height of the Founding Fair: lantern-strung stalls, contests of strength and skill, minstrels, and strangers from every corner of the kingdom. This is where you meet.',
dmNotes: 'Character creation happens here (Roll-Your-Character System) — it can be the whole first half of session one. No combat. Let each PC win or lose something small at a stall, and introduce Mireille and Ser Kavan in passing so they are familiar faces by E4. Ends when the chapel bell fails to ring → E2.',
npcs: ['Mireille Costa', 'Ser Kavan Thorne'],
// The market stalls: everyday kit at everyday prices.
wares: [
{ item: 'Traveller’s Pack', price: 2 },
{ item: 'Rope (50 ft)', price: 1 },
{ item: 'Torches (bundle of 5)', price: 5, currency: 'COPPER' },
{ item: 'Spellcasting Focus', price: 10 },
{ item: 'Shield', price: 10 },
{ item: 'Leather Armor', price: 10 },
{ weapon: 'Dagger', price: 2 },
{ weapon: 'Shortbow', price: 25 },
{ weapon: 'Longsword', price: 15 },
],
},
{
name: 'E2 — The Bell That Wasn’t Ringing', mode: 'QUEST', location: 'Highcrown — The Founding Chapel',
description: 'The Founding Chapel’s bell has rung every hour for as long as anyone remembers. It has stopped. A crowd is gathering outside, and someone is asking for volunteers to go in and look.',
dmNotes: 'No break-in. The bell rope is neatly cut and left coiled; the bell-ringer is missing, not dead; a line of unfamiliar script is scratched inside the bell (Hollow King iconography). DC 13 Investigation finds the rope and script; DC 12 Persuasion/Insight gets the “woman who wasn’t blinking”.\n• E2A investigate immediately: full clues; skip Vault Room 1.\n• E2B distracted first: the guard missed the script; DC 13 Investigation to find it; start at Room 1.\n• E2C talk to the crowd first: three witness accounts, no script lead; E10 Insight later at advantage.\nThe trail leads to the cellar → E3.',
npcs: ['Ser Kavan Thorne', 'A Frightened Local'],
},
{
name: 'E3 — Sunken Vaults: The Old Crypt Hall', mode: 'BATTLE', location: 'Hollow Below — The Sunken Vaults (Layer 1)',
description: 'A long hall of burial niches beneath the chapel, some sealed, some broken open. Something is growling in the dark between the pillars.',
dmNotes: 'Vault Room 2, the hub (→ Rooms 3, 4, stair to 6). The dog is starving, not vicious: DC 12 Animal Handling or a thrown ration ends it. DC 13 Investigation: the open niches are just old theft. DC 12 Investigation spots the locket.',
monsters: [['Feral Guard Dog', 1]],
rewards: [{ item: 'Silver Locket', note: 'Room 2 — DC 12 Investigation' }],
},
{
name: 'E3 — Sunken Vaults: The Restless Ossuary', mode: 'BATTLE', location: 'Hollow Below — The Sunken Vaults (Layer 1)',
description: 'Bones stacked floor to ceiling, and an offering box furred with dust. The air is still. Then it isn’t.',
dmNotes: 'Vault Room 4, a dead end. One or two skeletons rise halfway through the room — ordinary restless dead, not tied to the Hollow King. DC 12 Religion: proper deconsecration would settle them without a fight. DC 13 to open the offering box.',
monsters: [['Skeleton', 2]],
rewards: [{ gold: 25, note: 'Offering box — DC 13 to open' }],
},
{
name: 'E3 — Sunken Vaults: The Bell-Ringer’s Refuge', mode: 'QUEST', location: 'Hollow Below — The Sunken Vaults (Layer 1)',
description: 'A side chamber with a bedroll, a cold lantern, and a frightened old man who very much hopes you are who you look like.',
dmNotes: 'Vault Room 5. The bell-ringer is alive but shaken: he saw “someone who looked like his neighbor, except wrong”. Getting him out is the win — the bell rings again, the fair goes on, nothing is solved.\nRoom 3 (Smugglers’ Cache) is on the way: DC 14 Investigation ties the crates’ sigil to a lender linked to the corrupted house.\nRoom 6 (The Descent) leads to the Root: wrong, cold air. Signal the tone shift; the party can always turn back. → E4.',
npcs: ['The Bell-Ringer'],
rewards: [
{ gold: 40, note: 'Room 3 — trade goods from the smugglers’ cache' },
{ item: 'Smugglers’ Ledger Page', note: 'Room 3 — DC 14 Investigation' },
],
},
{
name: 'E4 — Aftermath & Faction Hooks', mode: 'QUEST',
description: 'Word travels fast in Highcrown. By the next morning three different people have sent for you, and each of them has work.',
dmNotes: 'All open doors; they can run in parallel.\n• E4A Grey Dawn recruitment (Kavan) → Grey Dawn ending track; unlocks Ressa Vane at E9C.\n• E4B Concord job board (Mireille) → The Smugglers’ Tithe.\n• E4C Warden contact (Ashwen) → The Warden’s Silence.\n• E4D Caravan to the Spine → Trial of Stone → Spine Clans track.\n• E4E Investigate independently (DC 15 Investigation) → Independent track.\nAfter two or more threads and one E5 omen, advance the clock to Stage 2 (E8).',
npcs: ['Ser Kavan Thorne', 'Mireille Costa', 'Ashwen'],
rewards: [
{ item: 'Grey Dawn Signet', note: 'E4A — if they accept recruitment' },
{ item: 'Concord Writ of Passage', note: 'E4B — on taking Mireille’s contract' },
],
},
{
name: 'E5 — Omens Montage', mode: 'QUEST', location: 'Greywood — The Old Shrine Sites',
description: 'Small things, weeks apart. A farmer’s cattle gone dry overnight out past the shrine road. A stranger at the next table describing, detail for detail, the dream you had last night. None of it is an attack. All of it is wrong.',
dmNotes: 'Pure atmosphere, no treasure. Run two or three as short scenes spread across sessions, never back to back:\n• Livestock and crops failing near an old shrine.\n• Shared nightmares around Highcrown — DC 12 Insight for a PC to realise their own dream matched a stranger’s account.\n• A minor noble behaving with odd, unearned loyalty to no one in particular (the corrupted house — a background detail, not a spotlight).\nThe Drowned Shrine (Root Room 5) is a good place to point an omen at. → E6 whenever it feels earned.',
},
{
name: 'E7 — A Closer Look', mode: 'QUEST',
description: 'One noble house keeps turning up at the edge of things: generous, quiet, a little too pleased with itself. Asking after it gets polite answers and closed doors.',
dmNotes: 'If the party actively investigates the odd house from E5 they find only dead ends at this stage — by design. Stage 1 omens accumulate; they do not resolve.\nException: a party that took E2C makes a DC 13 Insight check (not 15) to catch one real thread — a servant who flinched at the mention of the house’s name. Note what they learn for E10.\n→ E8: once they have engaged with two or more E4 threads and one full E5 omen, advance the clock to Stage 2 and move to Act 2.',
npcs: ['King Aldric Veyrmont', 'Princess Isolde Veyrmont'],
},
{
name: 'E6 — The Bell-Ringer’s Debt: Collectors', mode: 'BATTLE',
description: 'Three hard-faced men are waiting outside the bell-ringer’s door when you arrive. They are not here to hear him ring.',
dmNotes: 'Optional side quest, Lv 1–2. The collectors are ordinary desperate people: kill them, scare them off, or find out why they are desperate. Beats: hear the bell-ringer out → track the collectors → pay the debt, intimidate the lender, or dig into who backs him (harder, more rewarding — a clue toward the corrupted house before Act 2).',
monsters: [['Highcrown Cutthroat', 3]],
npcs: ['The Bell-Ringer', 'The Lender'],
rewards: [
{ gold: 30, note: 'The collectors’ take for the week' },
{ item: 'Bell-Ringer’s Keepsake', note: 'Given once the debt is dealt with' },
],
},
{
name: 'Side Quest — The Smugglers’ Tithe: Tidewatch', mode: 'QUEST', location: 'Salt Coast — Tidewatch',
description: 'Tidewatch, the Salt Coast’s largest port: proud, salt-stained, and suspicious of anyone asking questions. Someone is skimming the town’s quiet trade, and the Concord wants to know who.',
dmNotes: 'Lv 1–3. Mireille hires the party to learn why a cut of Tidewatch’s smuggled goods vanishes before reaching buyers. TRUTH: a Bandit Captain is extorting the smugglers and funnelling the “tithe” to arm one side of the Bramble Marches conflict. Smugglers distrust outsiders. Track a shipment to Smuggler’s Cove → next scene.\nOutcome decides whether Greyford is supplied at E11/E16.',
npcs: ['Mireille Costa'],
rewards: [{ gold: 100, note: 'Mireille’s fee — paid in full if it ends quietly' }],
},
{
name: 'Side Quest — The Smugglers’ Tithe: Smuggler’s Cove', mode: 'BATTLE', location: 'Salt Coast — Smuggler’s Cove',
description: 'A hidden inlet south of Tidewatch. Lanterns hooded, a longboat drawn up on the shingle, and a crew that was not expecting company.',
dmNotes: 'Fight, negotiate, or both. The Captain leads from the front (multiattack) and bolts for the boat below half HP. End it quietly (Mireille pays well) or expose where the tithe was headed (pulls the Marches plot forward).',
monsters: [['Bandit Captain', 1], ['Highcrown Cutthroat', 4]],
rewards: [
{ gold: 60, note: 'The tithe chest' },
{ weapon: 'Smuggler’s Cutlass', note: 'The Captain’s own blade' },
],
},
{
name: 'Side Quest — The Warden’s Silence: Direwolf Pack', mode: 'BATTLE', location: 'Greywood — The Old Shrine Sites',
description: 'The trail to the shrine runs through old growth where the light barely reaches the ground. The forest has gone quiet, and there are eyes between the trees.',
dmNotes: 'Lv 1–2. The pack is agitated by the shrine, not evil — DC 13 Animal Handling or Nature to back away without a fight. Pack tactics make three wolves the clearest action-economy lesson for a new table.',
monsters: [['Greywood Direwolf', 3]],
},
{
name: 'Side Quest — The Warden’s Silence: The Shrine', mode: 'BATTLE', location: 'Greywood — The Old Shrine Sites',
description: 'A mossed-over shrine older than the kingdom, split by a crack you could lose an arm in. The missing Warden is standing in front of it. She turns and greets you by name.',
dmNotes: 'HORROR register — signal it. The Warden was Hollowed after investigating the crack alone: the party’s first, sympathetic Hollowed. DC 15 Insight notices the wrongness (no blink, a repeated phrase) before it acts. Fight, restrain and bring back to Ashwen (hard questions), or it escapes to report back. Either way Ashwen is convinced.',
monsters: [['Hollowed', 1, 'The Missing Warden']],
rewards: [
{ item: 'Warden’s Charm', note: 'From Ashwen, whatever the outcome' },
{ weapon: 'Warden’s Longbow', note: 'The missing Warden’s bow — Ashwen says it should be used' },
],
},
{
name: 'Side Quest — Trial of Stone', mode: 'QUEST', location: 'The Spine — Stonejaw Hold',
description: 'Stonejaw Hold, a giant clan’s valley in the Spine foothills. The chieftain has heard you out. He does not offer agreement. He offers a trial.',
dmNotes: 'Lv 2–4. A genuine test of character, nothing sinister. Trials (per PC or shared): non-lethal wrestling with a giant (the Hill Giant here — HP is a “pin” clock, nobody dies); a test of honesty; proving their word is good (retrieve something, deliver a message honestly). Beats: arrive → formal challenge → trial → feast.\nSuccess = standing alliance (Spine Clans track, unlocks E9D and E11C). Failure is not fatal: Korgath offers a second, harder trial.',
monsters: [['Stonejaw Hill Giant', 1, 'Stonejaw Champion']],
npcs: ['Korgath Stonejaw'],
rewards: [
{ item: 'Stonejaw Oath-Token', note: 'On passing the trial' },
{ weapon: 'Stonejaw Maul', note: 'Feast-gift for whoever wrestled the champion' },
],
},
{
name: 'Side Quest — Refugees of the Marches', mode: 'QUEST', location: 'Bramble Marches — The Sorrow Camp',
description: 'The Sorrow Camp: hundreds of people under canvas just inside the border, and a garrison at Greyford Keep that wants them gone. Food sent for the camp is not all arriving.',
dmNotes: 'Lv 2–4, the clearest moral-choice quest. No clean villain: the commander is not wrong about the strategic liability, and the refugees have nowhere else to go. Beats: tension between camp and garrison → find who is skimming aid (the Captain’s crew) → confront them → broker, or fail to broker, an arrangement.\nIntroduce a named refugee NPC here — they are at risk at E16B.',
monsters: [['Bandit Captain', 1, 'Aid-Skimmer Boss'], ['Highcrown Cutthroat', 2]],
npcs: ['Greyford’s Commander'],
rewards: [{ gold: 50, note: 'Recovered aid money — keeping it is a choice the camp will notice' }],
},
{
name: 'Side Quest — What the Tide Brought In: The Reef', mode: 'BATTLE', location: 'Salt Coast — Tidewatch',
description: 'A fishing boat washed up empty this morning: sails intact, catch in the hold, crew gone. The fishers will point out the reef. None of them will row you there.',
dmNotes: 'Lv 2–3, horror-lite. NOT connected to the Hollow King — a deliberate palate-cleanser. DC 13 Investigation on the boat finds claw marks, not violence. Confront it at sea (it swims, the party does not) or lure it to the shallows. Outcome: safe fishing reopens and real goodwill in Tidewatch.',
monsters: [['Reef Terror', 1]],
rewards: [
{ gold: 80, note: 'Tidewatch’s collection for whoever cleared the reef' },
{ item: 'Potion of Healing', quantity: 2, note: 'From the harbour apothecary' },
],
},
{
name: 'Audience — Threndir’s Eyrie', mode: 'QUEST', location: 'The Spine — Threndir’s Eyrie',
description: 'A hard climb above the snow line, and a cave mouth wide enough to sail a ship into. The dragon inside already knows you are here. He has not moved, and he has not told you to leave.',
dmNotes: 'A negotiation, not a fight: Threndir wants proof the crown can still be trusted (Persuasion DC 15–18; real evidence from E10 lowers it). He talks first unless attacked. If it goes wrong, add the “Threndir Ashclaw (old copper dragon)” monster to this scene — and remember he is far beyond a low-level party.',
npcs: ['Threndir Ashclaw'],
rewards: [{ weapon: 'Threndir’s Fang', note: 'A shed tooth, set in a hilt — given only if he comes to respect them' }],
},
{
name: 'The Spine — Wyvern Pass', mode: 'BATTLE', location: 'The Spine — Ironvein',
description: 'The pass above Ironvein narrows to a ledge, and the ledge runs under a shelf of rock streaked white with droppings. Something large shifts up there and looks down at you.',
dmNotes: 'Optional travel encounter (Random Encounters, the Spine). Territorial, not evil: it attacks anything that lingers near the nest and ignores a party that keeps moving — DC 13 Stealth or Survival to pass without a fight. Stinger: DC 15 Con or poisoned for a minute. Ironvein below is the resupply stop, with its own rumours (miners going quiet, deeper tunnels avoided).',
monsters: [['Spine Wyvern', 1]],
},
{
name: 'The Spine — Sevrisk’s Hollow', mode: 'BATTLE', location: 'The Spine — Sevrisk’s Hollow',
description: 'A low, wet cave mouth breathing green-tinged mist. The bones outside it have been arranged, not dropped. From inside comes a voice like a blade being drawn: slow, amused, and very sure of itself.',
dmNotes: 'Optional, and dangerous: Sevrisk is the straightforward dragon fight, in contrast to Threndir. Territorial and opportunistic — she will bargain only to gain an edge, and breaks a bargain the moment it stops paying. Poison breath (recharge 5–6): 30-ft cone, DC 14 Con, 8d6. CR 5: too much for a party below level 4 without help or a plan. Her hoard is the treasure.',
monsters: [['Sevrisk (young green dragon)', 1, 'Sevrisk']],
rewards: [
{ gold: 400, note: 'Sevrisk’s hoard — coin and plate' },
{ item: 'Potion of Greater Healing', quantity: 2, note: 'In the hoard' },
{ weapon: 'Grey Dawn Longsword', note: 'In the hoard — a knight came here once and did not leave' },
],
},
{
name: 'E9 — The Root: Weeping Passage', mode: 'BATTLE', location: 'Hollow Below — The Weeping Passage',
description: 'A long tunnel beneath the Greywood where the walls weep, and the sound they make is almost a voice. Somewhere ahead, very faintly, a bell tolls.',
dmNotes: 'HORROR register — signal the tone shift. Root Room 2. DC 14 Survival: the dripping is a Hollowed’s footsteps. The Bellcrawler uses Stillness (DC 17 Perception to spot) and mimics the bell to lure the curious.\n• E9A retreat: keep what they learned, full rest before re-entry.\n• E9B push through: the marking here matches the bell script (DC 16 Arcana/Religion).\n• E9C (took E4A): Ressa Vane escorts and reports back — remove her from the scene otherwise.\n• E9D (won Trial of Stone): a Spine guide enters via Room 4.',
monsters: [['Bellcrawler', 1]],
npcs: ['Corporal Ressa Vane'],
},
{
name: 'E9 — The Root: Hollowed Nest', mode: 'BATTLE', location: 'Hollow Below — The Root (Layer 2)',
description: 'A cavern kept unnervingly tidy: bedrolls squared away, boots in a row. Two people sit facing the wall. They stand when you enter, and smile at exactly the same moment.',
dmNotes: 'Root Room 3. DC 15 Insight before combat. Consider making one a named missing person. Slam hits force DC 12 Wis or frightened for a round; each can whisper one sentence in Vessa’s voice. The letter (DC 14) hints at the corrupted house.',
monsters: [['Hollowed', 2]],
rewards: [
{ gold: 20, note: 'Personal effects' },
{ item: 'Half-Burned Letter', note: 'DC 14 Investigation' },
],
},
{
name: 'E9 — The Root: Root Stalker’s Warren', mode: 'BATTLE', location: 'Hollow Below — The Root (Layer 2)',
description: 'The roots in this chamber are as thick as a man’s waist, and they are not growing from anything. One of them shifts when your light touches it.',
dmNotes: 'Root Room 4, a dead end (optional secret passage to Room 6). DC 14 Perception or its first attack has advantage. Run it as a slow, dreadful stalk: tremorsense, burrow, grasping roots (restrained, DC 14 Str). E9D: DC 13 Survival or it wakes at the entrance.',
monsters: [['Root Stalker', 1]],
rewards: [
{ gold: 60, note: 'From what the roots grew around' },
{ weapon: 'Masterwork Dagger', note: 'Still in a dead hand' },
],
},
{
name: 'E9 — The Root: The Drowned Shrine', mode: 'QUEST', location: 'Hollow Below — The Root (Layer 2)',
description: 'A shrine older than anything in the vaults above, half sunk in still black water. The altar is whole. The symbol carved into it belongs to no faith anyone above has practised in a very long time.',
dmNotes: 'Root Room 5. A pre-kingdom holy site, connected to the Sunken Library in the Greywood. DC 16 History or Religion: the symbol is older than Aldenfell itself — a thread toward the Hollow King’s origin, without the full truth. A good place for a vision or omen (E5 can point here).\nThe relic: DC 13 Athletics or Investigation to lift it without disturbing the water. Disturbing it summons nothing, only ripples that spread wrong. Exits: back to Room 2, or a narrow crawl to Room 6.',
rewards: [{ item: 'Silver Shrine Relic', note: 'In the water — DC 13 Athletics or Investigation' }],
},
{
name: 'E9 — The Root: Bellcrawler Gallery', mode: 'BATTLE', location: 'Hollow Below — The Root (Layer 2)',
description: 'Narrow ledges over a drop your torch cannot find the bottom of. From three different directions at once, a bell begins to toll.',
dmNotes: 'Root Room 6. DC 15 Perception to place them; DC 13 Dex on the ledges or fall 2d6. They skitter (bonus-action disengage) and freeze when watched — stealth and dread, not a straight fight. → Room 7, the stair to the Hollow Court: let them see it and turn back.',
monsters: [['Bellcrawler', 3]],
rewards: [
{ gold: 90, note: 'Scattered along the ledges' },
{ item: 'Potion of Healing', note: 'In a fallen pack — the book has the coin or the potion, DM’s choice' },
],
},
{
name: 'E10 — The House Unmasked', mode: 'QUEST', location: 'Highcrown — The Palace of Aldenfell',
description: 'Back in Highcrown with a name, a ledger, and a question nobody at court wants asked out loud: what do you do with it?',
dmNotes: 'The ledger: every shrine “donation” falls three days after a livestock death.\n• E10A confront the house directly: DC 16 Persuasion/Intimidation with proof, DC 20 without.\n• E10B report to the crown, Isolde or Kavan: sets up Act 3 politics; if E9C, Kavan already suspected (trust bump).\n• E10C (E2C + the servant thread): private DC 13 check at advantage → confession and the sealed letter; the house never learns it is suspected. Best route into Act 3.',
npcs: ['Princess Isolde Veyrmont', 'Ser Kavan Thorne'],
rewards: [
{ item: 'Sealed Letter', note: 'E10C only — the servant’s evidence' },
{ item: 'Seized House Documents', note: 'E10A only — taken at the confrontation' },
],
},
{
name: 'E11 — Silence on the Border', mode: 'QUEST', location: 'Bramble Marches — Greyford Keep',
description: 'Greyford Keep. The gate stands open. No smoke from the chimneys, no one on the walls, no bodies. A kettle is still warm on a guardroom stove.',
dmNotes: 'DC 13 Perception: drag marks — the defenders left. The Smugglers’ Tithe outcome decides rescue vs recovery. E11C (Spine allied): the clans are already here and share Root Stalker migration intel. Remove the Commander from the scene if this is a recovery.',
npcs: ['Greyford’s Commander'],
rewards: [
{ gold: 70, note: 'Trade goods in the keep’s stores (2d6×10 gp)' },
{ weapon: 'Greyford Halberd', note: 'From the armoury' },
],
},
{
name: 'E12 — A Line Thins', mode: 'BATTLE',
description: 'The ground splits somewhere you thought was safe, and something comes up through it that should have stayed far below.',
dmNotes: 'A Root Stalker surfaces near a location the party did not secure — pick it from what they left undone. DC 15 Arcana/Religion: this is deliberate erosion from below. The root-fiber scrap is a key item (needed at E14/E18/E19). Then E13: the clock turns to Stage 3.',
monsters: [['Root Stalker', 1]],
rewards: [{ item: 'Root-Fiber Scrap', note: 'Key item — cut from the Stalker' }],
},
{
name: 'E14 — The Break', mode: 'BATTLE',
description: 'The crack has become a breach. People are coming out of it — neighbours, guards, people you have met — walking calmly, smiling, and not blinking.',
dmNotes: 'Two to four Hollowed (scale to the party). DC 15 Arcana: the breach is shaped for something to come through.\n• E14A seal it (DC 17 Arcana or the chapel ritual): closes, but a debt comes due at E17.\n• E14B evacuate instead: no deaths, but the breach stays open, worsening omens until E18.\nThe seal-stone fragment is a key item (needed at E19).',
monsters: [['Hollowed', 4]],
rewards: [{ item: 'Seal-Stone Fragment', note: 'Key item — from the breach’s edge' }],
},
{
name: 'E15 — The House Falls (or Doesn’t)', mode: 'BATTLE',
description: 'Word travels faster than truth in Highcrown. By the time you reach the house, half the city already has an opinion about what happened there — and most of them are wrong.',
dmNotes: 'Plays very differently by Act 2 route.\n• E15A (took E10A): the house has spent Act 2 preparing — hired guards, an alibi, perhaps a scapegoat servant. DC 18 to break the cover story, or this fight: house guards and one Hollowed-touched retainer.\n• E15B (took E10B): a tense public tribunal, no fight. DC 16 Persuasion or Insight steers it toward exile rather than execution (matters for a returning villain).\n• E15C (took E10C): the house suspects nothing. Move on its masters — the cult in Highcrown. Only this route reaches E15C-1: a cult lieutenant taken alive, who gives up the Hollow Court’s surface entrance (→ E18B).\nRemove the monsters for E15B and E15C. → E16.',
monsters: [['Bandit Captain', 2, 'House Guard Sergeant'], ['Highcrown Cutthroat', 4, 'House Guard'], ['Hollowed', 1, 'The Retainer']],
npcs: ['Princess Isolde Veyrmont', 'Ser Kavan Thorne'],
rewards: [{ item: 'House Records', note: 'Names other cult contacts across Aldenfell — seeds for a side quest, or safely ignored' }],
},
{
name: 'E16 — What the Marches Cost', mode: 'QUEST', location: 'Bramble Marches — Greyford Keep',
description: 'Smoke on the horizon means something different out here than it does in Highcrown. Out here, it usually means someone made a choice that can’t be unmade.',
dmNotes: 'The consequences of E11. No loot: this is about consequence.\n• E16A — Greyford was reinforced (E11C, Spine Clans allied): the keep holds. A rare unambiguous good outcome; let them feel it. Spine Clan standing rises.\n• E16B — Greyford was under-supplied (Smugglers’ Tithe unresolved): the keep falls or is abandoned for good. The named refugee from Refugees of the Marches is lost unless the party steps in — DC 16 Athletics or Survival chase and rescue.\n→ E17 (pay off any debt the party has run up: the E14A weakening, an unresolved side quest, unchased omens — or a quiet breather with the bell-ringer) → E18.',
npcs: ['Greyford’s Commander'],
},
{
name: 'E18 — Into the Hollow Court', mode: 'BATTLE', location: 'Hollow Below — The Hollow Court (Layer 3)',
description: 'The stair doesn’t so much end as stop pretending to be a stair. What’s beneath Aldenfell was never built — it grew, the way a wound grows scar tissue, except the scar tissue is watching you.',
dmNotes: 'Hollow Court Rooms 1–3. E18A enters by the Bent Stair; E18B (cult lieutenant from E15C-1) skips straight to the Memory Pool.\n• Room 1, The Bent Stair: DC 15 Wis save or lose track of how long the descent took (atmosphere, or 10 minutes lost). No monster.\n• Room 2, The Memory Pool: each PC who looks sees a vision tied to a choice they made — the payoff for the branch points. No damage; DC 17 Insight to understand it.\n• Room 3, The Court of Whispers: Vessa may speak plainly here. DC 16 Insight: she believes what she says. If it comes to a fight it is with these Hollowed guardians, never with her — remove them if the party talks.\n→ E19.',
monsters: [['Hollowed', 4, 'Hollowed Guardian']],
npcs: ['Vessa Hollow'],
},
{
name: 'Mid-campaign scare — The Hollow King’s Shadow', mode: 'BATTLE',
description: 'The light goes thin and the air goes cold. Something tall is standing where the wall should be, and the wall does not seem to mind.',
dmNotes: 'DO NOT run as a fair fight. At 0 HP it disperses for the scene and never dies; treat its HP as a ticking clock. Give the party a way out: close a ritual circle, reach sunlight or a warded threshold, or survive N rounds. Echoing dread: DC 15 Wis or frightened within 30 ft. Save its true, killable form for Act 4.',
monsters: [['The Hollow King’s Shadow', 1]],
},
{
name: 'E19 — Vessa’s Seat', mode: 'QUEST', location: 'Hollow Below — The Hollow Court (Layer 3)',
description: 'A single worn stone seat at the heart of the Hollow Court, and a woman who has been expecting you. She asks you to sit. She says she would like to explain.',
dmNotes: 'Court Room 4. The party learns the Hollow King’s true nature from Vessa: the imprisoned will of everyone the founders sacrificed — a suppression of many, not a prison for one. DC 16 Insight: she believes what she says. A strong candidate for a negotiated outcome.\nRoot-fiber + seal-stone (DC 15 Arcana, automatic with a Religion-proficient caster) → advantage on the first check at E22. Then E20: the clock turns to Stage 4.',
npcs: ['Vessa Hollow'],
},
{
name: 'E21 — Rally Point', mode: 'QUEST',
description: 'One last gathering before the descent. Whoever is going to stand with you is here now — and they do not all agree about what happens next.',
dmNotes: 'Who shows up depends on the branch list — remove anyone the party lost or alienated.\n• E21A Grey Dawn track: Kavan and his wardens, by the book.\n• E21B Spine Clans track: Korgath’s war-band; advantage on the first Survival check at E22.\n• E21C Independent: no reinforcements; every choice stays theirs.\n• Several tracks: the groups arrive and disagree — the party mediates.',
npcs: ['Princess Isolde Veyrmont', 'Ser Kavan Thorne', 'Korgath Stonejaw', 'Ashwen'],
rewards: [
{ item: 'Potion of Greater Healing', quantity: 2, note: 'Going-away gift from whoever stands with them' },
{ item: 'Masterwork Chain Mail', note: 'E21A — from the Grey Dawn armoury, if the Order stands with them' },
],
},
{
name: 'E22 — The Seal Chamber', mode: 'QUEST', location: 'Hollow Below — The Hollow Court (Layer 3)',
description: 'A wound in the world, stitched shut long ago, and coming undone one thread at a time. Whatever you came here to decide, this is where you decide it.',
dmNotes: 'Court Room 5 — the key branch. DC 18 Arcana/Religion reveals the seal is a suppression of many. Optional DC 14 Wis saves vs disorientation.\n• E22A reinforce (DC 18 Arcana/Religion): the Sealed Ending — time bought.\n• E22B break it deliberately: E23 on the party’s terms — the only path to true victory.\n• E22C do nothing: the seal fails anyway; E24–E25 are harder.\nHollowbane is the campaign’s single most significant magic item: legendary growth, starts at level 7.',
npcs: ['Vessa Hollow'],
rewards: [
{ weapon: 'Hollowbane', note: 'Drawn from the seal itself — the campaign’s one significant magic item' },
{ item: 'The Seal-Stone', note: 'E22A only — the seal, reinforced rather than broken' },
],
},
{
name: 'E25 — The Last Approach', mode: 'BATTLE', location: 'Hollow Below — The Hollow Court (Layer 3)',
description: 'The final stretch of the Hollow Court, where gravity, light and memory have all stopped agreeing with one another. The things that live here know you are coming.',
dmNotes: 'A gauntlet of horror-register creatures; whichever faction the party rallied fights alongside them (add those NPCs). Grey Dawn = a disciplined line; Spine Clans = terrain and ritual (collapse passages); Independent = hardest, and entirely theirs. → E26, the Hollow King: build that stat block from DM Secrets, scaled to the party.',
monsters: [['Root Stalker', 1], ['Bellcrawler', 2]],
},
{
name: 'E23–E24 — The Waking', mode: 'QUEST', location: 'Hollow Below — The Hollow Court (Layer 3)',
description: 'The Waking isn’t loud. That’s the wrong word for it. It’s the sound of something enormous remembering it has a name.',
dmNotes: 'Hollow Court Room 6. The seal gives way, one way or another.\n• Broke it deliberately (E22B): the party arrives prepared, on their own timing — full resources, no surprise round against them.\n• It failed on its own (E22C): the Hollow King is already partly awake — apply one stage of escalation before the party acts, and E25–E26 are noticeably harder.\nE24, What the Court Remembers: not combat. Its memories bleed into the room, fragments of who it was before. DC 14 Insight recognises a fragment as manipulation rather than truth — it is recruiting sympathy, not confessing. → E25.',
npcs: ['Vessa Hollow'],
},
{
name: 'E26 — The Hollow King', mode: 'BATTLE', location: 'Hollow Below — The Hollow Court (Layer 3)',
description: 'There is no throne and no crown. There is a shape made of everyone who was put down here, and it has finally turned to look at you.',
dmNotes: 'The final confrontation. The book gives no stat block — it asks you to build one to the party’s level and what they brought. The “The Hollow King” monster here is a starting point for four level 7–8 characters: change it.\nThree shapes:\n• Grey Dawn track — disciplined tactics: Kavan’s wardens hold a line while the party lands the killing blow. Add Ser Kavan Thorne.\n• Spine Clans track — terrain and ritual: collapsing passages, the Memory Pool as a weapon. Add Korgath Stonejaw.\n• Independent — hardest: no reinforcements, and every choice in the last round is theirs.\nNegotiating through Vessa is a legitimate ending. → E27, Endings: Sealed, Grey Dawn, Spine Clans or Independent — and close where it opened, at the Lantern Market a year later.',
monsters: [['The Hollow King', 1]],
npcs: ['Vessa Hollow'],
},
];
// ---------------------------------------------------------------------------
// Notes. Listed in reading order; the seed timestamps them so the first entry
// shows at the top of the campaign's note list.
// ---------------------------------------------------------------------------
const sharedNotes = [
`Welcome to Aldenfell — Player Primer
You’re a stranger arriving in Highcrown, the capital, right as the yearly Founding Fair kicks off — a good excuse for adventurers from every corner of the kingdom to cross paths in one place.
The setting: Aldenfell is a kingdom of knightly orders, old noble houses, and a royal court that’s held things together for generations. To the west, the ancient Greywood forest keeps its own secrets and its own guardians. To the north and east, the mountains of the Spine are home to giant clans and dragons who are neighbors and political players, not just monsters to slay. The Salt Coast to the south is full of independent-minded fishing towns and rumors of things in the water. A world built for classic adventure — quests, courts, monsters, treasure — with real weight behind the choices you make.
A note on tone: most of this campaign plays like a bright, exciting fantasy adventure. Every so often, especially if you go looking underground, it gets genuinely unsettling. You’ll always get a clear signal before things turn scary, so lean in when it happens.
Building your character: we’ll roll to discover your species and class, then roll your ability scores. Knights, wandering scholars, forest-raised rangers, self-taught spellcasters — everything has a place here.`,
];
const dmNotes = [
`Overview & Tone
Aldenfell looks whole from the road and is rotting from underneath. Knights ride under bright banners, dragons nest in the high peaks, the court still feasts — but something old and hungry is stirring beneath the capital, and every faction is maneuvering around that fact instead of dealing with it. The party arrives as the cracks start showing.
Tone pillars (in priority order):
• Heroic adventure first — the classic fantasy toybox, played straight and fun.
• Real consequences — choices stick; burned bridges stay burned; stalling on the central threat visibly worsens the world. Not punishing, just earned.
• Horror as a spice — surface world plays bright; horror spikes in telegraphed places (the Hollow Below). Always signal before a scene turns scary.
Tone dial (out of 5): Heroism 5 · Intrigue 3 · Combat 4 · Horror 3 (5 in the Underworld) · Comedy 2.
Regions: Highcrown (capital, home base) · The Greywood (old forest, fey, Wardens) · The Spine (dragons & giants) · The Salt Coast (smuggling, sea monsters) · The Bramble Marches (contested border) · The Hollow Below (underneath everything).`,
`The Central Conflict — Campaign Clock
Something sealed beneath the capital centuries ago — the Hollow King — is waking. It doesn’t attack at first; it corrupts. Use this as a VISIBLE clock; it advances only between major story beats.
Stage 1 — Omens: livestock/crops fail near old shrines; shared identical nightmares in Highcrown; minor nobles acting strangely loyal to no one. (Session One sits here.)
Stage 2 — Cracks: the boundary thins in mappable places; monsters surface near cracks; a Bramble Marches faction goes quiet; the corrupted noble house is revealed.
Stage 3 — Open wound: a crack becomes a breach; a town/district is lost or quarantined; the crown publicly acknowledges it and fractures; factions jockey for power.
Stage 4 — The Hollow King wakes: endgame, shaped by what the party did in stages 1–3.
Real consequences: an ally lost in stage 2 stays lost; a faction alienated in stage 1 won’t help in stage 3; a region left to fall stays changed.
Branch points to track: faction(s) sided with · named NPCs alive/allied/dead/estranged · regions with lasting damage · how much the public knows by Act 3.`,
`Factions
• The Crown — King Aldric Veyrmont, aging, cornered, in denial. Heir Princess Isolde Veyrmont: capable, well-liked, quietly building her own circle — a strong ally for the party.
• Order of the Grey Dawn — premier knightly order sworn to the crown. Split between traditionalists and a faction that thinks the court is hiding something. “You’re recruited” is a clean session-one hook.
• The Merchant Concord — trade coalition running Highcrown’s economy. Neutral, pragmatic, pays for side quests, quick to abandon anyone bad for business.
• Wardens of the Greywood — rangers/druids who answer to no crown. Suspicious, not hostile; first to notice the cracks near the old shrines.
• Spine Clans & dragon eyries — several giant clans and named dragons treating Aldenfell as a neighboring power. “Talk your way out of this” and “earn an ally” scenes.
• A corrupted noble house — pick a minor house NOW; don’t reveal until Stage 2. Let their behavior be subtly off from session one.`,
`Notable NPCs
• King Aldric Veyrmont — ruler. Tired, proud, in denial. Pays well for quiet problem-solving; reacts badly to blunt truth.
• Princess Isolde Veyrmont — heir. Sharp, pragmatic. Best long-term ally; recruits capable outsiders on purpose.
• Ser Kavan Thorne — Grey Dawn knight-commander. Rigid, honorable, loyal to a fault. Recruits the party; struggles when evidence points at the crown.
• Mireille Costa — Merchant Concord rep. Charming, transactional, always has a job.
• Ashwen — Warden of the Greywood. Terse, watchful. First to notice the shrines; a slow-burn ally.
• Threndir Ashclaw — old, weary copper dragon of the Spine. Blunt, wants the kingdom to survive. Talks before fighting.
• Korgath Stonejaw — giant clan chieftain. Honor-bound, no patience for politics. Trials, contests, bargains.
• Vessa Hollow — a voice, not yet a face. Calm, almost kind, wrong. Use in dreams/omens long before she appears.
• Corporal Ressa Vane — Grey Dawn warden escort (E9C); reports everything back to Grey Dawn Hall.
• The bell-ringer — rescued in Session One; returns in The Bell-Ringer’s Debt.`,
`DM SECRETS & TWISTS (eyes only)
• What the Hollow King is: the accumulated, imprisoned will of everyone Highcrown’s founders sacrificed to secure their claim to the land. The seal is a suppression of many, not a prison for one. The resolution is about what the party does with that truth (bury it, expose it, make amends) — not just a sword fight.
• Vessa Hollow: one of the sacrificed, the Hollow King’s sympathetic “face.” She believes waking the rest is justice. Unsettling, never mustache-twirling. Negotiating with her is a legitimate outcome.
• The corrupted noble house: choose whichever minor house you introduced most casually in Act 1. Their head bargained with Vessa years ago for prosperity and believes they’re managing the influence rather than being used.
• Ser Kavan Thorne: the Grey Dawn’s founding is tied to the original sacrifice. Thorne doesn’t know. Whether/how the party tells him is theirs to choose.
• Princess Isolde: already suspects something is deeply wrong; most likely to believe the party early.`,
`Session One — The Bell That Wasn’t Ringing
Setup: all PCs are in Highcrown for the Founding Fair. Build characters at the table (Roll-Your-Character System) — can be session one’s first half.
Hook: the old chapel bell, which has rung every hour for as long as anyone remembers, stops. A city guard (or Ser Kavan Thorne) gathers volunteers to check the chapel.
What they find: no break-in. The bell rope is neatly cut and left coiled. The bell-ringer is missing, not dead. A line of unfamiliar script is scratched inside the bell (Hollow King iconography). A frightened local saw “a woman who wasn’t blinking.” The trail leads to the Sunken Vaults beneath the chapel.
Light dungeon crawl: 2–4 easy/medium encounters (feral guard dog, low-level undead) — nothing horror-register yet. The bell-ringer is found alive but shaken, having seen “someone who looked like his neighbor, except wrong.”
Ending: the bell rings again, the fair goes on, nothing is solved. They leave with a taste of combat, one unanswered mystery, and at least one NPC connection.`,
`Act 1: Omens — E1–E8
E1 Founding Fair (Lantern Market): character creation, no combat → E2.
E2 The Bell That Wasn’t Ringing (Founding Chapel): DC 13 Investigation finds the cut rope & script; DC 12 Persuasion/Insight gets the “woman who wasn’t blinking.”
• E2A investigate immediately: full clues; skip Vault Room 1.
• E2B distracted first: guard missed the script; DC 13 Investigation to find it; start Room 1.
• E2C talk to the crowd first: 3 witness accounts, no script lead; E10 Insight later at advantage.
E3 The Sunken Vaults: run Vault Rooms 1–6; bell-ringer found in Room 5 → E4.
E4 Aftermath & Faction Hooks (all open doors, can run in parallel):
• E4A Grey Dawn recruitment → Grey Dawn ending track.
• E4B Concord job board → The Smugglers’ Tithe.
• E4C Warden contact → The Warden’s Silence.
• E4D Caravan to the Spine → Trial of Stone → Spine Clans track.
• E4E Investigate independently (DC 15 Investigation) → Independent track.
E5 Omens Montage: 2–3 short scenes across sessions (shrine livestock, shared nightmares — DC 12 Insight, the odd noble).
E6 The Bell-Ringer’s Debt (optional side quest).
E7 A Closer Look: investigating the noble house hits dead ends — unless E2C, then DC 13 Insight catches a servant who flinched.
E8 Turning the Page: after 2+ E4 threads and one E5 omen, advance clock to Stage 2 → E9.`,
`Act 2: Cracks — E9–E13
E9 First Descent (The Root, Weeping Passage). Signal the tone shift. DC 14 Survival notices the dripping is a Hollowed’s footsteps.
• E9A retreat: keep what they learned, full rest before re-entry.
• E9B push through alone: Root Rooms 1–4; Weeping Passage marking matches the bell script.
• E9C (took E4A): Corporal Ressa Vane escorts, skips to Room 2 — but reports back (matters at E10B, E15).
• E9D (won Trial of Stone): Spine guide enters via Room 4; hears the legend of “the sleeper under the hollow crown”; DC 13 Survival or wake the Root Stalker at the entrance.
E10 The House Unmasked (Highcrown). Ledger: every shrine “donation” falls three days after a livestock death.
• E10A confront directly: DC 16 Persuasion/Intimidation with proof, DC 20 without.
• E10B report to crown/Isolde/Kavan: sets up Act 3 politics; if E9C, Kavan already suspected (trust bump).
• E10C (E2C + servant thread): private DC 13 check at advantage → confession + sealed letter; the house never learns it’s suspected. Best route into Act 3.
E11 Silence on the Border (Greyford Keep): gate open, no bodies. DC 13 Perception: drag marks — the defenders left. Smugglers’ Tithe outcome decides rescue vs recovery. E11C (Spine allied): clans already there, share Root Stalker migration intel. Treasure: 2d6×10 gp trade goods + masterwork weapon.
E12 A Line Thins: a Root Stalker surfaces near a location the party didn’t secure. DC 15 Arcana/Religion: deliberate erosion from below. Key item: root-fiber scrap (needed for E14/E18).
E13 The Clock Turns → Stage 3.`,
`Act 3: Open Wound — E14–E20
E14 The Break: the E12 crack becomes a breach; 2–4 Hollowed pour out. DC 15 Arcana: shaped for something to come through.
• E14A seal it (DC 17 Arcana or chapel ritual): closes, but a debt comes due at E17.
• E14B evacuate instead: no deaths, but the breach stays open, worsening omens until E18.
Key item: seal-stone fragment (needed at E19).
E15 The House Falls (or Doesn’t):
• E15A (after E10A): house prepared — DC 18 to break the cover story, or fight guards + a Hollowed retainer.
• E15B (after E10B): public tribunal — DC 16 Persuasion/Insight for exile over execution.
• E15C (after E10C): strike the cult infrastructure directly → E15C-1 capture a cult lieutenant who reveals the Hollow Court’s surface entrance.
E16 What the Marches Cost (Greyford Keep):
• E16A reinforced (E11C): the keep holds; Spine standing rises.
• E16B under-supplied: the keep falls; a named refugee NPC dies unless DC 16 Athletics/Survival rescue.
E17 The Debt Comes Due: pay off E14A, unresolved side quests, or ignored omens — or a quiet breather.
E18 Into the Hollow Court: Court Rooms 1–3. E18A standard entry via the Root’s Descent; E18B (lieutenant captured) skip to Room 2.
E19 Vessa’s Seat (Court Room 4): the party learns the Hollow King’s true nature from Vessa. Root-fiber + seal-stone (DC 15 Arcana, auto with a Religion-proficient caster) → advantage on the first check at E22.
E20 The Clock Turns Again → Stage 4.`,
`Act 4: The Hollow King Wakes — E21–E27
E21 Rally Point (Highcrown or Greyford): who shows up depends on the branch list.
• E21A Grey Dawn track: Kavan + wardens, by-the-book.
• E21B Spine Clans track: war-band; advantage on the first Survival check at E22.
• E21C Independent: no reinforcements; every choice stays theirs.
• Multiple tracks: groups arrive and disagree — the party mediates.
Treasure: a minor magic item as a going-away gift.
E22 The Seal Chamber (Court Room 5) — the key branch:
• E22A reinforce (DC 18 Arcana/Religion): Sealed Ending; the seal-stone becomes a unique magic item.
• E22B break it deliberately: E23 on the party’s terms — the only path to true victory.
• E22C do nothing: seal fails anyway; E24–E25 are harder.
E23 The Waking Begins (Court Room 6): E22B = no surprise, full resources; E22C = apply one escalation stage first.
E24 What the Court Remembers: vision encounter; DC 14 Insight recognizes manipulation vs truth.
E25 The Last Approach: gauntlet of 2–3 horror-register creatures; allied faction fights alongside.
E26 The Hollow King: build the stat block from DM Secrets, scaled to party. Grey Dawn = disciplined line; Spine Clans = terrain & ritual (collapse passages, the Memory Pool); Independent = hardest, entirely theirs.
E27 Endings: Sealed (bought time) · Grey Dawn (institution absorbs the heroes) · Spine Clans (credit finally given) · Independent (their own story). Close back at the Lantern Market, a year later.`,
`Side Quest — The Smugglers’ Tithe
Salt Coast (Tidewatch, Smuggler’s Cove) · Lv 1–3 · Highcrown Cutthroats, Bandit Captain
Hook: Mireille Costa hires the party to learn why a cut of Tidewatch’s smuggled goods is vanishing before reaching buyers.
Truth: a Bandit Captain is extorting the smugglers and funneling the “tithe” to arm one side of the Bramble Marches conflict.
Beats: investigate Tidewatch (smugglers distrust outsiders) → track a shipment to Smuggler’s Cove → confront the crew (fight, negotiate, or both).
Outcomes: end it quietly (Mireille pays well) or expose where the tithe was headed (pulls the Marches plot forward). Decides whether Greyford is supplied at E11/E16.`,
`Side Quest — The Warden’s Silence
The Greywood (Warden’s Lodge, an Old Shrine) · Lv 1–2 · Greywood Direwolves, one Hollowed
Hook: Ashwen asks the party to check on a Warden who stopped reporting in from a shrine site.
Truth: the Warden was Hollowed after investigating the shrine’s crack alone — the party’s first, sympathetic Hollowed.
Beats: track the Warden → direwolf pack on the way (agitated, not evil) → the Hollowed Warden at the shrine; DC 15 Insight reveals the wrongness.
Outcomes: fight, or restrain and bring back to Ashwen (hard questions), or it escapes to report back. Either way Ashwen is convinced something is deeply wrong.`,
`Side Quest — Trial of Stone
The Spine (Stonejaw Hold) · Lv 2–4 · Korgath Stonejaw’s Hill Giants
Hook: the party needs Korgath’s clan as an ally; he offers a trial instead of agreement.
Truth: nothing sinister — a genuine test of character.
Trials (per PC or shared): non-lethal wrestling with a giant; a test of honesty; proving their word is good (retrieve something, deliver a message honestly).
Beats: arrive → formal challenge → trial → feast on success.
Outcomes: success = standing alliance (Spine Clans track). Failure isn’t fatal — Korgath offers a second, harder trial.`,
`Side Quest — The Bell-Ringer’s Debt
Highcrown · Lv 1–2 · Highcrown Cutthroats · Follows Session One
Hook: the rescued bell-ringer owes a Highcrown underworld lender; interest is compounding fast.
Truth: the lender operates under the corrupted noble house’s protection (not knowable yet).
Beats: hear him out → track the collectors → pay the debt, intimidate the lender, or dig into who backs the lender (harder, more rewarding).
Outcomes: a loyal low-key ally either way. Digging plants a connect-the-dots clue toward the corrupted house before Act 2.`,
`Side Quest — Refugees of the Marches
Bramble Marches (Greyford Keep, the Sorrow Camp) · Lv 2–4 · Cutthroats or a Bandit Captain · The clearest moral-choice quest
Hook: the Sorrow Camp is overwhelmed and preyed on by aid-skimmers; Greyford’s commander wants the camp “moved along.”
Truth: no clean villain — the commander isn’t wrong about the strategic liability; the refugees have nowhere else to go.
Beats: tension between camp and garrison → find who’s skimming aid → confront them → broker (or fail to broker) an arrangement.
Outcomes: genuinely branching — lasting goodwill, or a hardened Marches conflict. Introduce a named refugee NPC here (at risk at E16B).`,
`Side Quest — What the Tide Brought In
Salt Coast (Tidewatch) · Lv 2–3 · Reef Terror (reskinned Spine Wyvern) · Horror-lite
Hook: a fishing boat washes up empty — sails intact, catch in the hold, crew gone.
Truth: NOT connected to the Hollow King (a deliberate palate-cleanser). A territorial sea creature drags fishers under near a reef.
Beats: DC 13 Investigation finds claw marks, not violence → spooked fishers give the reef’s location → confront at sea or lure to shallows.
Outcomes: safe fishing reopens and real goodwill in Tidewatch — an uncomplicated “you helped real people” win.`,
`Dungeon — Sunken Vaults (Layer 1)
1. The Collapsed Stair (entry) — spiral stair, rusted gate on one hinge. No monster. DC 12 Perception: fresh footprints (the bell-ringer’s). → Room 2.
2. The Old Crypt Hall — hub; sealed niches, some open. DC 13 Investigation: just old theft. Good spot for a feral dog or low undead. Treasure: silver locket 15 gp (DC 12). → 3, 4, stair to 6.
3. Smugglers’ Cache — crates with an unknown merchant sigil. DC 14 Investigation ties it to a lender linked to the corrupted house. Treasure: ~40 gp trade goods + ledger page with partial name. Dead end.
4. The Restless Ossuary — 1–2 skeletons rise halfway through (ordinary dead). DC 12 Religion: deconsecration would settle them. Treasure: offering box (DC 13) with 25 gp. Dead end.
5. The Bell-Ringer’s Refuge — bedroll, cold lantern. The bell-ringer is found here in E3; otherwise a squatter’s camp. Branch off Room 2 or 6.
6. The Descent — ragged hole, wrong cold air. Transition to the Root; signal the tone shift. The party can always turn back. → Root Room 1.`,
`Dungeon — The Root (Layer 2)
1. The Threshold — almost-regular dripping. Nothing attacks. DC 15 Perception: the rhythm changes when someone speaks. Retreat always safe. → 2.
2. The Weeping Passage — walls “weep.” E9B: marking matches the bell script (DC 16 Arcana/Religion). Maybe one Bellcrawler using Stillness (DC 17 Perception). → 3 (east), 4 (south).
3. Hollowed Nest — tidy cavern, bedrolls. 1–2 Hollowed; DC 15 Insight before combat. Maybe a named missing person. Treasure: ~20 gp effects + (DC 14) half-burned letter hinting at the corrupted house. → 2, 5.
4. Root Stalker’s Warren — moving roots. Root Stalker lair; DC 14 Perception or its first attack has advantage. Treasure: 60 gp + masterwork dagger (50 gp). Dead end (optional secret passage to 6).
5. The Drowned Shrine — pre-kingdom altar in black water. DC 16 History/Religion: older than Aldenfell. Treasure: silver relic 75 gp (DC 13 Athletics/Investigation). → 2, crawl to 6.
6. Bellcrawler Gallery — ledges over a drop; bell-toll lure. 2–3 Bellcrawlers; DC 15 Perception; DC 13 Dex or fall 2d6. Treasure: 90 gp + potion of healing. → 2, 7.
7. The Descent to the Hollow Court — a stair too regular to exist. Off-limits before Act 4; let them see it and turn back. → Court Room 1.`,
`Dungeon — The Hollow Court (Layer 3)
1. The Bent Stair — the stair disagrees with itself. DC 15 Wis save or lose track of time (optionally lose 10 minutes). No monster. → 2.
2. The Memory Pool — each PC sees a personal vision tied to their backstory/choices (payoff for the branch list). No damage; can choose not to look. DC 17 Insight to understand it. → 3.
3. The Court of Whispers — overlapping voices; Vessa may speak plainly here. DC 16 Insight: she believes what she says. Any combat uses Hollowed guardians, not Vessa. → 4.
4. Vessa’s Seat — a single worn stone seat. Meet or confront Vessa; strong candidate for a negotiated outcome. → 5.
5. The Seal Chamber — a wound stitched shut, coming undone. DC 18 Arcana/Religion reveals the seal is a suppression of many. Optional DC 14 Wis saves vs disorientation. Treasure: the campaign’s single most significant magic item. → 6.
6. The Waking — the end of the dungeon. Don’t decide its contents until Act 3 is complete.`,
`DM Tables — Skill DCs, Treasure, Downtime
DCs: Very Easy 5 · Easy 10 · Medium 15 · Hard 20 · Very Hard 25 · Nearly Impossible 30.
Recurring: spot a Hollowed (Insight 15) · Hollow Below wrongness (Perception 14–17) · Hollow King iconography (Religion/Arcana 16) · read a political room (Insight 13) · talk down a dragon/giant (Persuasion 15–18) · track (Survival 13) · simple lock/trap (12) · recall lore (History 14) · haggle (Persuasion 12) · resist horror fear (Wis save 14–15).
Treasure Lv 1–4 (d10): 1 2d10×5 sp · 2 1d6×10 gp · 3 trade good 10–30 gp · 4 masterwork weapon/tool 50 gp · 5 2d6×10 gp · 6 NPC keepsake · 7 potion of healing · 8 1d4×25 gp gems · 9 1st-level scroll · 10 minor magic item.
Treasure Lv 5–8 (d10): 1 2d6×25 gp · 2 art object 50–150 gp · 3 masterwork armor · 4 1d6×50 gp gems · 5 greater healing · 6 2nd/3rd-level scroll · 7 uncommon magic item · 8 3d6×25 gp · 9 faction reward · 10 rare magic item.
Treasure Lv 9+ (d8): 1 3d6×50 gp · 2 rare item · 3 very rare item · 4 relic 500+ gp · 5 4th/5th-level scroll · 6 faction favor · 7 supreme healing · 8 DM’s choice.
Downtime (~1 week each): Carousing (1d6×10 gp, DC 12 Persuasion for a rumor/contact) · Crafting (half price in materials) · Training (~25 gp/week) · Faction work (standing, not gold) · Research (Sunken Library or faction records, DC 15 Investigation/History for one clue) · Recuperation (roleplay closure).`,
`DM Tables — Rumors
Act 1 (d8): 1 “The bell stopped once before, generations back.” (Misleading — never happened) · 2 “Old man Farrow’s cows went dry past the shrine road.” (True) · 3 “Princess Isolde’s been asking sharp questions of the temple scholars.” (True) · 4 “Ser Kavan turned away a recruit for asking about the crown.” (False) · 5 “There’s gold in the old crypts under the city.” (Misleading — modest and dangerous) · 6 “A noble house has been paying off debts all over the city.” (True — the corrupted house) · 7 “The Wardens haven’t been seen at the eastern shrine in weeks.” (True) · 8 “Something’s wrong with the water past Tidewatch.” (True — What the Tide Brought In)
Act 2 (d8): 1 “Salt Coast smugglers work for someone bigger now.” (True) · 2 “A Warden went missing near the shrines.” (True/resolved) · 3 “Something down there talked back.” (True) · 4 “That noble house is buying property near the docks.” (Misleading — the reason is worse than greed) · 5 “The King’s been ill.” (False — cornered, in denial) · 6 “The Spine dragons are stirring — war’s coming.” (False) · 7 “Refugees are pouring into the Marches.” (True) · 8 “A missing person was seen acting strange, then vanished.” (True — Hollowed)
Act 3–4 (d6): 1 “The crown’s lost control of [district].” (True) · 2 “Isolde will move against her father.” (Misleading) · 3 “The old families always knew what’s under the city.” (True) · 4 “A faction says the party caused all this.” (Depends on reputation) · 5 “The sky over Highcrown is different at night.” (True) · 6 “It’s almost over, one way or another.” (True)`,
`DM Tables — Random Encounters by Region (d6)
Highcrown: 1 Cutthroat pickpocket (DC 13 Perception) · 2 Grey Dawn patrol · 3 Concord merchant with a small job · 4 street preacher of omens (free rumor) · 5 quiet day · 6 a noble retinue — DC 12 Insight notices something off if it’s the corrupted house.
The Greywood: 1 1d3 Greywood Direwolves · 2 Warden patrol · 3 unmarked old shrine · 4 harmless fey mischief · 5 traveler in trouble · 6 quiet — chance for a long rest.
The Spine: 1 Spine Wyvern (avoidable) · 2 Stonejaw trading party · 3 signs of dragons · 4 treacherous pass (DC 14 Athletics or detour) · 5 a curious lone giant · 6 empty country.
The Salt Coast: 1 smugglers wary of witnesses · 2 short-handed fishing crew · 3 storm (DC 12 Survival for shelter) · 4 rumor of something in the water · 5 petty lord’s toll collector · 6 calm seas.
The Bramble Marches: 1 Bandit Captain’s crew · 2 refugees on the road · 3 tense border patrol · 4 signs of the neighboring power · 5 a skirmish in progress · 6 watchful quiet.`,
];
module.exports = { code: 'ALDENF', campaign, locations, monsters, weapons, items, spells, npcs, encounters, sharedNotes, dmNotes };
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+8 -1
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@@ -1,5 +1,6 @@
const express = require('express');
const cors = require('cors');
const compression = require('compression');
const authRoutes = require('./routes/auth.routes');
const campaignsRoutes = require('./routes/campaigns.routes');
@@ -10,7 +11,13 @@ const notesRoutes = require('./routes/notes.routes');
function createApp() {
const app = express();
app.use(cors({ origin: process.env.CORS_ORIGIN || 'http://localhost:5173' }));
// The site and the API are on different hosts, so a browser asks leave
// before each kind of request. maxAge lets it remember the answer (browsers
// cap it at two hours) and not ask again every time.
app.use(cors({ origin: process.env.CORS_ORIGIN || 'http://localhost:5173', maxAge: 7200 }));
// Nothing in front of the API compresses for it (frp only tunnels), so the
// JSON is gzipped here.
app.use(compression());
app.use(express.json());
app.get('/health', (req, res) => res.json({ ok: true }));
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@@ -1,5 +1,10 @@
// Prisma no longer reads .env itself, and this is the first thing to need it.
require('dotenv').config({ quiet: true });
const { PrismaClient } = require('@prisma/client');
const { PrismaPg } = require('@prisma/adapter-pg');
const prisma = new PrismaClient();
const prisma = new PrismaClient({
adapter: new PrismaPg({ connectionString: process.env.DATABASE_URL }),
});
module.exports = prisma;
+133 -13
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@@ -4,6 +4,7 @@
const crypto = require('crypto');
const { SPECIES } = require('./data/species');
const { CLASSES } = require('./data/classes');
const { SPECIES_TRAITS, CLASS_FEATURES, TALENTS, TALENT_PICKS } = require('./data/characterOptions');
const ALL_SPECIES = Object.keys(SPECIES);
const ALL_CLASSES = Object.keys(CLASSES);
@@ -28,28 +29,135 @@ const CLASS_ROLL_TABLE = {
8: 'WILDCARD',
};
const MOTIVATION_TABLE = {
1: 'Revenge for a past wrong',
2: 'Seeking fortune or wealth',
3: 'Protecting someone they love',
4: 'Redemption for a past mistake',
5: 'Driven by curiosity or knowledge',
6: 'Duty or oath to a cause or order',
};
function rollDie(sides) {
return crypto.randomInt(1, sides + 1);
}
// Standard method: 4d6, drop the lowest, sum the rest.
function rollAbilityScore() {
const dice = Array.from({ length: 4 }, () => rollDie(6));
// Standard method: 4d6, drop the lowest, sum the rest. Shared by both the
// digital path (dice rolled here) and the physical path (dice typed in by
// the roller, validated by validateManualRoll and passed in already-rolled).
function abilityScoreFromDice(dice) {
const sorted = [...dice].sort((a, b) => a - b);
const dropped = sorted[0];
const total = sorted.slice(1).reduce((a, b) => a + b, 0);
return { dice, dropped, total };
}
function rollAbilityScore() {
const dice = Array.from({ length: 4 }, () => rollDie(6));
return abilityScoreFromDice(dice);
}
// The other two ways to make ability scores (Campaign.abilityScoreMethod).
// The standard array is six fixed scores, assigned like rolled ones. Point
// buy starts every score at 8 and spends a budget to raise them, to 15 at most.
const STANDARD_ARRAY = [15, 14, 13, 12, 10, 8];
const POINT_BUY_BUDGET = 27;
const POINT_BUY_COSTS = { 8: 0, 9: 1, 10: 2, 11: 3, 12: 4, 13: 5, 14: 7, 15: 9 };
// What a set of point-buy scores costs, or null if a score is out of range.
function pointBuyCost(scores) {
let total = 0;
for (const score of Object.values(scores)) {
const cost = POINT_BUY_COSTS[score];
if (cost === undefined) return null;
total += cost;
}
return total;
}
// Which dice a character rolls: the campaign's, unless it leaves the choice
// to each character (BOTH).
function effectiveDiceMode(campaign, character) {
if (campaign && campaign.diceMode && campaign.diceMode !== 'BOTH') return campaign.diceMode;
return character.diceMode;
}
// Fisher-Yates-ish random pick of `count` distinct items from `options`,
// using the same crypto RNG as dice rolls (never Math.random for anything
// that ends up on a character sheet).
function randomSample(options, count) {
const pool = [...options];
const picked = [];
for (let i = 0; i < count && pool.length > 0; i++) {
const idx = crypto.randomInt(0, pool.length);
picked.push(pool.splice(idx, 1)[0]);
}
return picked;
}
// Auto-generates skill proficiencies for a class per its SRD "choose N from
// this list" rule (classes.js `skillChoices`) — replaces the manual
// checkbox pick the builder used to require.
function autoSelectSkills(characterClass) {
const data = characterClass ? CLASSES[characterClass] : null;
const choices = data ? data.skillChoices : null;
if (!choices) return [];
const picked = randomSample(choices.options, choices.count);
return picked.map((skill) => ({ skill, proficient: true, expertise: false }));
}
// Validates a physically-rolled die value a player types in against the
// step's real die range — physical-dice-mode's equivalent of trusting
// crypto.randomInt's output range for the digital path.
function validateManualRoll(sides, value) {
return Number.isInteger(value) && value >= 1 && value <= sides;
}
// ---------------------------------------------------------------------------
// Story steps: background, appearance and special abilities are composed from
// picks out of fixed lists, never typed in.
// ---------------------------------------------------------------------------
// `picks` maps each group's key to the option keys chosen in it. Returns a
// message describing the first problem, or null if the picks are valid.
function validatePicks(groups, picks) {
for (const group of groups) {
const chosen = picks[group.key] || [];
if (!Array.isArray(chosen) || new Set(chosen).size !== chosen.length) return `${group.label}: pick each option once.`;
if (chosen.some((key) => !group.options.some((o) => o.key === key))) return `${group.label}: that is not one of the options.`;
if (chosen.length < group.min || chosen.length > group.max) {
const range = group.min === group.max ? `${group.min}` : `${group.min} to ${group.max}`;
return `${group.label}: pick ${range}.`;
}
}
return null;
}
// One line per group, in the groups' order: "Upbringing: Soldier — Served in
// an army…" or, for several picks, "Personality: Brave, Curious".
function composeFromPicks(groups, picks) {
const lines = [];
for (const group of groups) {
const chosen = group.options.filter((o) => (picks[group.key] || []).includes(o.key));
if (chosen.length === 0) continue;
const detail = chosen.length === 1 && chosen[0].text ? ` — ${chosen[0].text}` : '';
lines.push(`${group.label}: ${chosen.map((o) => o.label).join(', ')}${detail}`);
}
return lines.join('\n');
}
function validateTalents(talentKeys) {
const valid = new Set(talentKeys).size === talentKeys.length && talentKeys.every((key) => TALENTS.some((t) => t.key === key));
return valid && talentKeys.length === TALENT_PICKS ? null : `Pick ${TALENT_PICKS} different talents from the list.`;
}
// Everything a new character can do beyond the numbers: what its species and
// class grant automatically, then the talents the player picked.
function composeSpecialAbilities(species, characterClass, talentKeys = []) {
const abilities = [
...(SPECIES_TRAITS[species] || []),
...(CLASS_FEATURES[characterClass] || []),
...TALENTS.filter((t) => talentKeys.includes(t.key)),
];
// A trait granted twice over (two sources of Darkvision, say) is listed once.
const seen = new Set();
return abilities
.filter((a) => !seen.has(a.name) && seen.add(a.name))
.map((a) => `${a.name} — ${a.text}`)
.join('\n');
}
function speciesChoicesForRoll(roll) {
const entry = SPECIES_ROLL_TABLE[roll];
if (entry === 'WILDCARD') return { type: 'wildcard', options: ALL_SPECIES };
@@ -66,11 +174,23 @@ function classChoicesForRoll(roll) {
module.exports = {
SPECIES_ROLL_TABLE,
CLASS_ROLL_TABLE,
MOTIVATION_TABLE,
ALL_SPECIES,
ALL_CLASSES,
rollDie,
rollAbilityScore,
abilityScoreFromDice,
STANDARD_ARRAY,
POINT_BUY_BUDGET,
POINT_BUY_COSTS,
pointBuyCost,
effectiveDiceMode,
speciesChoicesForRoll,
classChoicesForRoll,
randomSample,
autoSelectSkills,
validateManualRoll,
validatePicks,
composeFromPicks,
validateTalents,
composeSpecialAbilities,
};
+37
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@@ -0,0 +1,37 @@
const { pointBuyCost, POINT_BUY_BUDGET, STANDARD_ARRAY, effectiveDiceMode } = require('./buildFlow');
describe('point buy', () => {
test('all eights cost nothing', () => {
expect(pointBuyCost({ STR: 8, DEX: 8, CON: 8, INT: 8, WIS: 8, CHA: 8 })).toBe(0);
});
test('the classic 15/15/15/8/8/8 spends exactly the budget', () => {
expect(pointBuyCost({ STR: 15, DEX: 15, CON: 15, INT: 8, WIS: 8, CHA: 8 })).toBe(POINT_BUY_BUDGET);
});
test('14 and 15 cost two points a step', () => {
expect(pointBuyCost({ STR: 13 })).toBe(5);
expect(pointBuyCost({ STR: 14 })).toBe(7);
expect(pointBuyCost({ STR: 15 })).toBe(9);
});
test('a score out of range is refused', () => {
expect(pointBuyCost({ STR: 16 })).toBeNull();
expect(pointBuyCost({ STR: 7 })).toBeNull();
});
});
test('the standard array is the six usual scores', () => {
expect(STANDARD_ARRAY).toEqual([15, 14, 13, 12, 10, 8]);
});
describe('effectiveDiceMode', () => {
test('a campaign with one kind of dice decides for everyone', () => {
expect(effectiveDiceMode({ diceMode: 'PHYSICAL' }, { diceMode: 'DIGITAL' })).toBe('PHYSICAL');
expect(effectiveDiceMode({ diceMode: 'DIGITAL' }, { diceMode: 'PHYSICAL' })).toBe('DIGITAL');
});
test('BOTH leaves it to the character', () => {
expect(effectiveDiceMode({ diceMode: 'BOTH' }, { diceMode: 'PHYSICAL' })).toBe('PHYSICAL');
});
});
+308 -12
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@@ -5,6 +5,9 @@
const { SPECIES } = require('./data/species');
const { CLASSES } = require('./data/classes');
const { SKILLS } = require('./data/skills');
const { resourceState } = require('./classResources');
const { CR_XP, XP_THRESHOLDS, COUNT_MULTIPLIERS, LEVEL_XP } = require('./data/xp');
const { FULL_CASTER_SLOTS, HALF_CASTER_SLOTS, PACT_SLOTS, CASTER_KIND, MAX_SLOT_LEVEL } = require('./data/spellSlots');
const ABILITIES = ['STR', 'DEX', 'CON', 'INT', 'WIS', 'CHA'];
@@ -54,6 +57,11 @@ function passivePerception(perceptionSkillBonus) {
return 10 + perceptionSkillBonus;
}
// Any skill has a passive score: what it comes to without a roll.
function passiveScore(skillBonus) {
return 10 + skillBonus;
}
function armorClass(dexMod, armorBonus = 0) {
return 10 + dexMod + armorBonus;
}
@@ -121,12 +129,162 @@ function getClassSpellcastingAbility(characterClass) {
return data ? data.spellcastingAbility : null;
}
// ---------------------------------------------------------------------------
// Spell slots and Hit Dice: what a character has to spend between rests.
// ---------------------------------------------------------------------------
const MAX_LEVEL = 20;
function clampLevel(level) {
return Math.min(Math.max(Math.round(Number(level) || 1), 1), MAX_LEVEL);
}
// How many spell slots a class has at a level, by slot level (1st first), and
// which rest gives them back. Null for a class that never has any. A warlock's
// slots are all of one slot level, so the lower ones are 0.
function spellSlotsFor(characterClass, level) {
const kind = CASTER_KIND[characterClass];
if (!kind) return null;
const row = clampLevel(level) - 1;
if (kind === 'PACT') {
const [count, slotLevel] = PACT_SLOTS[row];
return { kind, restoresOn: 'SHORT', max: Array.from({ length: slotLevel }, (_, i) => (i === slotLevel - 1 ? count : 0)) };
}
return { kind, restoresOn: 'LONG', max: [...(kind === 'FULL' ? FULL_CASTER_SLOTS : HALF_CASTER_SLOTS)[row]] };
}
// The slot tracker: for each slot level the character has, how many slots
// there are and how many are spent. `used` is the stored tally (1st-level
// first), which may be shorter than the class's row or hold more than it now
// allows. Null when there are no slots to track (not a caster, or a level 1
// paladin).
function spellSlotState(characterClass, level, used = []) {
const slots = spellSlotsFor(characterClass, level);
if (!slots) return null;
const levels = slots.max
.map((max, i) => {
const spent = Math.min(Math.max(Number((used || [])[i]) || 0, 0), max);
return { level: i + 1, max, used: spent, remaining: max - spent };
})
.filter((slot) => slot.max > 0);
return levels.length > 0 ? { kind: slots.kind, restoresOn: slots.restoresOn, levels } : null;
}
// The highest level of spell a class can cast at a level; 0 for none.
function maxSpellLevel(characterClass, level) {
const slots = spellSlotsFor(characterClass, level);
return slots ? slots.max.length : 0;
}
// One Hit Die per level, of the class's size. Spent ones come back on a long rest.
function hitDiceState(characterClass, level, used = 0) {
const count = clampLevel(level);
const spent = Math.min(Math.max(Number(used) || 0, 0), count);
return { size: getClassHitDieSize(characterClass), count, used: spent, remaining: count - spent };
}
// ---------------------------------------------------------------------------
// Experience points and encounter difficulty (data/xp.js).
// ---------------------------------------------------------------------------
// The XP one monster of a challenge rating is worth. The rating is free text
// on a monster ("1/4", "5", "0.5"); null for anything that is not a rating.
function challengeXp(challengeRating) {
if (challengeRating == null) return null;
const text = String(challengeRating).trim().replace(/^cr\s*/i, '');
const fractions = { 0.125: '1/8', 0.25: '1/4', 0.5: '1/2' };
const key = fractions[text] || text;
return Object.prototype.hasOwnProperty.call(CR_XP, key) ? CR_XP[key] : null;
}
// How hard a fight is for a party. `partyLevels` is the level of each
// character in it; `challengeRatings` the rating of each monster. `xp` is
// what the monsters are worth; `adjustedXp` is that multiplied for their
// number, which is what is held against the party's thresholds. `rating` is
// TRIVIAL, EASY, MEDIUM, HARD or DEADLY, or null with no party or no rated
// monster to judge by. Monsters with no readable rating are counted in
// `unrated` and left out of everything else.
function encounterDifficulty(partyLevels, challengeRatings) {
const worth = challengeRatings.map(challengeXp);
const rated = worth.filter((xp) => xp !== null);
const xp = rated.reduce((sum, value) => sum + value, 0);
const multiplier = rated.length === 0 ? 1 : COUNT_MULTIPLIERS.find(([atLeast]) => rated.length >= atLeast)[1];
const adjustedXp = Math.floor(xp * multiplier);
let thresholds = null;
let rating = null;
if (partyLevels.length > 0) {
const [easy, medium, hard, deadly] = [0, 1, 2, 3].map((i) => partyLevels.reduce((sum, level) => sum + XP_THRESHOLDS[clampLevel(level) - 1][i], 0));
thresholds = { easy, medium, hard, deadly };
if (rated.length > 0) {
rating = adjustedXp >= deadly ? 'DEADLY' : adjustedXp >= hard ? 'HARD' : adjustedXp >= medium ? 'MEDIUM' : adjustedXp >= easy ? 'EASY' : 'TRIVIAL';
}
}
return { xp, adjustedXp, multiplier, rating, thresholds, monsters: rated.length, unrated: worth.length - rated.length };
}
// Where a character's XP puts them: what their next level takes, and whether
// they have it. Levelling stays the DM's decision; this only says it is due.
function xpProgress(xp, level) {
const at = clampLevel(level);
const nextLevelAt = at >= MAX_LEVEL ? null : LEVEL_XP[at];
return { nextLevelAt, levelUpDue: nextLevelAt !== null && xp >= nextLevelAt };
}
// ---------------------------------------------------------------------------
// Gear effects (house rule). A weapon or item in the campaign pools can carry
// effects: signed amounts added to one of the numbers on the sheet. They count
// while a character has the thing equipped and is high enough level to use it;
// holding two of something does not double it.
// ---------------------------------------------------------------------------
// What an effect can change. An ability effect changes the score itself, so
// everything worked out from that ability moves with it.
const GEAR_STATS = [
'AC',
'SPEED',
'INITIATIVE',
'MAX_HP',
'PASSIVE_PERCEPTION',
...ABILITIES,
'SAVES', // every saving throw
...ABILITIES.map((ability) => `SAVE_${ability}`),
'SKILLS', // every skill check
...Object.keys(SKILLS).map((skill) => `SKILL_${skill}`),
];
// The effects in force for a character, each with the name of what gives it:
// [{ stat, amount, source }]. Takes a character with `inventoryItems` (each
// with its item) and `weapons` (each with its weapon) loaded; without them
// there are none. `notes` are the things gear does that are not a number.
function activeGear(character) {
const level = character.level || 1;
const held = [
...(character.inventoryItems || []).map((ii) => ({ ...ii, entry: ii.item })),
...(character.weapons || []).map((cw) => ({ ...cw, entry: cw.weapon })),
].filter((h) => h.entry && h.equipped && canUseGear(level, h.level));
const effects = [];
const notes = [];
for (const { entry } of held) {
for (const effect of Array.isArray(entry.effects) ? entry.effects : []) {
if (GEAR_STATS.includes(effect.stat) && Number.isInteger(effect.amount) && effect.amount !== 0) {
effects.push({ stat: effect.stat, amount: effect.amount, source: entry.name });
}
}
if (entry.effectNote) notes.push({ source: entry.name, note: entry.effectNote });
}
return { effects, notes };
}
/**
* Assembles the full derived character sheet from raw stored data. This is
* the single function the API and quick-stats view should call rather than
* re-deriving any of the above by hand.
*
* @param {object} character - rolled scores, species/class, level, armorBonus, etc.
* With `inventoryItems` and `weapons` loaded (each with its pool entry),
* the effects of equipped gear are applied; see activeGear.
* @param {Array<{skill: string, proficient: boolean, expertise: boolean}>} skillProficiencies
* @param {Array<{ability: string, proficient: boolean}>} saveProficiencies
*/
@@ -145,14 +303,21 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
halfElfBonusAbility2 = null,
armorBonus = 0,
speedOverride = null,
spellSlotsUsed = [],
hitDiceUsed = 0,
} = character;
const halfElfBonusAbilities = [halfElfBonusAbility1, halfElfBonusAbility2].filter(Boolean);
const rolled = { STR: strScore, DEX: dexScore, CON: conScore, INT: intScore, WIS: wisScore, CHA: chaScore };
const gear = activeGear(character);
// The total equipped gear adds to (or takes from) one number.
const fromGear = (...stats) => gear.effects.filter((e) => stats.includes(e.stat)).reduce((sum, e) => sum + e.amount, 0);
const abilities = {};
for (const ability of ABILITIES) {
const final = finalAbilityScore(rolled[ability], ability, species, halfElfBonusAbilities);
// A score never drops below 1, whatever is weighing the character down.
const final = Math.max(1, finalAbilityScore(rolled[ability], ability, species, halfElfBonusAbilities) + fromGear(ability));
abilities[ability] = {
rolled: rolled[ability],
final,
@@ -166,7 +331,7 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
for (const ability of ABILITIES) {
const entry = saveProficiencies.find((s) => s.ability === ability);
const proficient = entry ? entry.proficient : false;
saves[ability] = { proficient, bonus: saveBonus(abilities[ability].modifier, proficient, profBonus) };
saves[ability] = { proficient, bonus: saveBonus(abilities[ability].modifier, proficient, profBonus) + fromGear('SAVES', `SAVE_${ability}`) };
}
const skills = {};
@@ -179,7 +344,7 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
ability,
proficient,
expertise,
bonus: skillBonus(abilities[ability].modifier, proficient, profBonus, expertise),
bonus: skillBonus(abilities[ability].modifier, proficient, profBonus, expertise) + fromGear('SKILLS', `SKILL_${skillKey}`),
};
}
@@ -189,14 +354,18 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
return {
abilities,
proficiencyBonus: profBonus,
armorClass: armorClass(abilities.DEX.modifier, armorBonus),
initiative: initiative(abilities.DEX.modifier),
speed: effectiveSpeed(species, speedOverride),
hp: { max: hpMax(level, hitDieSize, abilities.CON.modifier) },
hitDice: { size: hitDieSize, count: level },
armorClass: armorClass(abilities.DEX.modifier, armorBonus) + fromGear('AC'),
initiative: initiative(abilities.DEX.modifier) + fromGear('INITIATIVE'),
speed: Math.max(0, effectiveSpeed(species, speedOverride) + fromGear('SPEED')),
hp: { max: Math.max(1, hpMax(level, hitDieSize, abilities.CON.modifier) + fromGear('MAX_HP')) },
hitDice: hitDiceState(characterClass, level, hitDiceUsed),
saves,
skills,
passivePerception: passivePerception(skills.PERCEPTION.bonus),
passivePerception: passivePerception(skills.PERCEPTION.bonus) + fromGear('PASSIVE_PERCEPTION'),
passiveInvestigation: passiveScore(skills.INVESTIGATION.bonus),
passiveInsight: passiveScore(skills.INSIGHT.bonus),
// What equipped gear is doing to the numbers above, and what else it does.
gear,
spellcasting: spellcastingAbility
? {
ability: spellcastingAbility,
@@ -204,20 +373,129 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
attackBonus: spellAttackBonus(profBonus, abilities[spellcastingAbility].modifier),
}
: null,
// The slot tracker; null for a character with no spell slots.
spellSlots: spellSlotState(characterClass, level, spellSlotsUsed),
// The class counters (Rage, Ki...), with how many of each are left.
resources: resourceState(character, abilities, profBonus),
};
}
// ---------------------------------------------------------------------------
// Gear levels (house rule, not SRD). A held weapon or item has its own level,
// 1-9 (the same span as spell levels), and its dice climb a fixed ladder as it
// levels:
//
// 1d4 1d6 1d8 1d10 1d12 2d6 1d6+1d8 2d8 1d8+1d10 2d10 ...
//
// Each rung is the smallest possible step up in average damage: +1, or +0.5
// where the ladder has to add a die (1d12 -> 2d6, 2d12 -> 3d8, ...).
// ---------------------------------------------------------------------------
const MAX_GEAR_LEVEL = 9;
const DIE_SIZES = [4, 6, 8, 10, 12];
// Rungs a piece of gear climbs per level: 1 = standard, 2 = powerful, 3 = legendary.
const MAX_DAMAGE_SCALING = 3;
function formatDice(sizes) {
const counts = new Map();
for (const size of sizes) counts.set(size, (counts.get(size) || 0) + 1);
return [...counts].map(([size, count]) => `${count}d${size}`).join('+');
}
// k dice whose sizes are as even as possible, `steps` die-size steps above k d4s.
function evenDice(k, steps) {
const sizes = [];
for (let i = 0; i < k; i++) {
const share = Math.floor(steps / k) + (i >= k - (steps % k) ? 1 : 0);
sizes.push(DIE_SIZES[share]);
}
return sizes;
}
function buildDamageLadder(rungs) {
const ladder = [];
let k = 1;
let steps = 0;
while (ladder.length < rungs) {
const maxSteps = k * (DIE_SIZES.length - 1);
if (steps > maxSteps) {
// Out of room at this many dice: add one, landing just above the last rung.
const previousAverage = ladder[ladder.length - 1].average;
k += 1;
steps = Math.floor(previousAverage - k * 2.5) + 1;
continue;
}
ladder.push({ dice: formatDice(evenDice(k, steps)), average: k * 2.5 + steps });
steps += 1;
}
return ladder;
}
// Far longer than max level at legendary scaling needs, so heavy base dice
// (a "10d6" item, say) still have room to climb.
const DAMAGE_LADDER = buildDamageLadder(120);
// Average roll of a dice expression like "1d8", "2d6", "1d6+1d8" or "2d4+2".
// Returns null for anything else (free text is allowed in the pool).
function diceAverage(expression) {
if (typeof expression !== 'string' || !expression.trim()) return null;
let total = 0;
for (const term of expression.replace(/\s+/g, '').toLowerCase().replace(/-/g, '+-').split('+')) {
if (!term) continue;
const die = /^(-?)(\d*)d(\d+)$/.exec(term);
if (die) {
total += (die[1] ? -1 : 1) * (Number(die[2]) || 1) * ((Number(die[3]) + 1) / 2);
} else if (/^-?\d+$/.test(term)) {
total += Number(term);
} else {
return null;
}
}
return total;
}
function clampGearLevel(level) {
return Math.min(Math.max(Math.round(Number(level) || 1), 1), MAX_GEAR_LEVEL);
}
// Dice for a piece of gear at a given level. `minLevel` is the level the gear
// starts at (most gear: 1; a greatsword might only exist from level 3). At its
// starting level it is always the base dice exactly as the DM wrote them;
// above that it climbs `scaling` rungs per level, starting from the highest
// rung that doesn't beat the base (so "1d4+1" starts from 1d6, and a flat "1"
// starts below the ladder). Dice the ladder can't read (free text) never scale.
function scaledDamageDice(baseDice, level = 1, scaling = 1, minLevel = 1) {
const levelsGained = clampGearLevel(level) - clampGearLevel(minLevel);
if (levelsGained <= 0) return baseDice;
const baseAverage = diceAverage(baseDice);
if (baseAverage === null) return baseDice;
let baseRung = -1;
while (baseRung + 1 < DAMAGE_LADDER.length && DAMAGE_LADDER[baseRung + 1].average <= baseAverage) baseRung += 1;
const rungsPerLevel = Math.min(Math.max(Math.round(Number(scaling) || 1), 1), MAX_DAMAGE_SCALING);
const rung = Math.min(baseRung + levelsGained * rungsPerLevel, DAMAGE_LADDER.length - 1);
return DAMAGE_LADDER[rung].dice;
}
// A character can use gear and spells of their own level or lower. For
// weapons and items the required level is the held copy's level; for spells
// it is the classic spell level (cantrips, level 0, are open to everyone).
function canUseGear(characterLevel, requiredLevel) {
return characterLevel >= requiredLevel;
}
/**
* Attack/damage bonus for a specific weapon against a character's abilities —
* used by the quick-stats panel and weapon list.
* used by the quick-stats panel and weapon list. `gearLevel` is the level of
* the copy the character holds.
*/
function computeWeaponStats(weapon, abilities, profBonus, proficient = true) {
function computeWeaponStats(weapon, abilities, profBonus, proficient = true, gearLevel = 1) {
const strMod = abilities.STR.modifier;
const dexMod = abilities.DEX.modifier;
return {
attackBonus: weaponAttackBonus({ attackAbility: weapon.attackAbility, strMod, dexMod, proficient, profBonus }),
damageBonus: weaponDamageBonus({ attackAbility: weapon.attackAbility, strMod, dexMod }),
damageDice: weapon.damageDice,
damageDice: scaledDamageDice(weapon.damageDice, gearLevel, weapon.damageScaling, weapon.minLevel),
damageType: weapon.damageType,
};
}
@@ -233,6 +511,7 @@ module.exports = {
saveBonus,
skillBonus,
passivePerception,
passiveScore,
armorClass,
initiative,
hpMax,
@@ -245,6 +524,23 @@ module.exports = {
getClassSaveProficiencies,
getClassHitDieSize,
getClassSpellcastingAbility,
MAX_LEVEL,
MAX_SLOT_LEVEL,
spellSlotsFor,
spellSlotState,
maxSpellLevel,
hitDiceState,
challengeXp,
encounterDifficulty,
xpProgress,
GEAR_STATS,
activeGear,
computeCharacterSheet,
computeWeaponStats,
MAX_GEAR_LEVEL,
MAX_DAMAGE_SCALING,
DAMAGE_LADDER,
diceAverage,
scaledDamageDice,
canUseGear,
};
+110
View File
@@ -14,6 +14,10 @@ const {
weaponDamageBonus,
computeCharacterSheet,
computeWeaponStats,
DAMAGE_LADDER,
diceAverage,
scaledDamageDice,
canUseGear,
} = require('./calculations');
describe('abilityModifier', () => {
@@ -211,4 +215,110 @@ describe('computeWeaponStats', () => {
expect(stats.damageBonus).toBe(sheet.abilities.STR.modifier);
expect(stats.damageDice).toBe('1d8');
});
test('uses the dice for the level of the copy the character holds', () => {
const sheet = computeCharacterSheet({ level: 5, strScore: 16 });
const spear = { attackAbility: 'STR', damageDice: '1d6', damageType: 'piercing', damageScaling: 1 };
expect(computeWeaponStats(spear, sheet.abilities, sheet.proficiencyBonus, true, 3).damageDice).toBe('1d10');
// The level changes the dice only, never the bonuses.
expect(computeWeaponStats(spear, sheet.abilities, sheet.proficiencyBonus, true, 3).damageBonus).toBe(sheet.abilities.STR.modifier);
});
});
describe('gear levels — the damage ladder', () => {
test('starts with single dice, then pairs, in the smallest possible steps', () => {
expect(DAMAGE_LADDER.slice(0, 13).map((r) => r.dice)).toEqual([
'1d4', '1d6', '1d8', '1d10', '1d12',
'2d6', '1d6+1d8', '2d8', '1d8+1d10', '2d10', '1d10+1d12', '2d12',
'3d8',
]);
});
test('every rung is stronger than the last by 1 average damage, or 0.5 where a die is added', () => {
for (let i = 1; i < DAMAGE_LADDER.length; i++) {
const step = DAMAGE_LADDER[i].average - DAMAGE_LADDER[i - 1].average;
expect([0.5, 1]).toContain(step);
// The stated average really is the average of the dice shown.
expect(diceAverage(DAMAGE_LADDER[i].dice)).toBe(DAMAGE_LADDER[i].average);
}
});
test('diceAverage reads the expressions DMs type, and rejects free text', () => {
expect(diceAverage('1d8')).toBe(4.5);
expect(diceAverage('d8')).toBe(4.5);
expect(diceAverage('2d6')).toBe(7);
expect(diceAverage('1d6 + 1d8')).toBe(8);
expect(diceAverage('2d4+2')).toBe(7);
expect(diceAverage('1d6-1')).toBe(2.5);
expect(diceAverage('3')).toBe(3);
expect(diceAverage('special')).toBeNull();
expect(diceAverage('')).toBeNull();
expect(diceAverage(null)).toBeNull();
});
});
describe('scaledDamageDice', () => {
const byLevel = (base, scaling, levels) => levels.map((level) => scaledDamageDice(base, level, scaling));
test('standard gear climbs one rung per level', () => {
expect(byLevel('1d4', 1, [1, 2, 3, 4, 5, 6])).toEqual(['1d4', '1d6', '1d8', '1d10', '1d12', '2d6']);
expect(byLevel('1d8', 1, [1, 2, 3])).toEqual(['1d8', '1d10', '1d12']);
});
test('powerful and legendary gear climb two and three rungs per level', () => {
expect(byLevel('1d6', 2, [1, 2, 3, 4])).toEqual(['1d6', '1d10', '2d6', '2d8']);
expect(byLevel('1d8', 3, [1, 2, 3])).toEqual(['1d8', '2d6', '1d8+1d10']);
});
test('level 1 is always the base dice exactly as written', () => {
expect(scaledDamageDice('2d4+2', 1, 1)).toBe('2d4+2');
expect(scaledDamageDice('special', 1, 3)).toBe('special');
});
test('dice that are not on the ladder start from the highest rung that does not beat them', () => {
expect(scaledDamageDice('2d4+2', 2, 1)).toBe('1d6+1d8'); // avg 7 sits on 2d6
expect(scaledDamageDice('1d4+1', 2, 1)).toBe('1d8'); // avg 3.5 sits on 1d6
expect(scaledDamageDice('1', 2, 1)).toBe('1d4'); // below the ladder
});
test('free text never scales, and levels and scaling are clamped to their ranges', () => {
expect(scaledDamageDice('special', 9, 3)).toBe('special');
expect(scaledDamageDice('1d4', 99, 1)).toBe(scaledDamageDice('1d4', 9, 1));
expect(scaledDamageDice('1d4', 9, 1)).toBe('1d8+1d10');
expect(scaledDamageDice('1d4', 0, 1)).toBe('1d4');
expect(scaledDamageDice('1d4', 2, 99)).toBe(scaledDamageDice('1d4', 2, 3));
expect(scaledDamageDice('1d4', 2, undefined)).toBe('1d6');
});
test('gear with a starting level shows its base dice there and climbs from it', () => {
// A greatsword that only exists from level 3: 2d6 at 3, then one rung per level.
expect([3, 4, 5].map((level) => scaledDamageDice('2d6', level, 1, 3))).toEqual(['2d6', '1d6+1d8', '2d8']);
expect(scaledDamageDice('2d6', 1, 1, 3)).toBe('2d6'); // never below its base
expect(scaledDamageDice('2d4+2', 3, 2, 3)).toBe('2d4+2'); // as written at its starting level
const sheet = computeCharacterSheet({ level: 5, strScore: 16 });
const greatsword = { attackAbility: 'STR', damageDice: '2d6', damageType: 'slashing', damageScaling: 1, minLevel: 3 };
expect(computeWeaponStats(greatsword, sheet.abilities, sheet.proficiencyBonus, true, 4).damageDice).toBe('1d6+1d8');
});
test('a higher level is never weaker', () => {
for (const base of ['1d4', '1d12', '2d6', '2d4+2']) {
for (const scaling of [1, 2, 3]) {
for (let level = 2; level <= 9; level++) {
expect(diceAverage(scaledDamageDice(base, level, scaling))).toBeGreaterThan(
diceAverage(scaledDamageDice(base, level - 1, scaling))
);
}
}
}
});
});
describe('canUseGear', () => {
test('a character can use gear of their own level or lower', () => {
expect(canUseGear(1, 1)).toBe(true);
expect(canUseGear(3, 1)).toBe(true);
expect(canUseGear(3, 3)).toBe(true);
expect(canUseGear(2, 3)).toBe(false);
expect(canUseGear(1, 0)).toBe(true); // cantrips
});
});
+101
View File
@@ -0,0 +1,101 @@
// Class counters: the things a class can do a set number of times before a
// rest (Rage, Ki, Channel Divinity...). How many there are comes from class,
// subclass, level and ability modifiers; the character row keeps only how
// many are spent (`resourcesUsed`, { key: used }), as it does for spell slots.
// Pure: no DB calls.
//
// What a counter does is on the sheet in the special abilities; nothing here
// feeds another number.
const atLeastOne = (n) => Math.max(1, n);
// Each entry is offered to the classes (and, where set, the subclass) it
// names, from `from` level on. `max` gets { level, mods, profBonus }, where
// `mods` is the ability modifiers by ability. `rest` is the rest that gives
// them back: a SHORT one comes back on a long rest too.
const RESOURCES = [
{ key: 'RAGE', name: 'Rage', classes: ['BARBARIAN'], max: ({ level }) => (level >= 6 ? 4 : level >= 3 ? 3 : 2), rest: 'LONG' },
{ key: 'ZEALOUS_PRESENCE', name: 'Zealous Presence', classes: ['BARBARIAN'], subclass: 'ZEALOT', from: 10, max: () => 1, rest: 'LONG' },
// Font of Inspiration: from level 5 it comes back on a short rest.
{ key: 'BARDIC_INSPIRATION', name: 'Bardic Inspiration', classes: ['BARD'], max: ({ mods }) => atLeastOne(mods.CHA), rest: ({ level }) => (level >= 5 ? 'SHORT' : 'LONG') },
{ key: 'HEALING_HANDS', name: 'Healing Hands', classes: ['CLERIC'], max: () => 1, rest: 'SHORT' },
{ key: 'CHANNEL_DIVINITY', name: 'Channel Divinity', classes: ['CLERIC'], from: 2, max: ({ level }) => (level >= 6 ? 2 : 1), rest: 'SHORT' },
{ key: 'CHANNEL_DIVINITY', name: 'Channel Divinity', classes: ['PALADIN'], from: 3, max: () => 1, rest: 'SHORT' },
{ key: 'WARDING_FLARE', name: 'Warding Flare', classes: ['CLERIC'], subclass: 'LIGHT', from: 2, max: ({ mods }) => atLeastOne(mods.WIS), rest: 'LONG' },
{ key: 'WAR_PRIEST', name: 'War Priest', classes: ['CLERIC'], subclass: 'WAR', from: 2, max: ({ mods }) => atLeastOne(mods.WIS), rest: 'LONG' },
{ key: 'WILD_SHAPE', name: 'Wild Shape', classes: ['DRUID'], from: 2, max: () => 2, rest: 'SHORT' },
{ key: 'NATURAL_RECOVERY', name: 'Natural Recovery', classes: ['DRUID'], subclass: 'LAND', from: 2, max: () => 1, rest: 'LONG' },
{ key: 'STAR_MAP', name: 'Star Map (Guiding Bolt)', classes: ['DRUID'], subclass: 'STARS', from: 2, max: ({ profBonus }) => profBonus, rest: 'LONG' },
{ key: 'COSMIC_OMEN', name: 'Cosmic Omen', classes: ['DRUID'], subclass: 'STARS', from: 6, max: ({ profBonus }) => profBonus, rest: 'LONG' },
{ key: 'SECOND_WIND', name: 'Second Wind', classes: ['FIGHTER'], max: () => 1, rest: 'SHORT' },
{ key: 'ACTION_SURGE', name: 'Action Surge', classes: ['FIGHTER'], from: 2, max: () => 1, rest: 'SHORT' },
{ key: 'INDOMITABLE', name: 'Indomitable', classes: ['FIGHTER'], from: 9, max: () => 1, rest: 'LONG' },
{ key: 'SUPERIORITY_DICE', name: 'Superiority Dice', classes: ['FIGHTER'], subclass: 'BATTLE_MASTER', from: 3, max: ({ level }) => (level >= 7 ? 5 : 4), rest: 'SHORT' },
{ key: 'FIGHTING_SPIRIT', name: 'Fighting Spirit', classes: ['FIGHTER'], subclass: 'SAMURAI', from: 3, max: () => 3, rest: 'LONG' },
{ key: 'KI', name: 'Ki', classes: ['MONK'], from: 2, max: ({ level }) => level, rest: 'SHORT' },
{ key: 'WHOLENESS_OF_BODY', name: 'Wholeness of Body', classes: ['MONK'], subclass: 'OPEN_HAND', from: 6, max: () => 1, rest: 'LONG' },
{ key: 'LAY_ON_HANDS', name: 'Lay on Hands (HP)', classes: ['PALADIN'], max: ({ level }) => 5 * level, rest: 'LONG' },
{ key: 'DIVINE_SENSE', name: 'Divine Sense', classes: ['PALADIN'], max: ({ mods }) => atLeastOne(1 + mods.CHA), rest: 'LONG' },
{ key: 'WILD_TALENT', name: 'Wild Talent', classes: ['SORCERER'], max: () => 1, rest: 'LONG' },
{ key: 'SORCERY_POINTS', name: 'Sorcery Points', classes: ['SORCERER'], from: 2, max: ({ level }) => level, rest: 'LONG' },
{ key: 'TIDES_OF_CHAOS', name: 'Tides of Chaos', classes: ['SORCERER'], subclass: 'WILD_MAGIC', from: 3, max: () => 1, rest: 'LONG' },
{ key: 'FEY_PRESENCE', name: 'Fey Presence', classes: ['WARLOCK'], subclass: 'ARCHFEY', from: 3, max: () => 1, rest: 'SHORT' },
{ key: 'MISTY_ESCAPE', name: 'Misty Escape', classes: ['WARLOCK'], subclass: 'ARCHFEY', from: 6, max: () => 1, rest: 'SHORT' },
{ key: 'PATRONS_LUCK', name: 'Patron’s Luck', classes: ['WARLOCK'], subclass: 'FIEND', from: 6, max: () => 1, rest: 'SHORT' },
{ key: 'ENTROPIC_WARD', name: 'Entropic Ward', classes: ['WARLOCK'], subclass: 'GREAT_OLD_ONE', from: 6, max: () => 1, rest: 'SHORT' },
{ key: 'ARCANE_RECOVERY', name: 'Arcane Recovery', classes: ['WIZARD'], max: () => 1, rest: 'LONG' },
{ key: 'ILLUSORY_SELF', name: 'Illusory Self', classes: ['WIZARD'], subclass: 'ILLUSION', from: 10, max: () => 1, rest: 'SHORT' },
];
// The counters a character has, with how many of each are spent and left:
// [{ key, name, max, used, remaining, restoresOn }]. `used` is the stored
// tally, which may name counters the character no longer has or hold more
// than they now allow.
function resourceState({ characterClass, subclass = null, level = 1, resourcesUsed = {} }, abilities, profBonus) {
const mods = Object.fromEntries(Object.entries(abilities).map(([ability, detail]) => [ability, detail.modifier]));
const context = { level, mods, profBonus };
const tally = resourcesUsed && typeof resourcesUsed === 'object' ? resourcesUsed : {};
return RESOURCES.filter(
(resource) => resource.classes.includes(characterClass) && level >= (resource.from || 1) && (!resource.subclass || resource.subclass === subclass)
).map((resource) => {
const max = resource.max(context);
const used = Math.min(Math.max(Math.round(Number(tally[resource.key]) || 0), 0), max);
return {
key: resource.key,
name: resource.name,
max,
used,
remaining: max - used,
restoresOn: typeof resource.rest === 'function' ? resource.rest(context) : resource.rest,
};
});
}
// The tally to store, from a character's counters: only what is spent.
function resourceTally(resources) {
return Object.fromEntries(resources.filter((resource) => resource.used > 0).map((resource) => [resource.key, resource.used]));
}
// What a rest gives back: the tally afterwards, and the names of the counters
// that were refilled. A long rest refills every counter; a short rest those
// that restore on one.
function restResources(resources, restType) {
const refills = (resource) => resource.used > 0 && (restType === 'LONG' || resource.restoresOn === 'SHORT');
return {
resourcesUsed: resourceTally(resources.filter((resource) => !refills(resource))),
restored: resources.filter(refills).map((resource) => resource.name),
};
}
const MAX_EXHAUSTION = 6;
module.exports = { RESOURCES, resourceState, resourceTally, restResources, MAX_EXHAUSTION };
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const { RESOURCES, resourceState, resourceTally, restResources } = require('./classResources');
const { computeCharacterSheet } = require('./calculations');
const { CLASSES } = require('./data/classes');
const { findSubclass } = require('./data/subclasses');
const of = (character) => computeCharacterSheet({ level: 1, ...character }).resources;
const named = (resources) => Object.fromEntries(resources.map((r) => [r.key, r.max]));
describe('class counters', () => {
test('every counter belongs to a real class and, where it names one, a real subclass', () => {
for (const resource of RESOURCES) {
for (const cls of resource.classes) {
expect(CLASSES[cls]).toBeDefined();
if (resource.subclass) expect(findSubclass(cls, resource.subclass)).not.toBeNull();
}
}
});
test('come from class and level', () => {
expect(named(of({ characterClass: 'BARBARIAN' }))).toEqual({ RAGE: 2 });
expect(named(of({ characterClass: 'BARBARIAN', level: 6 }))).toEqual({ RAGE: 4 });
expect(named(of({ characterClass: 'FIGHTER' }))).toEqual({ SECOND_WIND: 1 });
expect(named(of({ characterClass: 'FIGHTER', level: 9 }))).toEqual({ SECOND_WIND: 1, ACTION_SURGE: 1, INDOMITABLE: 1 });
expect(named(of({ characterClass: 'MONK' }))).toEqual({});
expect(named(of({ characterClass: 'MONK', level: 4 }))).toEqual({ KI: 4 });
expect(named(of({ characterClass: 'PALADIN', level: 3, chaScore: 10 }))).toEqual({ CHANNEL_DIVINITY: 1, LAY_ON_HANDS: 15, DIVINE_SENSE: 1 });
expect(of({ characterClass: 'ROGUE', level: 10 })).toEqual([]);
expect(of({ characterClass: null })).toEqual([]);
});
test('some follow an ability modifier, never below one', () => {
expect(named(of({ characterClass: 'BARD', chaScore: 16 })).BARDIC_INSPIRATION).toBe(3);
expect(named(of({ characterClass: 'BARD', chaScore: 6 })).BARDIC_INSPIRATION).toBe(1);
});
test('a subclass adds its own', () => {
expect(named(of({ characterClass: 'FIGHTER', level: 3 })).SUPERIORITY_DICE).toBeUndefined();
expect(named(of({ characterClass: 'FIGHTER', level: 3, subclass: 'BATTLE_MASTER' })).SUPERIORITY_DICE).toBe(4);
expect(named(of({ characterClass: 'FIGHTER', level: 7, subclass: 'BATTLE_MASTER' })).SUPERIORITY_DICE).toBe(5);
expect(named(of({ characterClass: 'DRUID', level: 2, subclass: 'LAND' }))).toEqual({ WILD_SHAPE: 2, NATURAL_RECOVERY: 1 });
});
test('a bard\'s inspiration comes back on a short rest from level 5', () => {
expect(of({ characterClass: 'BARD', level: 4 })[0].restoresOn).toBe('LONG');
expect(of({ characterClass: 'BARD', level: 5 })[0].restoresOn).toBe('SHORT');
});
test('the stored tally is squared up with what the character has', () => {
const resources = of({ characterClass: 'MONK', level: 4, resourcesUsed: { KI: 9, RAGE: 1 } });
expect(resources).toEqual([{ key: 'KI', name: 'Ki', max: 4, used: 4, remaining: 0, restoresOn: 'SHORT' }]);
expect(resourceTally(resources)).toEqual({ KI: 4 });
expect(resourceState({ characterClass: 'MONK', level: 4, resourcesUsed: null }, { WIS: { modifier: 0 } }, 2)[0].used).toBe(0);
});
test('a short rest refills what restores on one; a long rest everything', () => {
const resources = of({ characterClass: 'FIGHTER', level: 9, resourcesUsed: { SECOND_WIND: 1, INDOMITABLE: 1 } });
expect(restResources(resources, 'SHORT')).toEqual({ resourcesUsed: { INDOMITABLE: 1 }, restored: ['Second Wind'] });
expect(restResources(resources, 'LONG')).toEqual({ resourcesUsed: {}, restored: ['Second Wind', 'Indomitable'] });
});
});
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// What a player picks from in the story steps of the character builder:
// motivation, special abilities, background and appearance. A character's
// text for these is always composed from the entries below (see buildFlow.js),
// never typed freely, so the builder page fetches this file's contents rather
// than keeping its own copy.
//
// None of this feeds the calculation engine. Special abilities are written as
// table rules for the DM to apply, in plain words.
const MOTIVATIONS = [
{ key: 1, label: 'Revenge for a past wrong' },
{ key: 2, label: 'Seeking fortune or wealth' },
{ key: 3, label: 'Protecting someone they love' },
{ key: 4, label: 'Redemption for a past mistake' },
{ key: 5, label: 'Driven by curiosity or knowledge' },
{ key: 6, label: 'Duty or oath to a cause or order' },
];
// ---------------------------------------------------------------------------
// Special abilities
// ---------------------------------------------------------------------------
// Granted automatically by species.
const SPECIES_TRAITS = {
HUMAN: [{ name: 'Versatile', text: 'Once per day, reroll one skill check you just failed and keep the new result.' }],
HALF_ELF: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Fey Ancestry', text: 'Advantage on saves against being charmed, and magic cannot put you to sleep.' },
],
ELF: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Fey Ancestry', text: 'Advantage on saves against being charmed, and magic cannot put you to sleep.' },
{ name: 'Trance', text: 'You do not sleep. Four hours of meditation rests you as well as a full night.' },
],
GNOME: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Gnome Cunning', text: 'Advantage on Intelligence, Wisdom and Charisma saves against magic.' },
],
DWARF: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Dwarven Resilience', text: 'Advantage on saves against poison, and poison damage against you is halved.' },
],
HALFLING: [
{ name: 'Lucky', text: 'When you roll a 1 on a d20 for an attack, check or save, reroll it and use the new roll.' },
{ name: 'Brave', text: 'Advantage on saves against being frightened.' },
],
DRAGONBORN: [
{ name: 'Breath Weapon', text: 'Once per rest, exhale destructive energy: creatures in a 15-foot cone take 2d6 damage (Dexterity save for half).' },
{ name: 'Draconic Resistance', text: 'Damage of your breath weapon’s type against you is halved.' },
],
TIEFLING: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Hellish Resistance', text: 'Fire damage against you is halved.' },
],
HALF_ORC: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Relentless Endurance', text: 'Once per day, when you would drop to 0 hit points, drop to 1 instead.' },
],
ORC: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Aggressive', text: 'As a bonus action, move up to your speed toward an enemy you can see.' },
],
};
// Granted automatically by class, at level 1.
const CLASS_FEATURES = {
FIGHTER: [
{ name: 'Second Wind', text: 'Once per rest, as a bonus action, recover 1d10 + your level hit points.' },
{ name: 'Fighting Style', text: 'Choose one with your DM: +2 to ranged attacks, +1 AC in armor, or +2 damage with a one-handed weapon.' },
],
BARBARIAN: [
{ name: 'Rage', text: 'Twice per day, for one minute: +2 melee damage, advantage on Strength checks and saves, and physical damage against you is halved.' },
{ name: 'Unarmored Defense', text: 'Without armor, add your Constitution modifier to your AC (ask your DM to set your armor bonus).' },
],
ROGUE: [
{ name: 'Sneak Attack', text: 'Once per turn, deal an extra 1d6 damage to a target you have advantage against, or that has one of your allies next to it.' },
{ name: 'Thieves’ Cant', text: 'You know the secret slang and signs of the criminal underworld.' },
],
RANGER: [
{ name: 'Favored Enemy', text: 'Choose a kind of creature with your DM. Advantage on checks to track them and to recall what you know about them.' },
{ name: 'Natural Explorer', text: 'In the wild you cannot get lost, you find twice as much food, and difficult terrain does not slow your group.' },
],
WIZARD: [
{ name: 'Spellbook', text: 'Your spells are written in a book. You can copy new spells into it when you find them.' },
{ name: 'Arcane Recovery', text: 'Once per day, after a short rest, regain some of your spent magic.' },
],
SORCERER: [
{ name: 'Innate Magic', text: 'Your magic comes from within: you need no spellbook and no prayers.' },
{ name: 'Wild Talent', text: 'Once per day, reroll the damage dice of one spell and keep the better result.' },
],
CLERIC: [
{ name: 'Divine Domain', text: 'Choose with your DM what your god stands for (life, light, war, knowledge…). It shapes the favours you can ask.' },
{ name: 'Healing Hands', text: 'Once per rest, touch a creature to restore 1d8 + your Wisdom modifier hit points.' },
],
PALADIN: [
{ name: 'Divine Sense', text: 'A few times per day, sense any celestial, fiend or undead within 60 feet.' },
{ name: 'Lay on Hands', text: 'A pool of healing equal to 5 × your level per day, spent by touch however you like.' },
],
BARD: [
{ name: 'Bardic Inspiration', text: 'A few times per day, as a bonus action, give an ally a d6 to add to one attack, check or save.' },
{ name: 'Jack of Many Tales', text: 'You have heard a story about nearly everything: ask your DM for one useful rumour per session.' },
],
WARLOCK: [
{ name: 'Otherworldly Patron', text: 'Choose with your DM who granted your power, and what they want in return.' },
{ name: 'Pact Magic', text: 'Your magic returns after a short rest, not only a long one.' },
],
DRUID: [
{ name: 'Druidic', text: 'You know the secret language of druids and can leave hidden messages in it.' },
{ name: 'Nature’s Voice', text: 'You can calm and make simple requests of ordinary animals.' },
],
MONK: [
{ name: 'Martial Arts', text: 'Your unarmed strikes deal 1d4 damage and can use Dexterity. After attacking, make one unarmed strike as a bonus action.' },
{ name: 'Unarmored Defense', text: 'Without armor, add your Wisdom modifier to your AC (ask your DM to set your armor bonus).' },
],
};
// The player picks TALENT_PICKS of these.
const TALENT_PICKS = 2;
const TALENTS = [
{ key: 'ALERT', name: 'Alert', text: 'You cannot be surprised while you are awake.' },
{ key: 'KEEN_EYE', name: 'Keen Eye', text: 'Advantage on checks to spot hidden doors, traps and things out of place.' },
{ key: 'SILVER_TONGUE', name: 'Silver Tongue', text: 'Once per day, reroll a Persuasion or Deception check and keep the better result.' },
{ key: 'LIGHT_SLEEPER', name: 'Light Sleeper', text: 'You wake at the slightest sound, and keeping watch does not tire you.' },
{ key: 'IRON_STOMACH', name: 'Iron Stomach', text: 'Advantage on saves against spoiled food, strong drink and swallowed poisons.' },
{ key: 'ANIMAL_FRIEND', name: 'Animal Friend', text: 'Ordinary animals are calm around you unless provoked.' },
{ key: 'QUICK_HANDS', name: 'Quick Hands', text: 'Once per turn, draw, stow or pick up an object without using your action.' },
{ key: 'SURE_FOOTED', name: 'Sure-Footed', text: 'Advantage on checks to keep your balance or avoid being knocked down.' },
{ key: 'LINGUIST', name: 'Linguist', text: 'You speak two extra languages of your choice, agreed with your DM.' },
{ key: 'FIELD_MEDIC', name: 'Field Medic', text: 'Steadying a dying creature is automatic for you; no roll needed.' },
{ key: 'STRONG_BACK', name: 'Strong Back', text: 'You can carry, lift and drag twice as much as your size suggests.' },
{ key: 'GOOD_MEMORY', name: 'Good Memory', text: 'You recall exactly anything you have seen or heard in the last month.' },
{ key: 'STREETWISE', name: 'Streetwise', text: 'In any town you can find a place to sleep, a rumour, and someone who buys things without asking questions.' },
{ key: 'TOUGH_AS_NAILS', name: 'Tough as Nails', text: 'Once per day, shrug off a blow: reduce one instance of damage by 1d6.' },
];
// ---------------------------------------------------------------------------
// Background and appearance — groups of options. `min`/`max` say how many a
// player picks in each group.
// ---------------------------------------------------------------------------
const BACKGROUND_GROUPS = [
{
key: 'upbringing',
label: 'Upbringing',
prompt: 'What were you before you became an adventurer?',
min: 1,
max: 1,
options: [
{ key: 'SOLDIER', label: 'Soldier', text: 'Served in an army or militia, and still thinks in terms of orders and watches.' },
{ key: 'ACOLYTE', label: 'Acolyte', text: 'Raised in a temple, tending shrines and copying scripture.' },
{ key: 'CRIMINAL', label: 'Criminal', text: 'Made a living outside the law, and knows who to ask for what.' },
{ key: 'NOBLE', label: 'Noble', text: 'Born to wealth and a family name that opens doors — and makes enemies.' },
{ key: 'SCHOLAR', label: 'Scholar', text: 'Spent years among books, chasing answers to old questions.' },
{ key: 'FARMER', label: 'Farmer', text: 'Worked the land from dawn to dusk, and knows the value of a good harvest.' },
{ key: 'SAILOR', label: 'Sailor', text: 'Grew up on deck, at home with rope, salt and bad weather.' },
{ key: 'ARTISAN', label: 'Guild artisan', text: 'Learned a craft in a workshop and takes pride in good work.' },
{ key: 'ENTERTAINER', label: 'Entertainer', text: 'Sang, juggled or acted for coin in taverns and market squares.' },
{ key: 'OUTLANDER', label: 'Outlander', text: 'Raised far from towns, among hunters, herders or nomads.' },
{ key: 'URCHIN', label: 'Urchin', text: 'Grew up alone on city streets, surviving on wits and quick feet.' },
{ key: 'HERMIT', label: 'Hermit', text: 'Lived apart from the world for years, with only thoughts for company.' },
{ key: 'MERCHANT', label: 'Merchant', text: 'Travelled the trade roads buying low and selling high.' },
{ key: 'HEALER', label: 'Village healer', text: 'Set bones, brewed remedies and sat with the sick.' },
],
},
{
key: 'home',
label: 'Home',
prompt: 'Where did you grow up?',
min: 1,
max: 1,
options: [
{ key: 'CITY', label: 'A crowded city', text: 'Noise, alleys and a thousand strangers.' },
{ key: 'VILLAGE', label: 'A small village', text: 'Everyone knew everyone, and nothing stayed secret.' },
{ key: 'PORT', label: 'A harbour town', text: 'Ships, gulls and news from far away.' },
{ key: 'MOUNTAIN', label: 'A mountain hold', text: 'Thin air, stone halls and long winters.' },
{ key: 'FOREST', label: 'Deep in the forest', text: 'Under old trees, far from any road.' },
{ key: 'FRONTIER', label: 'A frontier fort', text: 'The last wall before the wild.' },
{ key: 'ROAD', label: 'On the road', text: 'Never in one place long enough to call it home.' },
{ key: 'MONASTERY', label: 'A remote monastery', text: 'Bells, silence and routine.' },
],
},
{
key: 'turningPoint',
label: 'Turning point',
prompt: 'What set you on the road?',
min: 1,
max: 1,
options: [
{ key: 'LOSS', label: 'Lost someone dear', text: 'And have not been the same since.' },
{ key: 'BETRAYED', label: 'Was betrayed', text: 'By someone they trusted completely.' },
{ key: 'DISASTER', label: 'Survived a disaster', text: 'Fire, flood, plague or war — and walked away when others did not.' },
{ key: 'SECRET', label: 'Found a secret', text: 'Something they were never meant to see.' },
{ key: 'DEBT', label: 'Owes a debt', text: 'One that cannot be repaid by staying home.' },
{ key: 'EXILED', label: 'Was cast out', text: 'Rightly or wrongly, there is no going back.' },
{ key: 'RESCUED', label: 'Was saved by a stranger', text: 'And means to pass the favour on.' },
{ key: 'CALLING', label: 'Heard a calling', text: 'A dream, a sign or a voice that would not let them rest.' },
{ key: 'BOREDOM', label: 'Could not stand the quiet', text: 'An ordinary life was never going to be enough.' },
],
},
{
key: 'personality',
label: 'Personality',
prompt: 'How do others describe you? Pick one or two.',
min: 1,
max: 2,
options: [
{ key: 'BRAVE', label: 'Brave' },
{ key: 'CAUTIOUS', label: 'Cautious' },
{ key: 'CURIOUS', label: 'Curious' },
{ key: 'KIND', label: 'Kind' },
{ key: 'HOT_HEADED', label: 'Hot-headed' },
{ key: 'SARCASTIC', label: 'Sarcastic' },
{ key: 'LOYAL', label: 'Loyal' },
{ key: 'HONEST', label: 'Honest to a fault' },
{ key: 'CHEERFUL', label: 'Cheerful' },
{ key: 'QUIET', label: 'Quiet' },
{ key: 'PROUD', label: 'Proud' },
{ key: 'SUPERSTITIOUS', label: 'Superstitious' },
{ key: 'GENEROUS', label: 'Generous' },
{ key: 'STUBBORN', label: 'Stubborn' },
],
},
{
key: 'flaw',
label: 'Flaw',
prompt: 'What gets you into trouble?',
min: 1,
max: 1,
options: [
{ key: 'GREEDY', label: 'Greedy', text: 'Cannot walk past treasure.' },
{ key: 'RECKLESS', label: 'Reckless', text: 'Acts first and thinks later.' },
{ key: 'VENGEFUL', label: 'Holds grudges', text: 'Never forgets a slight.' },
{ key: 'GULLIBLE', label: 'Too trusting', text: 'Believes a good story.' },
{ key: 'COWARDLY', label: 'Loses their nerve', text: 'When it matters most.' },
{ key: 'BOASTFUL', label: 'Boastful', text: 'Promises more than they can deliver.' },
{ key: 'SECRETIVE', label: 'Secretive', text: 'Keeps things even from friends.' },
{ key: 'SOFT_HEARTED', label: 'Soft-hearted', text: 'Cannot refuse someone in need.' },
{ key: 'TEMPER', label: 'Short temper', text: 'Easily provoked.' },
],
},
];
const APPEARANCE_GROUPS = [
{
key: 'build',
label: 'Build',
prompt: 'What shape are you?',
min: 1,
max: 1,
options: [
{ key: 'SLIGHT', label: 'Slight' },
{ key: 'LEAN', label: 'Lean' },
{ key: 'AVERAGE', label: 'Average' },
{ key: 'STOCKY', label: 'Stocky' },
{ key: 'MUSCULAR', label: 'Muscular' },
{ key: 'HEAVYSET', label: 'Heavyset' },
],
},
{
key: 'height',
label: 'Height',
prompt: 'For your species, are you…',
min: 1,
max: 1,
options: [
{ key: 'SHORT', label: 'Short' },
{ key: 'AVERAGE', label: 'Average height' },
{ key: 'TALL', label: 'Tall' },
{ key: 'TOWERING', label: 'Towering' },
],
},
{
key: 'hair',
label: 'Hair',
prompt: 'Hair (or what you have instead).',
min: 1,
max: 1,
options: [
{ key: 'BLACK', label: 'Black' },
{ key: 'BROWN', label: 'Brown' },
{ key: 'BLONDE', label: 'Blonde' },
{ key: 'RED', label: 'Red' },
{ key: 'GREY', label: 'Grey' },
{ key: 'WHITE', label: 'White' },
{ key: 'UNUSUAL', label: 'An unusual colour' },
{ key: 'BALD', label: 'Bald' },
{ key: 'NONE', label: 'None — scales, horns or crest' },
],
},
{
key: 'eyes',
label: 'Eyes',
prompt: 'Eye colour.',
min: 1,
max: 1,
options: [
{ key: 'BROWN', label: 'Brown' },
{ key: 'BLUE', label: 'Blue' },
{ key: 'GREEN', label: 'Green' },
{ key: 'GREY', label: 'Grey' },
{ key: 'AMBER', label: 'Amber' },
{ key: 'BLACK', label: 'Black' },
{ key: 'VIOLET', label: 'Violet' },
{ key: 'MISMATCHED', label: 'Mismatched' },
],
},
{
key: 'complexion',
label: 'Skin',
prompt: 'Skin or scales.',
min: 1,
max: 1,
options: [
{ key: 'PALE', label: 'Pale' },
{ key: 'FAIR', label: 'Fair' },
{ key: 'TANNED', label: 'Tanned' },
{ key: 'BROWN', label: 'Brown' },
{ key: 'DARK', label: 'Dark' },
{ key: 'WEATHERED', label: 'Weathered' },
{ key: 'ASHEN', label: 'Ashen grey' },
{ key: 'GREEN', label: 'Green-tinged' },
{ key: 'RED', label: 'Deep red' },
{ key: 'SCALED', label: 'Scaled' },
],
},
{
key: 'features',
label: 'Distinguishing features',
prompt: 'What would a stranger remember? Pick up to two, or none.',
min: 0,
max: 2,
options: [
{ key: 'SCAR', label: 'A scar across the face' },
{ key: 'TATTOO', label: 'A tattoo' },
{ key: 'FRECKLES', label: 'Freckles' },
{ key: 'BROKEN_NOSE', label: 'A broken nose' },
{ key: 'EYEPATCH', label: 'An eyepatch' },
{ key: 'BEARD', label: 'A braided beard' },
{ key: 'PIERCINGS', label: 'Piercings' },
{ key: 'BIRTHMARK', label: 'A birthmark' },
{ key: 'BURN', label: 'An old burn' },
{ key: 'MISSING_FINGER', label: 'A missing finger' },
{ key: 'LIMP', label: 'A slight limp' },
{ key: 'BIG_GRIN', label: 'An easy grin' },
],
},
{
key: 'style',
label: 'Usually wears',
prompt: 'What are you usually seen in?',
min: 1,
max: 1,
options: [
{ key: 'LEATHERS', label: 'Travel-worn leathers' },
{ key: 'ARMOR', label: 'Well-kept armor' },
{ key: 'CLOAK', label: 'A hooded cloak' },
{ key: 'FINE', label: 'Fine clothes' },
{ key: 'PATCHED', label: 'Patched and mended clothes' },
{ key: 'ROBES', label: 'Long robes' },
{ key: 'FURS', label: 'Furs and hides' },
{ key: 'BRIGHT', label: 'Bright colours' },
{ key: 'PLAIN', label: 'Plain, practical clothes' },
],
},
];
module.exports = {
MOTIVATIONS,
SPECIES_TRAITS,
CLASS_FEATURES,
TALENT_PICKS,
TALENTS,
BACKGROUND_GROUPS,
APPEARANCE_GROUPS,
};
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// Generated from /seed-data/classes.json — keep in sync by hand if that file changes.
// See docs/GAME_RULES_REFERENCE.md "Class Quick Facts".
// skillChoices is the SRD "choose N from this list" skill-proficiency rule per
// class, used by buildFlow.js's autoSelectSkills() to auto-generate skill
// proficiencies during the character builder instead of a manual checkbox pick.
const ALL_SKILLS = [
'ACROBATICS', 'ANIMAL_HANDLING', 'ARCANA', 'ATHLETICS', 'DECEPTION', 'HISTORY',
'INSIGHT', 'INTIMIDATION', 'INVESTIGATION', 'MEDICINE', 'NATURE', 'PERCEPTION',
'PERFORMANCE', 'PERSUASION', 'RELIGION', 'SLEIGHT_OF_HAND', 'STEALTH', 'SURVIVAL',
];
const CLASSES = {
FIGHTER: { key: 'FIGHTER', name: 'Fighter', hitDie: 10, primaryAbility: 'Str/Dex', saveProficiencies: ['STR', 'CON'], spellcastingAbility: null },
BARBARIAN: { key: 'BARBARIAN', name: 'Barbarian', hitDie: 12, primaryAbility: 'Str', saveProficiencies: ['STR', 'CON'], spellcastingAbility: null },
ROGUE: { key: 'ROGUE', name: 'Rogue', hitDie: 8, primaryAbility: 'Dex', saveProficiencies: ['DEX', 'INT'], spellcastingAbility: null },
RANGER: { key: 'RANGER', name: 'Ranger', hitDie: 10, primaryAbility: 'Dex/Wis', saveProficiencies: ['STR', 'DEX'], spellcastingAbility: 'WIS' },
WIZARD: { key: 'WIZARD', name: 'Wizard', hitDie: 6, primaryAbility: 'Int', saveProficiencies: ['INT', 'WIS'], spellcastingAbility: 'INT' },
SORCERER: { key: 'SORCERER', name: 'Sorcerer', hitDie: 6, primaryAbility: 'Cha', saveProficiencies: ['CON', 'CHA'], spellcastingAbility: 'CHA' },
CLERIC: { key: 'CLERIC', name: 'Cleric', hitDie: 8, primaryAbility: 'Wis', saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'WIS' },
PALADIN: { key: 'PALADIN', name: 'Paladin', hitDie: 10, primaryAbility: 'Str/Cha', saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'CHA' },
BARD: { key: 'BARD', name: 'Bard', hitDie: 8, primaryAbility: 'Cha', saveProficiencies: ['DEX', 'CHA'], spellcastingAbility: 'CHA' },
WARLOCK: { key: 'WARLOCK', name: 'Warlock', hitDie: 8, primaryAbility: 'Cha', saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'CHA' },
DRUID: { key: 'DRUID', name: 'Druid', hitDie: 8, primaryAbility: 'Wis', saveProficiencies: ['INT', 'WIS'], spellcastingAbility: 'WIS' },
MONK: { key: 'MONK', name: 'Monk', hitDie: 8, primaryAbility: 'Dex/Wis', saveProficiencies: ['STR', 'DEX'], spellcastingAbility: null },
FIGHTER: {
key: 'FIGHTER', name: 'Fighter', hitDie: 10, primaryAbility: 'Str/Dex',
saveProficiencies: ['STR', 'CON'], spellcastingAbility: null,
skillChoices: { count: 2, options: ['ACROBATICS', 'ANIMAL_HANDLING', 'ATHLETICS', 'HISTORY', 'INSIGHT', 'INTIMIDATION', 'PERCEPTION', 'SURVIVAL'] },
},
BARBARIAN: {
key: 'BARBARIAN', name: 'Barbarian', hitDie: 12, primaryAbility: 'Str',
saveProficiencies: ['STR', 'CON'], spellcastingAbility: null,
skillChoices: { count: 2, options: ['ANIMAL_HANDLING', 'ATHLETICS', 'INTIMIDATION', 'NATURE', 'PERCEPTION', 'SURVIVAL'] },
},
ROGUE: {
key: 'ROGUE', name: 'Rogue', hitDie: 8, primaryAbility: 'Dex',
saveProficiencies: ['DEX', 'INT'], spellcastingAbility: null,
skillChoices: { count: 4, options: ['ACROBATICS', 'ATHLETICS', 'DECEPTION', 'INSIGHT', 'INTIMIDATION', 'INVESTIGATION', 'PERCEPTION', 'PERFORMANCE', 'PERSUASION', 'SLEIGHT_OF_HAND', 'STEALTH'] },
},
RANGER: {
key: 'RANGER', name: 'Ranger', hitDie: 10, primaryAbility: 'Dex/Wis',
saveProficiencies: ['STR', 'DEX'], spellcastingAbility: 'WIS',
skillChoices: { count: 3, options: ['ANIMAL_HANDLING', 'ATHLETICS', 'INSIGHT', 'INVESTIGATION', 'NATURE', 'PERCEPTION', 'STEALTH', 'SURVIVAL'] },
},
WIZARD: {
key: 'WIZARD', name: 'Wizard', hitDie: 6, primaryAbility: 'Int',
saveProficiencies: ['INT', 'WIS'], spellcastingAbility: 'INT',
skillChoices: { count: 2, options: ['ARCANA', 'HISTORY', 'INSIGHT', 'INVESTIGATION', 'MEDICINE', 'RELIGION'] },
},
SORCERER: {
key: 'SORCERER', name: 'Sorcerer', hitDie: 6, primaryAbility: 'Cha',
saveProficiencies: ['CON', 'CHA'], spellcastingAbility: 'CHA',
skillChoices: { count: 2, options: ['ARCANA', 'DECEPTION', 'INSIGHT', 'INTIMIDATION', 'PERSUASION', 'RELIGION'] },
},
CLERIC: {
key: 'CLERIC', name: 'Cleric', hitDie: 8, primaryAbility: 'Wis',
saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'WIS',
skillChoices: { count: 2, options: ['HISTORY', 'INSIGHT', 'MEDICINE', 'PERSUASION', 'RELIGION'] },
},
PALADIN: {
key: 'PALADIN', name: 'Paladin', hitDie: 10, primaryAbility: 'Str/Cha',
saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'CHA',
skillChoices: { count: 2, options: ['ATHLETICS', 'INSIGHT', 'INTIMIDATION', 'MEDICINE', 'PERSUASION', 'RELIGION'] },
},
BARD: {
key: 'BARD', name: 'Bard', hitDie: 8, primaryAbility: 'Cha',
saveProficiencies: ['DEX', 'CHA'], spellcastingAbility: 'CHA',
skillChoices: { count: 3, options: ALL_SKILLS },
},
WARLOCK: {
key: 'WARLOCK', name: 'Warlock', hitDie: 8, primaryAbility: 'Cha',
saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'CHA',
skillChoices: { count: 2, options: ['ARCANA', 'DECEPTION', 'HISTORY', 'INTIMIDATION', 'INVESTIGATION', 'NATURE', 'RELIGION'] },
},
DRUID: {
key: 'DRUID', name: 'Druid', hitDie: 8, primaryAbility: 'Wis',
saveProficiencies: ['INT', 'WIS'], spellcastingAbility: 'WIS',
skillChoices: { count: 2, options: ['ARCANA', 'ANIMAL_HANDLING', 'INSIGHT', 'MEDICINE', 'NATURE', 'PERCEPTION', 'RELIGION', 'SURVIVAL'] },
},
MONK: {
key: 'MONK', name: 'Monk', hitDie: 8, primaryAbility: 'Dex/Wis',
saveProficiencies: ['STR', 'DEX'], spellcastingAbility: null,
skillChoices: { count: 2, options: ['ACROBATICS', 'ATHLETICS', 'HISTORY', 'INSIGHT', 'RELIGION', 'STEALTH'] },
},
};
module.exports = { CLASSES };
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// Default item library — armor, shields, a few worn pieces and common
// supplies, offered to any campaign so a DM isn't hand-typing them. Shape
// matches the `Item` Prisma model minus `id`/`campaignId`, plus a stable `key`
// for "add to campaign" lookups and a `category` for the library picker.
//
// Armor here is a flat bonus to AC on top of 10 + Dexterity, because that is
// how gear effects work (game/calculations.js, GEAR_STATS): the standard
// rules' "replaces 10 + DEX" and "DEX bonus capped at 2" are not modelled.
// Each suit's bonus is its standard AC less 10, and what the bonus cannot say
// is in the note. A DM who wants it stricter edits the copy in their campaign.
const STEALTH = 'Disadvantage on Stealth checks.';
const armor = (key, name, category, ac, description, note = null, more = []) => ({
key,
name,
category,
description,
damageDice: null,
effects: [{ stat: 'AC', amount: ac }, ...more],
effectNote: note,
});
const gear = (key, name, category, description, effects = [], effectNote = null, damageDice = null) => ({
key,
name,
category,
description,
damageDice,
effects,
effectNote,
});
const ITEM_LIBRARY = [
// Light armor
armor('padded-armor', 'Padded Armor', 'Light Armor', 1, 'Quilted layers of cloth and batting.', STEALTH),
armor('leather-armor', 'Leather Armor', 'Light Armor', 1, 'Boiled leather breastplate and shoulder guards over soft leather.'),
armor('studded-leather', 'Studded Leather', 'Light Armor', 2, 'Tough leather set with close rivets and spikes.'),
// Medium armor
armor('hide-armor', 'Hide Armor', 'Medium Armor', 2, 'Thick furs and pelts.', 'Standard rules: counts at most +2 from Dexterity.'),
armor('chain-shirt', 'Chain Shirt', 'Medium Armor', 3, 'Interlocking rings worn between layers of clothing.', 'Standard rules: counts at most +2 from Dexterity.'),
armor('scale-mail', 'Scale Mail', 'Medium Armor', 4, 'A coat and leggings of leather covered in overlapping metal scales.', `${STEALTH} Standard rules: counts at most +2 from Dexterity.`),
armor('breastplate', 'Breastplate', 'Medium Armor', 4, 'A fitted metal chest piece worn with supple leather.', 'Standard rules: counts at most +2 from Dexterity.'),
armor('half-plate', 'Half Plate', 'Medium Armor', 5, 'Shaped metal plates covering most of the body.', `${STEALTH} Standard rules: counts at most +2 from Dexterity.`),
// Heavy armor: slow, loud, and in the standard rules it ignores Dexterity.
armor('ring-mail', 'Ring Mail', 'Heavy Armor', 4, 'Leather armor with heavy rings sewn into it.', `${STEALTH} Standard rules: adds no Dexterity.`),
armor('chain-mail', 'Chain Mail', 'Heavy Armor', 6, 'Interlocking metal rings over a layer of quilted fabric, with gauntlets.', `${STEALTH} Standard rules: adds no Dexterity, and needs Strength 13.`, [{ stat: 'SPEED', amount: -10 }]),
armor('splint-armor', 'Splint Armor', 'Heavy Armor', 7, 'Narrow vertical strips of metal riveted to a leather backing.', `${STEALTH} Standard rules: adds no Dexterity, and needs Strength 15.`, [{ stat: 'SPEED', amount: -10 }]),
armor('plate-armor', 'Plate Armor', 'Heavy Armor', 8, 'Shaped, interlocking metal plates covering the whole body.', `${STEALTH} Standard rules: adds no Dexterity, and needs Strength 15.`, [{ stat: 'SPEED', amount: -10 }]),
// Shields
armor('shield', 'Shield', 'Shields', 2, 'Wood or metal, carried in one hand.'),
armor('tower-shield', 'Tower Shield', 'Shields', 3, 'A wall of oak and iron, as tall as its bearer.', null, [{ stat: 'SPEED', amount: -5 }]),
// Worn gear
gear('ring-of-protection', 'Ring of Protection', 'Worn Gear', 'A plain band that turns blows aside.', [{ stat: 'AC', amount: 1 }, { stat: 'SAVES', amount: 1 }]),
gear('cloak-of-protection', 'Cloak of Protection', 'Worn Gear', 'A heavy cloak that seems to catch what was meant for you.', [{ stat: 'AC', amount: 1 }, { stat: 'SAVES', amount: 1 }]),
gear('cloak-of-elvenkind', 'Cloak of Elvenkind', 'Worn Gear', 'With the hood up, its colour shifts to match what is behind it.', [{ stat: 'SKILL_STEALTH', amount: 5 }], 'With the hood up, others have disadvantage on Perception checks to see you.'),
gear('boots-of-striding', 'Boots of Striding', 'Worn Gear', 'Light, tireless boots.', [{ stat: 'SPEED', amount: 10 }]),
gear('gauntlets-of-might', 'Gauntlets of Might', 'Worn Gear', 'Iron-banded gauntlets that lend a giant’s grip.', [{ stat: 'STR', amount: 2 }]),
gear('gloves-of-thievery', 'Gloves of Thievery', 'Worn Gear', 'Thin grey gloves that all but vanish when worn.', [{ stat: 'SKILL_SLEIGHT_OF_HAND', amount: 5 }]),
gear('amulet-of-health', 'Amulet of Health', 'Worn Gear', 'A red stone on a golden chain, warm against the skin.', [{ stat: 'CON', amount: 2 }]),
gear('headband-of-intellect', 'Headband of Intellect', 'Worn Gear', 'A silver circlet set with a pale blue stone.', [{ stat: 'INT', amount: 2 }]),
gear('sentinel-charm', 'Sentinel Charm', 'Worn Gear', 'A brass eye on a cord that never quite closes.', [{ stat: 'INITIATIVE', amount: 2 }, { stat: 'PASSIVE_PERCEPTION', amount: 5 }]),
gear('stone-of-good-luck', 'Stone of Good Luck', 'Worn Gear', 'A polished agate that sits well in a pocket.', [{ stat: 'SAVES', amount: 1 }, { stat: 'SKILLS', amount: 1 }]),
// Supplies: nothing to equip, but every pack has them.
gear('healing-potion', 'Healing Potion', 'Supplies', 'A red liquid that glimmers when shaken. Drink it to regain hit points.', [], null, '2d4+2'),
gear('rope', 'Rope (50 ft)', 'Supplies', 'Hempen rope. Holds a climber.'),
gear('torch', 'Torch', 'Supplies', 'Burns for an hour, lighting 20 feet brightly.', [], 'Held in a hand to give light.'),
gear('lantern', 'Hooded Lantern', 'Supplies', 'Bright light for 30 feet; the hood dims it to a glow.', [], 'Held in a hand to give light.'),
gear('rations', 'Rations (1 day)', 'Supplies', 'Dried meat, hard biscuit, nuts.'),
gear('bedroll', 'Bedroll', 'Supplies', 'A blanket roll for sleeping rough.'),
gear('thieves-tools', 'Thieves’ Tools', 'Supplies', 'A file, picks, a small mirror, narrow scissors and pliers.'),
gear('healers-kit', 'Healer’s Kit', 'Supplies', 'Bandages, salves and splints. Steadies a dying creature without a check.'),
];
module.exports = { ITEM_LIBRARY };
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// What each class gains at each level after the first: the "Levelling-Up
// Checklist" tables of the Hollowcrown book (Rules Cheat Sheet), levels 2 to
// 10. These are the features every member of the class gets; what a subclass
// adds is in subclasses.js. Level 1 features are in characterOptions.js and
// are written by the builder.
//
// Each entry becomes a line of the character's special abilities, "Name —
// text". An `upgrade` rewrites the line that already has that name (Sneak
// Attack growing a die); anything else is added as a new line. `{ boon: true }`
// is a Boon: the DM picks one from BOONS below.
//
// None of this feeds the calculation engine: like the level 1 features, these
// are table rules in plain words.
const BOON = { boon: true };
const rage = (uses, damage) => ({
name: 'Rage',
text: `${uses} per day, for one minute: +${damage} melee damage, advantage on Strength checks and saves, and physical damage against you is halved.`,
upgrade: true,
});
const sneakAttack = (dice) => ({
name: 'Sneak Attack',
text: `Once per turn, deal an extra ${dice} damage to a target you have advantage against, or that has one of your allies next to it.`,
upgrade: true,
});
const bardicInspiration = (die) => ({
name: 'Bardic Inspiration',
text: `A few times per day, as a bonus action, give an ally a ${die} to add to one attack, check or save.`,
upgrade: true,
});
const wildShape = (limit) => ({
name: 'Wild Shape',
text: `Twice per short rest, become a beast you have seen of ${limit}, for up to half your level in hours. Use the beast's HP; when it hits 0 you return to your own form.`,
upgrade: true,
});
const EXTRA_ATTACK = { name: 'Extra Attack', text: 'Attack twice when you take the Attack action.' };
const EVASION = { name: 'Evasion', text: 'On a Dexterity save for half damage, take none on a success and half on a failure.' };
const LANDS_STRIDE = { name: 'Land’s Stride', text: 'Ordinary difficult terrain and plants do not slow you.' };
const INVOCATIONS =
'Agonizing Blast (add your Charisma modifier to each Eldritch Blast hit), Devil’s Sight (see normally in darkness, even magical darkness, to 120 ft), Repelling Blast (Eldritch Blast hits push the target 10 ft away), Mask of Many Faces (cast Disguise Self at will), Beguiling Influence (proficiency in Deception and Persuasion, added by hand), Eyes of the Rune Keeper (read any writing)';
const invocations = (total) => ({
name: 'Eldritch Invocations',
text: `Choose one more with your DM (${total} in all). From level 5 the list adds Thirsting Blade (Pact of the Blade: attack twice with your pact weapon) and One with Shadows (become invisible while standing still in dim light or darkness).`,
});
const LEVEL_FEATURES = {
BARBARIAN: {
2: [
{ name: 'Reckless Attack', text: 'On your first attack each turn you may attack with advantage; attacks against you have advantage until your next turn.' },
{ name: 'Danger Sense', text: 'Advantage on Dexterity saves against effects you can see (traps, breath, spells).' },
],
3: [rage('Three times', 2)],
4: [BOON],
5: [EXTRA_ATTACK, { name: 'Fast Movement', text: '+10 ft speed when not in heavy armor (ask your DM to raise your speed).' }],
6: [rage('Four times', 2)],
7: [{ name: 'Feral Instinct', text: 'Advantage on initiative; you can act normally in a surprise round if you rage first.' }],
8: [BOON],
9: [{ name: 'Brutal Critical', text: 'Roll one extra weapon damage die on a critical hit.' }, rage('Four times', 3)],
},
BARD: {
2: [
{ name: 'Jack of All Trades', text: 'Add half your proficiency bonus (round down) to any check you are not proficient in.' },
{ name: 'Song of Rest', text: 'During a short rest, allies who spend Hit Dice heal an extra 1d6.' },
],
3: [
{ name: 'Expertise', text: 'Double proficiency on two proficient skills (add by hand).' },
],
4: [BOON],
5: [bardicInspiration('d8'), { name: 'Font of Inspiration', text: 'Regain Bardic Inspiration on a short rest.' }],
6: [
{ name: 'Countercharm', text: 'Action: allies within 30 ft get advantage on saves against fear and charm until your next turn.' },
],
8: [BOON],
9: [{ name: 'Song of Rest', text: 'During a short rest, allies who spend Hit Dice heal an extra 1d8.', upgrade: true }],
10: [
bardicInspiration('d10'),
{ name: 'Expertise', text: 'Double proficiency on four proficient skills (add by hand).', upgrade: true },
{ name: 'Magical Secrets', text: 'Learn two more spells from any class (the DM grants them within the unlock schedule).' },
],
},
CLERIC: {
2: [
{ name: 'Channel Divinity', text: 'Once per short rest, use Turn Undead or your domain’s Channel Divinity.' },
{ name: 'Turn Undead', text: 'Channel Divinity. Action: undead within 30 ft make a Wisdom save or flee from you for 1 minute.' },
],
4: [BOON],
5: [{ name: 'Destroy Undead', text: 'Undead of CR 1/2 or lower that fail against your Turn Undead are destroyed.' }],
6: [
{ name: 'Channel Divinity', text: 'Twice per short rest, use Turn Undead or your domain’s Channel Divinity.', upgrade: true },
],
8: [
BOON,
{ name: 'Destroy Undead', text: 'Undead of CR 1 or lower that fail against your Turn Undead are destroyed.', upgrade: true },
],
10: [{ name: 'Divine Intervention', text: 'Once per week, call on your god: roll d100; if you roll your level or lower, the god helps (the DM decides how).' }],
},
DRUID: {
2: [
wildShape('CR 1/4 or less (no flying or swimming)'),
],
4: [BOON, wildShape('CR 1/2 or less (it may swim, not fly)')],
8: [BOON, wildShape('CR 1 or less (it may swim or fly)')],
},
FIGHTER: {
2: [{ name: 'Action Surge', text: 'Once per short rest, take one extra action on your turn.' }],
4: [BOON],
5: [EXTRA_ATTACK],
6: [BOON],
8: [BOON],
9: [{ name: 'Indomitable', text: 'Once per long rest, reroll a failed saving throw.' }],
},
MONK: {
2: [
{ name: 'Ki', text: 'Points equal to your level; they come back on a short rest. Ki save DC is 8 + proficiency bonus + Wisdom modifier.' },
{ name: 'Flurry of Blows', text: '1 ki: two unarmed strikes as a bonus action.' },
{ name: 'Patient Defense', text: '1 ki: Dodge as a bonus action.' },
{ name: 'Step of the Wind', text: '1 ki: Dash or Disengage as a bonus action, jump distance doubled.' },
{ name: 'Unarmored Movement', text: '+10 ft speed without armor (ask your DM to raise your speed).' },
],
3: [
{ name: 'Deflect Missiles', text: 'Reaction: reduce ranged weapon damage by 1d10 + Dexterity modifier + your level.' },
],
4: [BOON, { name: 'Slow Fall', text: 'Reaction: reduce falling damage by 5 × your level.' }],
5: [
EXTRA_ATTACK,
{ name: 'Stunning Strike', text: '1 ki after a melee hit: the target makes a Constitution save or is stunned until your next turn.' },
{ name: 'Martial Arts', text: 'Your unarmed strikes deal 1d6 damage and can use Dexterity. After attacking, make one unarmed strike as a bonus action.', upgrade: true },
],
6: [
{ name: 'Ki-Empowered Strikes', text: 'Your unarmed strikes count as magical.' },
{ name: 'Unarmored Movement', text: '+15 ft speed without armor (ask your DM to raise your speed).', upgrade: true },
],
7: [EVASION, { name: 'Stillness of Mind', text: 'Action: end charm or fear on yourself.' }],
8: [BOON],
9: [{ name: 'Unarmored Movement', text: '+15 ft speed without armor (ask your DM to raise your speed). You can run along walls and across water during your move.', upgrade: true }],
10: [
{ name: 'Purity of Body', text: 'Immune to poison and disease.' },
{ name: 'Unarmored Movement', text: '+20 ft speed without armor (ask your DM to raise your speed). You can run along walls and across water during your move.', upgrade: true },
],
},
PALADIN: {
2: [
{ name: 'Divine Smite', text: 'After a melee hit, spend a spell slot to deal +2d8 radiant (+1d8 per slot level above 1st; +1d8 more against undead and fiends).' },
{ name: 'Fighting Style', text: 'Choose one with your DM: +1 AC in armor (the DM raises Extra AC by 1), +2 damage with a one-handed weapon, or protect an adjacent ally (impose disadvantage on an attack as a reaction).' },
{ name: 'Spellcasting', text: 'Paladin spells unlock: you now have spell slots.' },
],
3: [
{ name: 'Divine Health', text: 'Immune to disease.' },
],
4: [BOON],
5: [EXTRA_ATTACK],
6: [{ name: 'Aura of Protection', text: 'You and allies within 10 ft add your Charisma modifier to all saving throws while you are conscious.' }],
8: [BOON],
10: [{ name: 'Aura of Courage', text: 'You and allies within 10 ft can’t be frightened.' }],
},
RANGER: {
2: [
{ name: 'Fighting Style', text: 'Choose one with your DM: +2 to ranged attacks, +1 AC in armor (the DM raises Extra AC by 1), or add your ability modifier again to a paired weapon’s damage (added by hand).' },
{ name: 'Spellcasting', text: 'Ranger spells unlock: you now have spell slots.' },
],
3: [
{ name: 'Primeval Awareness', text: 'Spend a spell slot: sense aberrations, dragons, fey, fiends, undead and elementals within 1 mile for 1 minute per slot level.' },
],
4: [BOON],
5: [EXTRA_ATTACK],
6: [
{ name: 'Favored Enemy', text: 'Choose a second favored enemy with your DM.' },
{ name: 'Natural Explorer', text: 'Choose a second favored terrain with your DM.' },
],
8: [BOON, LANDS_STRIDE],
10: [
{ name: 'Hide in Plain Sight', text: 'Spend 1 minute camouflaging: +10 to Stealth while you stay still.' },
{ name: 'Natural Explorer', text: 'Choose a third favored terrain with your DM.' },
],
},
ROGUE: {
2: [{ name: 'Cunning Action', text: 'Bonus action: Dash, Disengage or Hide.' }],
3: [sneakAttack('2d6')],
4: [BOON],
5: [sneakAttack('3d6'), { name: 'Uncanny Dodge', text: 'Reaction: halve the damage of an attack that hits you.' }],
6: [{ name: 'Expertise', text: 'Double proficiency on two more proficient skills (add by hand).' }],
7: [sneakAttack('4d6'), EVASION],
8: [BOON],
9: [sneakAttack('5d6')],
10: [BOON],
},
SORCERER: {
2: [{ name: 'Font of Magic', text: 'Sorcery points equal to your level; they come back on a long rest. Bonus action: turn points into a spell slot (2 points = 1st, 3 = 2nd, 5 = 3rd, 6 = 4th, 7 = 5th), or a spell slot into points equal to its level.' }],
3: [{ name: 'Metamagic', text: 'Choose two with your DM: Quickened Spell (2 points: cast an action spell as a bonus action), Twinned Spell (points = spell level: hit a second target with a single-target spell), Careful Spell (1 point: allies auto-succeed on your spell’s save), Subtle Spell (1 point: cast without words or gestures), Extended Spell (1 point: double duration), Heightened Spell (3 points: one target has disadvantage on its first save).' }],
4: [BOON],
8: [BOON],
10: [{ name: 'Metamagic', text: 'Choose a third option with your DM.' }],
},
WARLOCK: {
2: [{ name: 'Eldritch Invocations', text: `Choose two with your DM: ${INVOCATIONS}.` }],
3: [{ name: 'Pact Boon', text: 'Choose one with your DM: Pact of the Blade (summon a weapon of your choice as an action; it counts as magical), Pact of the Chain (gain a small familiar spirit: an imp, a sprite or a cat-shaped shadow), or Pact of the Tome (a book of three extra cantrips from any class, which the DM grants).' }],
4: [BOON],
5: [invocations('three')],
7: [invocations('four')],
8: [BOON],
9: [invocations('five')],
},
WIZARD: {
4: [BOON],
8: [BOON],
},
};
// The class tables above stop here; a higher level still raises the numbers.
const MAX_FEATURE_LEVEL = 10;
// From level 5 a damaging cantrip rolls twice the dice the site shows. Written
// onto the sheet of every class that casts, so nobody forgets.
const CANTRIP_LEVEL = 5;
const CANTRIP_FEATURE = {
name: 'Cantrips',
text: 'Double dice. Roll twice the damage dice the site shows for a damaging cantrip (Eldritch Blast becomes two beams, each with its own attack roll).',
};
// Boons stand in for ability score increases, which the site does not have
// (every number on the sheet comes from the scores rolled at the build). Each
// is worth what +2 to a best ability would be. `max` is how often one can be
// taken; `per` is what each taking adds, and `text` the line for that many.
const BOONS = [
{
key: 'WEAPON_MASTERY',
name: 'Weapon Mastery',
max: 2,
per: 1,
text: (amount) => `+${amount} to attack and damage rolls with weapons (add it to the numbers the site shows).`,
},
{
key: 'ARCANE_FOCUS',
name: 'Arcane Focus',
max: 2,
per: 1,
text: (amount) => `+${amount} to spell save DC and spell attack bonus (add it to the numbers the site shows).`,
},
// AC is the most powerful number in the game, so this one is taken once.
{ key: 'TOUGHENED', name: 'Toughened', max: 1, per: 1, text: (amount) => `+${amount} AC (counted in your Extra AC).` },
// The site works max HP out itself, so the extra lives in Temp HP.
{ key: 'HARDY', name: 'Hardy', max: 2, per: 5, text: (amount) => `+${amount} maximum HP: gain ${amount} Temp HP after each long rest.` },
];
module.exports = { LEVEL_FEATURES, MAX_FEATURE_LEVEL, CANTRIP_LEVEL, CANTRIP_FEATURE, BOONS };
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// Combined default-content library — see weaponsLibrary.js / itemsLibrary.js
// / spellsLibrary.js / monstersLibrary.js for the individual sets and their
// shape.
const { WEAPON_LIBRARY } = require('./weaponsLibrary');
const { ITEM_LIBRARY } = require('./itemsLibrary');
const { SPELL_LIBRARY } = require('./spellsLibrary');
const { MONSTER_LIBRARY } = require('./monstersLibrary');
module.exports = { WEAPON_LIBRARY, ITEM_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY };
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// Default monster library — a starter bestiary spanning CR 0 to CR 5,
// offered to any campaign so a DM isn't hand-typing common enemies from
// scratch. Shape matches the `Monster` Prisma model minus `id`/`campaignId`,
// plus a stable `key` for "add to campaign" lookups.
const MONSTER_LIBRARY = [
{ key: 'commoner', name: 'Commoner', challengeRating: '0', ac: 10, maxHp: 4, speed: 30, strScore: 10, dexScore: 10, conScore: 10, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 2, damageDice: '1d4', specialTrait: null, notes: 'An ordinary villager, armed with a club.' },
{ key: 'giant-rat', name: 'Giant Rat', challengeRating: '1/8', ac: 12, maxHp: 7, speed: 30, strScore: 7, dexScore: 15, conScore: 11, intScore: 2, wisScore: 10, chaScore: 4, attackBonus: 4, damageDice: '1d4+2', specialTrait: 'Pack Tactics', notes: 'Bite, piercing damage.' },
{ key: 'kobold', name: 'Kobold', challengeRating: '1/8', ac: 12, maxHp: 5, speed: 30, strScore: 7, dexScore: 15, conScore: 9, intScore: 8, wisScore: 7, chaScore: 8, attackBonus: 4, damageDice: '1d4+2', specialTrait: 'Pack Tactics, Sunlight Sensitivity', notes: 'Dagger, piercing damage.' },
{ key: 'bandit', name: 'Bandit', challengeRating: '1/8', ac: 12, maxHp: 11, speed: 30, strScore: 11, dexScore: 12, conScore: 12, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 3, damageDice: '1d6+1', specialTrait: null, notes: 'Scimitar, slashing damage.' },
{ key: 'cultist', name: 'Cultist', challengeRating: '1/8', ac: 12, maxHp: 9, speed: 30, strScore: 11, dexScore: 12, conScore: 10, intScore: 10, wisScore: 11, chaScore: 10, attackBonus: 3, damageDice: '1d6+1', specialTrait: 'Dark Devotion', notes: 'Scimitar, slashing damage.' },
{ key: 'stirge', name: 'Stirge', challengeRating: '1/8', ac: 12, maxHp: 2, speed: 10, strScore: 4, dexScore: 16, conScore: 11, intScore: 2, wisScore: 8, chaScore: 6, attackBonus: 5, damageDice: '1d4', specialTrait: 'Blood Drain', notes: 'Proboscis; attaches and drains hp on a hit.' },
{ key: 'goblin', name: 'Goblin', challengeRating: '1/4', ac: 15, maxHp: 7, speed: 30, strScore: 8, dexScore: 14, conScore: 10, intScore: 10, wisScore: 8, chaScore: 8, attackBonus: 4, damageDice: '1d6+2', specialTrait: 'Nimble Escape', notes: 'Scimitar, slashing damage.' },
{ key: 'skeleton', name: 'Skeleton', challengeRating: '1/4', ac: 13, maxHp: 13, speed: 30, strScore: 10, dexScore: 14, conScore: 15, intScore: 6, wisScore: 8, chaScore: 5, attackBonus: 4, damageDice: '1d6+2', specialTrait: 'Undead — vulnerable to bludgeoning', notes: 'Shortsword, piercing damage.' },
{ key: 'zombie', name: 'Zombie', challengeRating: '1/4', ac: 8, maxHp: 22, speed: 20, strScore: 13, dexScore: 6, conScore: 16, intScore: 3, wisScore: 6, chaScore: 5, attackBonus: 3, damageDice: '1d6+1', specialTrait: 'Undead Fortitude', notes: 'Slam, bludgeoning damage.' },
{ key: 'wolf', name: 'Wolf', challengeRating: '1/4', ac: 13, maxHp: 11, speed: 40, strScore: 12, dexScore: 15, conScore: 12, intScore: 3, wisScore: 12, chaScore: 6, attackBonus: 4, damageDice: '2d4+2', specialTrait: 'Pack Tactics', notes: 'Bite; can knock prone on a hit.' },
{ key: 'giant-wolf-spider', name: 'Giant Wolf Spider', challengeRating: '1/4', ac: 13, maxHp: 11, speed: 40, strScore: 12, dexScore: 16, conScore: 13, intScore: 3, wisScore: 12, chaScore: 4, attackBonus: 3, damageDice: '1d6+1', specialTrait: 'Poison bite', notes: 'Spider climb; bite deals poison damage.' },
{ key: 'scout', name: 'Scout', challengeRating: '1/2', ac: 13, maxHp: 16, speed: 30, strScore: 11, dexScore: 14, conScore: 12, intScore: 11, wisScore: 13, chaScore: 11, attackBonus: 4, damageDice: '1d6+2', specialTrait: 'Keen Hearing and Sight', notes: 'Shortsword or longbow.' },
{ key: 'orc', name: 'Orc', challengeRating: '1/2', ac: 13, maxHp: 15, speed: 30, strScore: 16, dexScore: 12, conScore: 16, intScore: 7, wisScore: 11, chaScore: 10, attackBonus: 5, damageDice: '1d12+3', specialTrait: 'Aggressive', notes: 'Greataxe, slashing damage.' },
{ key: 'hobgoblin', name: 'Hobgoblin', challengeRating: '1/2', ac: 18, maxHp: 11, speed: 30, strScore: 13, dexScore: 12, conScore: 12, intScore: 10, wisScore: 10, chaScore: 9, attackBonus: 3, damageDice: '1d8+1', specialTrait: 'Martial Advantage', notes: 'Longsword, slashing damage.' },
{ key: 'thug', name: 'Thug', challengeRating: '1/2', ac: 11, maxHp: 32, speed: 30, strScore: 15, dexScore: 11, conScore: 14, intScore: 10, wisScore: 10, chaScore: 11, attackBonus: 4, damageDice: '1d6+2', specialTrait: 'Pack Tactics', notes: 'Mace, bludgeoning damage.' },
{ key: 'gnoll', name: 'Gnoll', challengeRating: '1/2', ac: 15, maxHp: 22, speed: 30, strScore: 14, dexScore: 12, conScore: 11, intScore: 6, wisScore: 10, chaScore: 7, attackBonus: 3, damageDice: '1d8+1', specialTrait: 'Rampage', notes: 'Spear, piercing damage.' },
{ key: 'lizardfolk', name: 'Lizardfolk', challengeRating: '1/2', ac: 15, maxHp: 22, speed: 30, strScore: 15, dexScore: 10, conScore: 13, intScore: 7, wisScore: 12, chaScore: 7, attackBonus: 3, damageDice: '1d6+1', specialTrait: 'Hold Breath', notes: 'Club or spear, piercing damage.' },
{ key: 'black-bear', name: 'Black Bear', challengeRating: '1/2', ac: 11, maxHp: 19, speed: 40, strScore: 15, dexScore: 10, conScore: 14, intScore: 2, wisScore: 12, chaScore: 7, attackBonus: 3, damageDice: '1d6+2', specialTrait: 'Keen Smell', notes: 'Bite and claw attacks.' },
{ key: 'giant-spider', name: 'Giant Spider', challengeRating: '1', ac: 14, maxHp: 26, speed: 30, strScore: 14, dexScore: 16, conScore: 12, intScore: 2, wisScore: 11, chaScore: 4, attackBonus: 5, damageDice: '1d8+3', specialTrait: 'Web, poison bite', notes: 'Bite deals piercing plus poison damage.' },
{ key: 'ghoul', name: 'Ghoul', challengeRating: '1', ac: 12, maxHp: 22, speed: 30, strScore: 13, dexScore: 15, conScore: 10, intScore: 7, wisScore: 10, chaScore: 6, attackBonus: 2, damageDice: '2d6+2', specialTrait: 'Claws paralyze on a hit', notes: 'Undead.' },
{ key: 'dire-wolf', name: 'Dire Wolf', challengeRating: '1', ac: 14, maxHp: 37, speed: 50, strScore: 17, dexScore: 15, conScore: 15, intScore: 3, wisScore: 12, chaScore: 7, attackBonus: 5, damageDice: '2d6+3', specialTrait: 'Pack Tactics', notes: 'Bite; can knock prone on a hit.' },
{ key: 'brown-bear', name: 'Brown Bear', challengeRating: '1', ac: 11, maxHp: 34, speed: 40, strScore: 19, dexScore: 10, conScore: 16, intScore: 2, wisScore: 13, chaScore: 7, attackBonus: 5, damageDice: '1d8+5', specialTrait: 'Keen Smell', notes: 'Multiattack: bite and claws.' },
{ key: 'harpy', name: 'Harpy', challengeRating: '1', ac: 11, maxHp: 38, speed: 20, strScore: 12, dexScore: 13, conScore: 12, intScore: 7, wisScore: 10, chaScore: 13, attackBonus: 4, damageDice: '2d4+2', specialTrait: 'Luring Song', notes: 'Flying speed 40 ft; claws deal slashing damage.' },
{ key: 'ochre-jelly', name: 'Ochre Jelly', challengeRating: '2', ac: 8, maxHp: 45, speed: 10, strScore: 15, dexScore: 6, conScore: 14, intScore: 2, wisScore: 6, chaScore: 1, attackBonus: 5, damageDice: '2d6+3', specialTrait: 'Amorphous, splits when damaged by slashing', notes: 'Pseudopod, bludgeoning plus acid damage.' },
{ key: 'ogre', name: 'Ogre', challengeRating: '2', ac: 11, maxHp: 59, speed: 40, strScore: 19, dexScore: 8, conScore: 16, intScore: 5, wisScore: 7, chaScore: 7, attackBonus: 6, damageDice: '2d8+4', specialTrait: null, notes: 'Greatclub, bludgeoning damage.' },
{ key: 'griffon', name: 'Griffon', challengeRating: '2', ac: 12, maxHp: 59, speed: 30, strScore: 18, dexScore: 15, conScore: 16, intScore: 2, wisScore: 13, chaScore: 8, attackBonus: 6, damageDice: '2d6+4', specialTrait: 'Keen Sight', notes: 'Flying speed 80 ft; multiattack beak and claws.' },
{ key: 'ankheg', name: 'Ankheg', challengeRating: '2', ac: 14, maxHp: 39, speed: 30, strScore: 17, dexScore: 11, conScore: 13, intScore: 1, wisScore: 13, chaScore: 6, attackBonus: 6, damageDice: '2d6+4', specialTrait: 'Burrow speed 10 ft; can spit acid', notes: 'Bite, piercing plus acid damage.' },
{ key: 'manticore', name: 'Manticore', challengeRating: '3', ac: 14, maxHp: 68, speed: 30, strScore: 17, dexScore: 16, conScore: 17, intScore: 7, wisScore: 12, chaScore: 8, attackBonus: 5, damageDice: '1d8+3', specialTrait: 'Tail spikes (ranged)', notes: 'Flying speed 50 ft; multiattack claws or tail spikes.' },
{ key: 'basilisk', name: 'Basilisk', challengeRating: '3', ac: 15, maxHp: 52, speed: 20, strScore: 16, dexScore: 8, conScore: 15, intScore: 2, wisScore: 8, chaScore: 7, attackBonus: 5, damageDice: '2d6+3', specialTrait: 'Petrifying Gaze', notes: 'Bite, piercing damage.' },
{ key: 'owlbear', name: 'Owlbear', challengeRating: '3', ac: 13, maxHp: 59, speed: 40, strScore: 20, dexScore: 12, conScore: 17, intScore: 3, wisScore: 12, chaScore: 7, attackBonus: 7, damageDice: '1d10+5', specialTrait: 'Keen Sight and Smell', notes: 'Multiattack: beak and claws.' },
{ key: 'wight', name: 'Wight', challengeRating: '3', ac: 14, maxHp: 45, speed: 30, strScore: 15, dexScore: 14, conScore: 16, intScore: 10, wisScore: 13, chaScore: 15, attackBonus: 4, damageDice: '1d8+2', specialTrait: 'Life Drain, Sunlight Sensitivity', notes: 'Longsword or life-draining touch.' },
{ key: 'werewolf', name: 'Werewolf', challengeRating: '3', ac: 12, maxHp: 58, speed: 30, strScore: 15, dexScore: 13, conScore: 14, intScore: 10, wisScore: 11, chaScore: 10, attackBonus: 4, damageDice: '1d8+2', specialTrait: 'Shapechanger, regeneration', notes: 'Bite (hybrid/wolf form) or multiattack claws + bite.' },
{ key: 'doppelganger', name: 'Doppelganger', challengeRating: '3', ac: 14, maxHp: 52, speed: 30, strScore: 11, dexScore: 18, conScore: 14, intScore: 11, wisScore: 12, chaScore: 14, attackBonus: 4, damageDice: '2d4+2', specialTrait: 'Shapechanger, Ambusher', notes: 'Multiattack slam.' },
{ key: 'displacer-beast', name: 'Displacer Beast', challengeRating: '3', ac: 13, maxHp: 85, speed: 40, strScore: 18, dexScore: 15, conScore: 16, intScore: 6, wisScore: 12, chaScore: 8, attackBonus: 7, damageDice: '2d6+4', specialTrait: 'Displacement (attacks vs. it have disadvantage)', notes: 'Multiattack: two tentacles.' },
{ key: 'ettin', name: 'Ettin', challengeRating: '4', ac: 12, maxHp: 85, speed: 40, strScore: 21, dexScore: 8, conScore: 17, intScore: 6, wisScore: 10, chaScore: 8, attackBonus: 7, damageDice: '2d8+4', specialTrait: 'Two heads — advantage on Perception, can’t be surprised easily', notes: 'Multiattack: battleaxe and morningstar.' },
{ key: 'hill-giant', name: 'Hill Giant', challengeRating: '5', ac: 13, maxHp: 105, speed: 40, strScore: 21, dexScore: 8, conScore: 19, intScore: 5, wisScore: 9, chaScore: 6, attackBonus: 8, damageDice: '3d8+5', specialTrait: null, notes: 'Greatclub, bludgeoning damage.' },
{ key: 'troll', name: 'Troll', challengeRating: '5', ac: 15, maxHp: 84, speed: 30, strScore: 18, dexScore: 13, conScore: 20, intScore: 7, wisScore: 9, chaScore: 7, attackBonus: 7, damageDice: '2d6+4', specialTrait: 'Regeneration (vulnerable to fire/acid)', notes: 'Multiattack: bite and two claws.' },
{ key: 'wraith', name: 'Wraith', challengeRating: '5', ac: 13, maxHp: 67, speed: 0, strScore: 6, dexScore: 16, conScore: 16, intScore: 12, wisScore: 14, chaScore: 15, attackBonus: 6, damageDice: '4d8+4', specialTrait: 'Incorporeal, life drain, flying 60 ft', notes: 'Undead; life drain touch attack.' },
];
module.exports = { MONSTER_LIBRARY };
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// Spell slots by class and character level: the standard 5e tables, as the
// Hollowcrown book's Slot Tracker prints them for levels 1 to 10. Each row is
// how many slots there are of each slot level, 1st first.
// Bard, Cleric, Druid, Sorcerer, Wizard.
const FULL_CASTER_SLOTS = [
[2],
[3],
[4, 2],
[4, 3],
[4, 3, 2],
[4, 3, 3],
[4, 3, 3, 1],
[4, 3, 3, 2],
[4, 3, 3, 3, 1],
[4, 3, 3, 3, 2],
[4, 3, 3, 3, 2, 1],
[4, 3, 3, 3, 2, 1],
[4, 3, 3, 3, 2, 1, 1],
[4, 3, 3, 3, 2, 1, 1],
[4, 3, 3, 3, 2, 1, 1, 1],
[4, 3, 3, 3, 2, 1, 1, 1],
[4, 3, 3, 3, 2, 1, 1, 1, 1],
[4, 3, 3, 3, 3, 1, 1, 1, 1],
[4, 3, 3, 3, 3, 2, 1, 1, 1],
[4, 3, 3, 3, 3, 2, 2, 1, 1],
];
// Paladin, Ranger: nothing at level 1, then half a full caster's pace.
const HALF_CASTER_SLOTS = [
[],
[2],
[3],
[3],
[4, 2],
[4, 2],
[4, 3],
[4, 3],
[4, 3, 2],
[4, 3, 2],
[4, 3, 3],
[4, 3, 3],
[4, 3, 3, 1],
[4, 3, 3, 1],
[4, 3, 3, 2],
[4, 3, 3, 2],
[4, 3, 3, 3, 1],
[4, 3, 3, 3, 1],
[4, 3, 3, 3, 2],
[4, 3, 3, 3, 2],
];
// Warlock: a few slots, all of one slot level. [how many, which level].
const PACT_SLOTS = [
[1, 1],
[2, 1],
[2, 2],
[2, 2],
[2, 3],
[2, 3],
[2, 4],
[2, 4],
[2, 5],
[2, 5],
[3, 5],
[3, 5],
[3, 5],
[3, 5],
[3, 5],
[3, 5],
[4, 5],
[4, 5],
[4, 5],
[4, 5],
];
// FULL and HALF casters get their slots back on a long rest; a warlock's
// PACT slots come back on a short rest too.
const CASTER_KIND = {
BARD: 'FULL',
CLERIC: 'FULL',
DRUID: 'FULL',
SORCERER: 'FULL',
WIZARD: 'FULL',
PALADIN: 'HALF',
RANGER: 'HALF',
WARLOCK: 'PACT',
};
const MAX_SLOT_LEVEL = 9;
module.exports = { FULL_CASTER_SLOTS, HALF_CASTER_SLOTS, PACT_SLOTS, CASTER_KIND, MAX_SLOT_LEVEL };
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// Default spell library — a broad SRD-style spell list (cantrips through 5th
// level) spanning every spellcasting class, offered to any campaign so a DM
// isn't hand-typing spells from scratch. Shape matches the `Spell` Prisma
// model minus `id`/`campaignId`, plus a stable `key` for "add to campaign"
// lookups and a `classes` tag array the library picker can filter by.
//
// `level` is the classic spell level, which in this app is also the character
// level needed to use the spell. `damageDice` is a default for spells that
// deal damage — the dice at the spell's own level, per the SRD (per ray for
// Scorching Ray, total for Magic Missile's three darts). Spells that only
// heal, protect or control have none. A DM can change either after adding.
const SPELL_LIBRARY = [
// ---- Cantrips (level 0) ----
{ key: 'acid-splash', name: 'Acid Splash', level: 0, school: 'Conjuration', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'Hurl a bubble of acid at one or two creatures within 5 feet of each other.', damageDice: '1d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'blade-ward', name: 'Blade Ward', level: 0, school: 'Abjuration', castingTime: '1 action', range: 'Self', duration: '1 round', description: 'Resist bludgeoning, piercing, and slashing damage until your next turn.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'chill-touch', name: 'Chill Touch', level: 0, school: 'Necromancy', castingTime: '1 action', range: '120 feet', duration: '1 round', description: 'A ghostly hand deals necrotic damage and prevents healing.', damageDice: '1d8', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'dancing-lights', name: 'Dancing Lights', level: 0, school: 'Illusion', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'Create up to four torch-sized lights that you can move.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'druidcraft', name: 'Druidcraft', level: 0, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: 'Instantaneous', description: 'A small, harmless nature-flavored effect: predict weather, sprout a seedling, and the like.', classes: ['DRUID'] },
{ key: 'eldritch-blast', name: 'Eldritch Blast', level: 0, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'A beam of crackling energy strikes one creature for force damage.', damageDice: '1d10', classes: ['WARLOCK'] },
{ key: 'fire-bolt', name: 'Fire Bolt', level: 0, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'Hurl a mote of fire that deals fire damage on a hit.', damageDice: '1d10', classes: ['SORCERER', 'WIZARD'] },
{ key: 'friends', name: 'Friends', level: 0, school: 'Enchantment', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 minute', description: 'Advantage on Charisma checks against one creature for the duration.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'guidance', name: 'Guidance', level: 0, school: 'Divination', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 minute', description: 'Add 1d4 to one ability check of your choice.', classes: ['CLERIC', 'DRUID'] },
{ key: 'light', name: 'Light', level: 0, school: 'Evocation', castingTime: '1 action', range: 'Touch', duration: '1 hour', description: 'An object sheds bright light in a 20-foot radius.', classes: ['BARD', 'CLERIC', 'SORCERER', 'WIZARD'] },
{ key: 'mage-hand', name: 'Mage Hand', level: 0, school: 'Conjuration', castingTime: '1 action', range: '30 feet', duration: '1 minute', description: 'A spectral hand manipulates objects, opens doors, and carries small items.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'mending', name: 'Mending', level: 0, school: 'Transmutation', castingTime: '1 minute', range: 'Touch', duration: 'Instantaneous', description: 'Repairs a single break or tear in an object.', classes: ['BARD', 'CLERIC', 'DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'message', name: 'Message', level: 0, school: 'Transmutation', castingTime: '1 action', range: '120 feet', duration: '1 round', description: 'Whisper a message to a target that only they can hear, with a whispered reply.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'minor-illusion', name: 'Minor Illusion', level: 0, school: 'Illusion', castingTime: '1 action', range: '30 feet', duration: '1 minute', description: 'Create a sound or an image of an object for the duration.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'poison-spray', name: 'Poison Spray', level: 0, school: 'Conjuration', castingTime: '1 action', range: '10 feet', duration: 'Instantaneous', description: 'Project a puff of noxious gas that deals poison damage.', damageDice: '1d12', classes: ['DRUID', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'prestidigitation', name: 'Prestidigitation', level: 0, school: 'Transmutation', castingTime: '1 action', range: '10 feet', duration: 'Up to 1 hour', description: 'A minor magical trick — light a candle, clean an object, chill or warm food, and the like.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'produce-flame', name: 'Produce Flame', level: 0, school: 'Conjuration', castingTime: '1 action', range: 'Self', duration: '10 minutes', description: 'A flickering flame in your hand sheds light and can be hurled for fire damage.', damageDice: '1d8', classes: ['DRUID'] },
{ key: 'ray-of-frost', name: 'Ray of Frost', level: 0, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'A ray of freezing energy deals cold damage and slows the target.', damageDice: '1d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'resistance', name: 'Resistance', level: 0, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 minute', description: 'The target adds 1d4 to one saving throw of its choice.', classes: ['CLERIC', 'DRUID'] },
{ key: 'sacred-flame', name: 'Sacred Flame', level: 0, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'Radiant flame descends on a creature that must succeed a Dexterity save or take damage.', damageDice: '1d8', classes: ['CLERIC'] },
{ key: 'shillelagh', name: 'Shillelagh', level: 0, school: 'Transmutation', castingTime: '1 bonus action', range: 'Touch', duration: '1 minute', description: 'Imbue a club or quarterstaff with magic, using Wisdom for its attack and damage.', classes: ['DRUID'] },
{ key: 'shocking-grasp', name: 'Shocking Grasp', level: 0, school: 'Evocation', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'Lightning springs from your hand, dealing damage and preventing reactions.', damageDice: '1d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'spare-the-dying', name: 'Spare the Dying', level: 0, school: 'Necromancy', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'A creature you touch that has 0 hit points becomes stable.', classes: ['CLERIC'] },
{ key: 'thorn-whip', name: 'Thorn Whip', level: 0, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: 'Instantaneous', description: 'A vine-like whip deals damage and drags the target closer.', damageDice: '1d6', classes: ['DRUID'] },
{ key: 'true-strike', name: 'True Strike', level: 0, school: 'Divination', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 round', description: 'Gain advantage on your next attack roll against the target.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'vicious-mockery', name: 'Vicious Mockery', level: 0, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'A string of insults deals psychic damage and imposes disadvantage on the target’s next attack.', damageDice: '1d4', classes: ['BARD'] },
// ---- Level 1 ----
{ key: 'alarm', name: 'Alarm', level: 1, school: 'Abjuration', castingTime: '1 minute', range: '30 feet', duration: '8 hours', description: 'Set an audible or mental alarm against intruders.', classes: ['RANGER', 'WIZARD'] },
{ key: 'animal-friendship', name: 'Animal Friendship', level: 1, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: '24 hours', description: 'Convince a beast that you mean it no harm.', classes: ['BARD', 'DRUID', 'RANGER'] },
{ key: 'bane', name: 'Bane', level: 1, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'Up to three creatures subtract 1d4 from attack rolls and saves.', classes: ['BARD', 'CLERIC'] },
{ key: 'bless', name: 'Bless', level: 1, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'Up to three creatures add 1d4 to attack rolls and saves.', classes: ['CLERIC', 'PALADIN'] },
{ key: 'burning-hands', name: 'Burning Hands', level: 1, school: 'Evocation', castingTime: '1 action', range: 'Self (15-foot cone)', duration: 'Instantaneous', description: 'A thin sheet of flame sweeps out from your hands.', damageDice: '3d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'charm-person', name: 'Charm Person', level: 1, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: '1 hour', description: 'A humanoid you can see regards you as a friendly acquaintance.', classes: ['BARD', 'DRUID', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'color-spray', name: 'Color Spray', level: 1, school: 'Illusion', castingTime: '1 action', range: 'Self (15-foot cone)', duration: '1 round', description: 'A dazzling array of flashing colors can blind weak creatures.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'command', name: 'Command', level: 1, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: '1 round', description: 'Speak a one-word command a creature must obey.', classes: ['CLERIC', 'PALADIN'] },
{ key: 'comprehend-languages', name: 'Comprehend Languages', level: 1, school: 'Divination', castingTime: '1 action', range: 'Self', duration: '1 hour', description: 'Understand any spoken or written language.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'cure-wounds', name: 'Cure Wounds', level: 1, school: 'Evocation', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'A creature you touch regains hit points.', classes: ['BARD', 'CLERIC', 'DRUID', 'PALADIN', 'RANGER'] },
{ key: 'detect-magic', name: 'Detect Magic', level: 1, school: 'Divination', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 10 minutes', description: 'Sense the presence of magic within 30 feet.', classes: ['BARD', 'CLERIC', 'DRUID', 'PALADIN', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'disguise-self', name: 'Disguise Self', level: 1, school: 'Illusion', castingTime: '1 action', range: 'Self', duration: '1 hour', description: 'Change your appearance, including clothing and gear.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'entangle', name: 'Entangle', level: 1, school: 'Conjuration', castingTime: '1 action', range: '90 feet', duration: 'Concentration, up to 1 minute', description: 'Grasping weeds and vines sprout in a 20-foot square.', classes: ['DRUID', 'RANGER'] },
{ key: 'faerie-fire', name: 'Faerie Fire', level: 1, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'Objects in a 20-foot cube are outlined in light, granting attackers advantage.', classes: ['DRUID'] },
{ key: 'feather-fall', name: 'Feather Fall', level: 1, school: 'Transmutation', castingTime: '1 reaction', range: '60 feet', duration: '1 minute', description: 'Falling creatures slow to a gentle descent.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'fog-cloud', name: 'Fog Cloud', level: 1, school: 'Conjuration', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 hour', description: 'A 20-foot-radius sphere of fog heavily obscures the area.', classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'guiding-bolt', name: 'Guiding Bolt', level: 1, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: '1 round', description: 'A flash of light streaks to a target, dealing radiant damage.', damageDice: '4d6', classes: ['CLERIC'] },
{ key: 'healing-word', name: 'Healing Word', level: 1, school: 'Evocation', castingTime: '1 bonus action', range: '60 feet', duration: 'Instantaneous', description: 'A creature you can see regains hit points.', classes: ['BARD', 'CLERIC', 'DRUID'] },
{ key: 'hunters-mark', name: "Hunter's Mark", level: 1, school: 'Divination', castingTime: '1 bonus action', range: '90 feet', duration: 'Concentration, up to 1 hour', description: 'Deal extra damage to a marked target and track it magically.', damageDice: '1d6', classes: ['RANGER'] },
{ key: 'identify', name: 'Identify', level: 1, school: 'Divination', castingTime: '1 minute', range: 'Touch', duration: 'Instantaneous', description: 'Learn the properties of a magic item or the nature of a spell affecting a creature.', classes: ['BARD', 'WIZARD'] },
{ key: 'jump', name: 'Jump', level: 1, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: '1 minute', description: "A creature's jump distance triples.", classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'longstrider', name: 'Longstrider', level: 1, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: '1 hour', description: "A creature's speed increases by 10 feet.", classes: ['BARD', 'DRUID', 'RANGER', 'WIZARD'] },
{ key: 'mage-armor', name: 'Mage Armor', level: 1, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: '8 hours', description: "A protective magical force gives the target a base AC of 13 + Dex modifier.", classes: ['SORCERER', 'WIZARD'] },
{ key: 'magic-missile', name: 'Magic Missile', level: 1, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'Three darts of magical force each strike a target unerringly.', damageDice: '3d4+3', classes: ['SORCERER', 'WIZARD'] },
{ key: 'protection-from-evil-and-good', name: 'Protection from Evil and Good', level: 1, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 10 minutes', description: 'Protect a creature from aberrations, celestials, elementals, fey, fiends, and undead.', classes: ['CLERIC', 'PALADIN', 'WARLOCK', 'WIZARD'] },
{ key: 'shield', name: 'Shield', level: 1, school: 'Abjuration', castingTime: '1 reaction', range: 'Self', duration: '1 round', description: 'An invisible barrier grants +5 AC until the start of your next turn.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'sleep', name: 'Sleep', level: 1, school: 'Enchantment', castingTime: '1 action', range: '90 feet', duration: '1 minute', description: 'Creatures in a 20-foot radius fall unconscious, weakest hit points first.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'speak-with-animals', name: 'Speak with Animals', level: 1, school: 'Divination', castingTime: '1 action', range: 'Self', duration: '10 minutes', description: 'Comprehend and verbally communicate with beasts.', classes: ['BARD', 'DRUID', 'RANGER'] },
{ key: 'thunderwave', name: 'Thunderwave', level: 1, school: 'Evocation', castingTime: '1 action', range: 'Self (15-foot cube)', duration: 'Instantaneous', description: 'A wave of thunderous force sweeps out, damaging and pushing creatures.', damageDice: '2d8', classes: ['BARD', 'DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'witch-bolt', name: 'Witch Bolt', level: 1, school: 'Evocation', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'A beam of lightning forms a sustained arc that damages the target each turn.', damageDice: '1d12', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
// ---- Level 2 ----
{ key: 'aid', name: 'Aid', level: 2, school: 'Abjuration', castingTime: '1 action', range: '30 feet', duration: '8 hours', description: 'Bolster allies with additional hit points.', classes: ['CLERIC', 'PALADIN'] },
{ key: 'alter-self', name: 'Alter Self', level: 2, school: 'Transmutation', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 hour', description: 'Assume a variety of minor physical changes.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'animal-messenger', name: 'Animal Messenger', level: 2, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: '24 hours', description: 'Send a tiny animal to deliver a short message.', classes: ['BARD', 'DRUID', 'RANGER'] },
{ key: 'blindness-deafness', name: 'Blindness/Deafness', level: 2, school: 'Necromancy', castingTime: '1 action', range: '30 feet', duration: '1 minute', description: 'Blind or deafen a creature that fails a Constitution save.', classes: ['BARD', 'CLERIC', 'SORCERER', 'WIZARD'] },
{ key: 'blur', name: 'Blur', level: 2, school: 'Illusion', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 minute', description: 'Your outline blurs, giving attackers disadvantage.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'darkvision', name: 'Darkvision', level: 2, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: '8 hours', description: 'Grant a creature darkvision out to 60 feet.', classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'enhance-ability', name: 'Enhance Ability', level: 2, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'Grant advantage on checks with one chosen ability.', classes: ['BARD', 'CLERIC', 'DRUID', 'SORCERER'] },
{ key: 'enlarge-reduce', name: 'Enlarge/Reduce', level: 2, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'A creature or object doubles or halves in size.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'flaming-sphere', name: 'Flaming Sphere', level: 2, school: 'Conjuration', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'A 5-foot-diameter sphere of fire rolls where you direct it.', damageDice: '2d6', classes: ['DRUID', 'WIZARD'] },
{ key: 'gust-of-wind', name: 'Gust of Wind', level: 2, school: 'Evocation', castingTime: '1 action', range: 'Self (60-foot line)', duration: 'Concentration, up to 1 minute', description: 'A line of strong wind pushes creatures and extinguishes flames.', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'hold-person', name: 'Hold Person', level: 2, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'Paralyze a humanoid that fails a Wisdom save.', classes: ['BARD', 'CLERIC', 'DRUID', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'invisibility', name: 'Invisibility', level: 2, school: 'Illusion', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'A creature you touch becomes invisible.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'lesser-restoration', name: 'Lesser Restoration', level: 2, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'End one disease or condition afflicting the target.', classes: ['BARD', 'CLERIC', 'DRUID', 'PALADIN', 'RANGER'] },
{ key: 'levitate', name: 'Levitate', level: 2, school: 'Transmutation', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 10 minutes', description: 'A creature or object rises vertically and can be moved.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'mirror-image', name: 'Mirror Image', level: 2, school: 'Illusion', castingTime: '1 action', range: 'Self', duration: '1 minute', description: 'Three illusory duplicates of yourself spring into being.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'misty-step', name: 'Misty Step', level: 2, school: 'Conjuration', castingTime: '1 bonus action', range: 'Self', duration: 'Instantaneous', description: 'Teleport up to 30 feet in a burst of silvery mist.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'moonbeam', name: 'Moonbeam', level: 2, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'A silvery beam of pale light shines down in a 5-foot-radius cylinder.', damageDice: '2d10', classes: ['DRUID'] },
{ key: 'pass-without-trace', name: 'Pass without Trace', level: 2, school: 'Abjuration', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 hour', description: 'The party becomes exceptionally difficult to track.', classes: ['DRUID', 'RANGER'] },
{ key: 'scorching-ray', name: 'Scorching Ray', level: 2, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'Three rays of fire streak toward targets within range.', damageDice: '2d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'shatter', name: 'Shatter', level: 2, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'A sudden loud ringing noise deals thunder damage in a 10-foot-radius sphere.', damageDice: '3d8', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'silence', name: 'Silence', level: 2, school: 'Illusion', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'No sound can be created within or pass through a 20-foot-radius sphere.', classes: ['BARD', 'CLERIC', 'RANGER'] },
{ key: 'spider-climb', name: 'Spider Climb', level: 2, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'A creature gains the ability to move on vertical surfaces and ceilings.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'spiritual-weapon', name: 'Spiritual Weapon', level: 2, school: 'Evocation', castingTime: '1 bonus action', range: '60 feet', duration: '1 minute', description: 'A spectral weapon attacks a target and can be moved each turn.', damageDice: '1d8', classes: ['CLERIC'] },
{ key: 'suggestion', name: 'Suggestion', level: 2, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 8 hours', description: 'Plant a reasonable-sounding suggestion in a creature’s mind.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'web', name: 'Web', level: 2, school: 'Conjuration', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 hour', description: 'Thick, sticky webs fill a 20-foot cube.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'zone-of-truth', name: 'Zone of Truth', level: 2, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: '10 minutes', description: 'Creatures in a 15-foot-radius sphere can’t speak a deliberate lie.', classes: ['BARD', 'CLERIC', 'PALADIN'] },
// ---- Level 3 ----
{ key: 'animate-dead', name: 'Animate Dead', level: 3, school: 'Necromancy', castingTime: '1 minute', range: '10 feet', duration: 'Instantaneous', description: 'Raise a skeleton or zombie from a corpse to fight for you.', classes: ['CLERIC', 'WIZARD'] },
{ key: 'beacon-of-hope', name: 'Beacon of Hope', level: 3, school: 'Abjuration', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'Bolster creatures against despair, granting advantage on saves and max healing.', classes: ['CLERIC'] },
{ key: 'call-lightning', name: 'Call Lightning', level: 3, school: 'Conjuration', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'A storm cloud forms and you can call down bolts of lightning.', damageDice: '3d10', classes: ['DRUID'] },
{ key: 'counterspell', name: 'Counterspell', level: 3, school: 'Abjuration', castingTime: '1 reaction', range: '60 feet', duration: 'Instantaneous', description: 'Interrupt a creature casting a spell.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'daylight', name: 'Daylight', level: 3, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: '1 hour', description: 'A 60-foot-radius sphere of bright light spreads out.', classes: ['CLERIC', 'DRUID', 'PALADIN', 'RANGER', 'SORCERER'] },
{ key: 'dispel-magic', name: 'Dispel Magic', level: 3, school: 'Abjuration', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'End one active spell affecting a creature, object, or effect.', classes: ['BARD', 'CLERIC', 'DRUID', 'PALADIN', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'fear', name: 'Fear', level: 3, school: 'Illusion', castingTime: '1 action', range: 'Self (30-foot cone)', duration: 'Concentration, up to 1 minute', description: 'Creatures in the cone become frightened and drop what they’re holding.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'fireball', name: 'Fireball', level: 3, school: 'Evocation', castingTime: '1 action', range: '150 feet', duration: 'Instantaneous', description: 'A bright streak explodes into flame, dealing fire damage in a 20-foot radius.', damageDice: '8d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'fly', name: 'Fly', level: 3, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 10 minutes', description: 'The target gains a flying speed of 60 feet.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'haste', name: 'Haste', level: 3, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'Double the target’s speed and grant an extra action.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'lightning-bolt', name: 'Lightning Bolt', level: 3, school: 'Evocation', castingTime: '1 action', range: 'Self (100-foot line)', duration: 'Instantaneous', description: 'A stroke of lightning blasts out in a line, dealing lightning damage.', damageDice: '8d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'mass-healing-word', name: 'Mass Healing Word', level: 3, school: 'Evocation', castingTime: '1 bonus action', range: '60 feet', duration: 'Instantaneous', description: 'Up to six creatures you can see regain hit points.', classes: ['CLERIC'] },
{ key: 'nondetection', name: 'Nondetection', level: 3, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: '8 hours', description: 'Hide a target from divination magic.', classes: ['BARD', 'RANGER', 'WIZARD'] },
{ key: 'protection-from-energy', name: 'Protection from Energy', level: 3, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'Resistance to one damage type of your choice.', classes: ['CLERIC', 'DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'remove-curse', name: 'Remove Curse', level: 3, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'Lift a curse from a creature or object.', classes: ['CLERIC', 'PALADIN', 'WARLOCK', 'WIZARD'] },
{ key: 'revivify', name: 'Revivify', level: 3, school: 'Necromancy', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'A creature that died within the last minute returns to life with 1 hit point.', revives: true, classes: ['CLERIC', 'PALADIN'] },
{ key: 'sleet-storm', name: 'Sleet Storm', level: 3, school: 'Conjuration', castingTime: '1 action', range: '150 feet', duration: 'Concentration, up to 1 minute', description: 'Freezing rain falls in a 40-foot-radius cylinder, icing the ground.', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'slow', name: 'Slow', level: 3, school: 'Transmutation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'Up to six creatures are hindered, halving their speed and worse.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'spirit-guardians', name: 'Spirit Guardians', level: 3, school: 'Conjuration', castingTime: '1 action', range: 'Self (15-foot radius)', duration: 'Concentration, up to 10 minutes', description: 'Protective spirits swirl around you, damaging enemies that enter.', damageDice: '3d8', classes: ['CLERIC'] },
{ key: 'stinking-cloud', name: 'Stinking Cloud', level: 3, school: 'Conjuration', castingTime: '1 action', range: '90 feet', duration: 'Concentration, up to 1 minute', description: 'A 20-foot-radius sphere of yellow, nauseating gas spreads out.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'water-breathing', name: 'Water Breathing', level: 3, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: '24 hours', description: 'Up to ten creatures can breathe underwater.', classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
// ---- Level 4 ----
{ key: 'banishment', name: 'Banishment', level: 4, school: 'Abjuration', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'Send a creature to a harmless demiplane.', classes: ['CLERIC', 'PALADIN', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'blight', name: 'Blight', level: 4, school: 'Necromancy', castingTime: '1 action', range: '30 feet', duration: 'Instantaneous', description: 'Necromantic energy withers a creature, dealing necrotic damage.', damageDice: '8d8', classes: ['DRUID', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'confusion', name: 'Confusion', level: 4, school: 'Enchantment', castingTime: '1 action', range: '90 feet', duration: 'Concentration, up to 1 minute', description: 'Creatures in a 10-foot-radius sphere act randomly.', classes: ['BARD', 'DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'dimension-door', name: 'Dimension Door', level: 4, school: 'Conjuration', castingTime: '1 action', range: '500 feet', duration: 'Instantaneous', description: 'Teleport yourself (and possibly a companion) to a spot you can visualize.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'fire-shield', name: 'Fire Shield', level: 4, school: 'Evocation', castingTime: '1 action', range: 'Self', duration: '10 minutes', description: 'Wreathe yourself in flame that damages attackers and grants resistance.', damageDice: '2d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'freedom-of-movement', name: 'Freedom of Movement', level: 4, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: '1 hour', description: 'The target’s movement is unaffected by difficult terrain and restraints.', classes: ['BARD', 'CLERIC', 'DRUID', 'RANGER'] },
{ key: 'greater-invisibility', name: 'Greater Invisibility', level: 4, school: 'Illusion', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 minute', description: 'The target becomes invisible even while attacking.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'guardian-of-faith', name: 'Guardian of Faith', level: 4, school: 'Conjuration', castingTime: '1 action', range: '30 feet', duration: '8 hours', description: 'A Large spectral guardian appears and attacks enemies near it.', damageDice: '20', classes: ['CLERIC'] },
{ key: 'ice-storm', name: 'Ice Storm', level: 4, school: 'Evocation', castingTime: '1 action', range: '300 feet', duration: 'Instantaneous', description: 'Hail hammers a 20-foot-radius cylinder, dealing bludgeoning and cold damage.', damageDice: '2d8+4d6', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'polymorph', name: 'Polymorph', level: 4, school: 'Transmutation', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 hour', description: 'Transform a creature into a new form.', classes: ['BARD', 'DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'stone-shape', name: 'Stone Shape', level: 4, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'Reshape a chunk of stone into a form you desire.', classes: ['CLERIC', 'DRUID', 'WIZARD'] },
{ key: 'stoneskin', name: 'Stoneskin', level: 4, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'The target gains resistance to nonmagical bludgeoning, piercing, and slashing damage.', classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'wall-of-fire', name: 'Wall of Fire', level: 4, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'Conjure a wall of fire that damages creatures passing through it.', damageDice: '5d8', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
// ---- Level 5 ----
{ key: 'animate-objects', name: 'Animate Objects', level: 5, school: 'Transmutation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'Up to ten nonmagical objects animate and fight for you.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'cloudkill', name: 'Cloudkill', level: 5, school: 'Conjuration', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'A 20-foot-radius sphere of poisonous, yellow-green fog billows out.', damageDice: '5d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'cone-of-cold', name: 'Cone of Cold', level: 5, school: 'Evocation', castingTime: '1 action', range: 'Self (60-foot cone)', duration: 'Instantaneous', description: 'A blast of cold air deals cold damage to everything in the cone.', damageDice: '8d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'contagion', name: 'Contagion', level: 5, school: 'Necromancy', castingTime: '1 action', range: 'Touch', duration: '7 days', description: 'Infect a creature with a magical disease.', classes: ['CLERIC', 'DRUID'] },
{ key: 'dispel-evil-and-good', name: 'Dispel Evil and Good', level: 5, school: 'Abjuration', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 minute', description: 'Protection and the ability to banish otherworldly creatures.', classes: ['CLERIC', 'PALADIN'] },
{ key: 'dominate-person', name: 'Dominate Person', level: 5, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'Attempt to beguile a humanoid and control its actions.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'flame-strike', name: 'Flame Strike', level: 5, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'A column of divine fire roars down, dealing fire and radiant damage.', damageDice: '8d6', classes: ['CLERIC'] },
{ key: 'greater-restoration', name: 'Greater Restoration', level: 5, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'Undo a debilitating effect: reduced ability score, exhaustion, or curse.', classes: ['BARD', 'CLERIC', 'DRUID'] },
{ key: 'hold-monster', name: 'Hold Monster', level: 5, school: 'Enchantment', castingTime: '1 action', range: '90 feet', duration: 'Concentration, up to 1 minute', description: 'Paralyze one creature that fails a Wisdom save.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'insect-plague', name: 'Insect Plague', level: 5, school: 'Conjuration', castingTime: '1 action', range: '300 feet', duration: 'Concentration, up to 10 minutes', description: 'A swarm of biting, stinging insects fills a 20-foot-radius sphere.', damageDice: '4d10', classes: ['CLERIC', 'DRUID', 'SORCERER'] },
{ key: 'legend-lore', name: 'Legend Lore', level: 5, school: 'Divination', castingTime: '10 minutes', range: 'Self', duration: 'Instantaneous', description: 'Learn what you know, or have heard, about a name, place, or object.', classes: ['BARD', 'CLERIC', 'WIZARD'] },
{ key: 'mass-cure-wounds', name: 'Mass Cure Wounds', level: 5, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'Up to six creatures in a 30-foot-radius sphere regain hit points.', classes: ['BARD', 'CLERIC', 'DRUID'] },
{ key: 'raise-dead', name: 'Raise Dead', level: 5, school: 'Necromancy', castingTime: '1 hour', range: 'Touch', duration: 'Instantaneous', description: 'Return a dead creature to life, as long as its body is mostly intact.', revives: true, classes: ['BARD', 'CLERIC', 'PALADIN'] },
{ key: 'wall-of-force', name: 'Wall of Force', level: 5, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'An invisible wall of force springs into existence, impenetrable to physical force.', classes: ['WIZARD'] },
{ key: 'wall-of-stone', name: 'Wall of Stone', level: 5, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'A nonmagical wall of solid stone springs into existence.', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
];
module.exports = { SPELL_LIBRARY };
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// Subclasses: the path a character takes within their class. Three per class.
// The first of each is the path every character of that class followed before
// subclasses could be chosen (the Champion fighter, the Life cleric...); its
// lines are word for word what the class tables used to write, so sheets
// written back then still match.
//
// `features` are by character level, in the same shape as LEVEL_FEATURES
// (levelFeatures.js): each becomes a line of the special abilities, and an
// `upgrade` rewrites the line that already has its name. Like the class
// tables they stop at level 10, and none of it feeds the calculation engine.
// The level at which a class chooses.
const SUBCLASS_LEVEL = {
BARBARIAN: 3,
BARD: 3,
CLERIC: 2,
DRUID: 2,
FIGHTER: 3,
MONK: 3,
PALADIN: 3,
RANGER: 3,
ROGUE: 3,
SORCERER: 3,
WARLOCK: 3,
WIZARD: 2,
};
const SUBCLASSES = {
BARBARIAN: [
{
key: 'BERSERKER',
name: 'Path of the Berserker',
summary: 'Rage as pure fury: extra attacks now, exhaustion after.',
features: {
3: [{ name: 'Frenzy', text: 'Path of the Berserker. While raging you may make one extra melee attack as a bonus action each turn; when the rage ends, gain one level of exhaustion.' }],
6: [{ name: 'Mindless Rage', text: 'You can’t be charmed or frightened while raging.' }],
10: [{ name: 'Intimidating Presence', text: 'Action: one creature within 30 ft makes a Wisdom save (DC 8 + proficiency bonus + Charisma modifier) or is frightened of you until the end of your next turn.' }],
},
},
{
key: 'TOTEM_WARRIOR',
name: 'Path of the Totem Warrior',
summary: 'A spirit animal walks with you and lends its strength.',
features: {
3: [
{ name: 'Spirit Seeker', text: 'Path of the Totem Warrior. You can speak with beasts and sense what they sense, as a ritual with your DM.' },
{ name: 'Totem Spirit', text: 'Choose one with your DM. Bear: while raging, all damage but psychic is halved. Eagle: while raging, opportunity attacks against you have disadvantage and you can Dash as a bonus action. Wolf: while raging, allies have advantage on melee attacks against enemies next to you.' },
],
6: [{ name: 'Aspect of the Beast', text: 'Choose one with your DM. Bear: carry twice as much, advantage on Strength checks to push, pull or lift. Eagle: see clearly up to a mile, no penalty in dim light. Wolf: track at a fast pace and move stealthily at a normal one.' }],
10: [{ name: 'Spirit Walker', text: 'As a ritual, ask the spirits of a place for what they know (the DM answers as a nature spirit would).' }],
},
},
{
key: 'ZEALOT',
name: 'Path of the Zealot',
summary: 'A god’s fury in your blows, and death has trouble keeping you.',
features: {
3: [
{ name: 'Divine Fury', text: 'Path of the Zealot. While raging, the first creature you hit each turn takes an extra 1d6 + half your level radiant or necrotic damage.' },
{ name: 'Warrior of the Gods', text: 'Spells that bring you back from the dead cost nothing to cast on you.' },
],
6: [{ name: 'Fanatical Focus', text: 'Once per rage, reroll a saving throw you just failed.' }],
10: [{ name: 'Zealous Presence', text: 'Once per long rest, bonus action: up to ten allies within 60 ft have advantage on attacks and saves until your next turn.' }],
},
},
],
BARD: [
{
key: 'LORE',
name: 'College of Lore',
summary: 'Knows a bit of everything, and a word to trip anyone up.',
features: {
3: [
{ name: 'Cutting Words', text: 'College of Lore. Reaction: spend a Bardic Inspiration to subtract the die from an enemy’s attack, check or damage roll.' },
{ name: 'Bonus Proficiencies', text: 'Treat three extra skills of your choice as proficient (add your proficiency bonus by hand).' },
],
6: [{ name: 'Additional Magical Secrets', text: 'Learn two spells from any class list (the DM grants them within the unlock schedule).' }],
},
},
{
key: 'VALOR',
name: 'College of Valor',
summary: 'A skald in the front line, inspiring by example.',
features: {
3: [
{ name: 'Combat Inspiration', text: 'College of Valor. A creature with your Bardic Inspiration may add the die to a weapon damage roll, or to its AC against one attack as a reaction.' },
{ name: 'Battle Training', text: 'You fight in medium armor and with a shield (the DM raises Extra AC to match what you wear).' },
],
6: [{ name: 'Extra Attack', text: 'Attack twice when you take the Attack action.' }],
},
},
{
key: 'SWORDS',
name: 'College of Swords',
summary: 'A blade dancer whose performance is the fight itself.',
features: {
3: [
{ name: 'Fighting Style', text: 'College of Swords. Choose one with your DM: +2 damage with a one-handed weapon and nothing in the other hand, or add your ability modifier to the damage of a second weapon (added by hand).' },
{ name: 'Blade Flourish', text: 'When you attack on your turn, +10 ft speed that turn. On a hit, spend a Bardic Inspiration and add the die to the damage, and choose: add it to your AC until your next turn, hit a second creature next to you for the die’s roll, or push the target 5 ft + the roll and follow it.' },
],
6: [{ name: 'Extra Attack', text: 'Attack twice when you take the Attack action.' }],
},
},
],
CLERIC: [
{
key: 'LIFE',
name: 'Life Domain',
summary: 'The healer: more from every cure, and healing in a burst.',
features: {
2: [{ name: 'Preserve Life', text: 'Channel Divinity. Action: share out healing of 5 × your level among creatures within 30 ft (up to half their max HP each).' }],
6: [{ name: 'Blessed Healer', text: 'When you heal someone else with a spell, you heal yourself 2 + the spell’s level.' }],
8: [{ name: 'Divine Strike', text: 'Once per turn, a weapon hit deals +1d8 radiant damage.' }],
},
},
{
key: 'LIGHT',
name: 'Light Domain',
summary: 'Fire and radiance: blinds attackers and burns the dark away.',
features: {
2: [
{ name: 'Warding Flare', text: 'Light Domain. Reaction, a few times per day (your Wisdom modifier, at least once): a creature within 30 ft that attacks you has disadvantage on that attack.' },
{ name: 'Radiance of the Dawn', text: 'Channel Divinity. Action: magical darkness within 30 ft is dispelled, and each enemy there takes 2d10 + your level radiant damage (Constitution save for half).' },
],
6: [{ name: 'Improved Flare', text: 'Use Warding Flare when a creature attacks someone else within 30 ft of you.' }],
8: [{ name: 'Potent Spellcasting', text: 'Add your Wisdom modifier to the damage of your cleric cantrips.' }],
},
},
{
key: 'WAR',
name: 'War Domain',
summary: 'A soldier of the faith: extra strikes and blows that land.',
features: {
2: [
{ name: 'War Priest', text: 'War Domain. A few times per day (your Wisdom modifier, at least once), after you take the Attack action, make one weapon attack as a bonus action.' },
{ name: 'Guided Strike', text: 'Channel Divinity. When you make an attack roll, add +10 to it after seeing the roll.' },
],
6: [{ name: 'War God’s Blessing', text: 'Channel Divinity. Reaction: give +10 to an attack roll made by a creature within 30 ft.' }],
8: [{ name: 'Divine Strike', text: 'Once per turn, a weapon hit deals +1d8 damage of the weapon’s type.' }],
},
},
],
DRUID: [
{
key: 'LAND',
name: 'Circle of the Land',
summary: 'A keeper of old magic, at home in the wild places.',
features: {
2: [
{ name: 'Natural Recovery', text: 'Once per day on a short rest, recover spent spell slots totalling up to half your level (rounded up).' },
{ name: 'Bonus Cantrip', text: 'Learn one extra cantrip (the DM grants it).' },
],
6: [{ name: 'Land’s Stride', text: 'Ordinary difficult terrain and plants do not slow you; advantage on saves against magical plants.' }],
10: [{ name: 'Nature’s Ward', text: 'Immune to poison and disease; you can’t be charmed or frightened by fey or elementals.' }],
},
},
{
key: 'MOON',
name: 'Circle of the Moon',
summary: 'A shapeshifter who fights as the beast.',
features: {
2: [
{ name: 'Combat Wild Shape', text: 'Circle of the Moon. Use Wild Shape as a bonus action. While in beast form, bonus action: spend a spell slot to heal 1d8 per slot level.' },
{ name: 'Circle Forms', text: 'Your Wild Shape can be a beast of up to CR 1; from level 6, up to CR equal to a third of your level (rounded down).' },
],
6: [{ name: 'Primal Strike', text: 'Your attacks in beast form count as magical.' }],
10: [{ name: 'Elemental Wild Shape', text: 'Spend both uses of Wild Shape at once to become an air, earth, fire or water elemental.' }],
},
},
{
key: 'STARS',
name: 'Circle of Stars',
summary: 'Reads the night sky and wears its constellations.',
features: {
2: [
{ name: 'Star Map', text: 'Circle of Stars. You know the Guidance cantrip, and cast Guiding Bolt without a slot a number of times per day equal to your proficiency bonus (the DM grants both).' },
{ name: 'Starry Form', text: 'Bonus action: spend a Wild Shape use to take a starry form for 10 minutes. Choose Archer (bonus action: ranged spell attack, 60 ft, 1d8 + Wisdom modifier radiant), Chalice (when you cast a healing spell, another creature within 30 ft heals 1d8 + Wisdom modifier) or Dragon (treat a roll of 9 or lower as 10 on Intelligence and Wisdom checks and on concentration saves).' },
],
6: [{ name: 'Cosmic Omen', text: 'After a long rest roll a die. Even (Weal): reaction, add 1d6 to a creature’s attack, check or save. Odd (Woe): reaction, subtract 1d6. Usable a number of times per day equal to your proficiency bonus, on creatures within 30 ft.' }],
10: [{ name: 'Twinkling Constellations', text: 'Archer and Chalice use 2d8. In Dragon form you can fly 20 ft. At the start of each turn in Starry Form you may change constellation.' }],
},
},
],
FIGHTER: [
{
key: 'CHAMPION',
name: 'Champion',
summary: 'Simple and deadly: more critical hits, more athletic.',
features: {
3: [{ name: 'Improved Critical', text: 'Your weapon attacks score a critical hit on a roll of 19 or 20.' }],
7: [{ name: 'Remarkable Athlete', text: 'Add half your proficiency bonus to Strength, Dexterity and Constitution checks you are not proficient in; long jump + Strength modifier feet.' }],
10: [{ name: 'Additional Fighting Style', text: 'Choose a second option from your Fighting Style list. (If it is +1 AC in armor, the DM raises Extra AC by 1.)' }],
},
},
{
key: 'BATTLE_MASTER',
name: 'Battle Master',
summary: 'A tactician who turns each swing into a manoeuvre.',
features: {
3: [
{ name: 'Combat Superiority', text: 'Battle Master. Four superiority dice (d8), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier.' },
{ name: 'Manoeuvres', text: 'Choose three with your DM: Trip Attack (add the die to damage; Strength save or prone), Disarming Attack (add the die; Strength save or it drops what it holds), Pushing Attack (add the die; Strength save or pushed 15 ft), Precision Attack (add the die to an attack roll), Riposte (reaction when a creature misses you: attack it and add the die), Parry (reaction: reduce melee damage by the die + Dexterity modifier), Rally (bonus action: an ally gains the die + Charisma modifier Temp HP), Menacing Attack (add the die; Wisdom save or frightened until your next turn).' },
],
7: [
{ name: 'Know Your Enemy', text: 'After a minute watching a creature, the DM tells you whether it is your equal, better or worse in two of: Strength, Dexterity, Constitution, AC, current HP, level.' },
{ name: 'Combat Superiority', text: 'Battle Master. Five superiority dice (d8), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier.', upgrade: true },
{ name: 'Manoeuvres', text: 'Choose two more with your DM (five in all) from the list on your level 3 line.' },
],
10: [{ name: 'Combat Superiority', text: 'Battle Master. Five superiority dice (d10), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier. Choose two more manoeuvres with your DM (seven in all).', upgrade: true }],
},
},
{
key: 'SAMURAI',
name: 'Samurai',
summary: 'Unbreakable resolve: strikes with advantage and shrugs off blows.',
features: {
3: [
{ name: 'Fighting Spirit', text: 'Samurai. Three times per long rest, bonus action: advantage on all weapon attacks this turn and gain 5 Temp HP.' },
{ name: 'Bonus Proficiency', text: 'Treat one of History, Insight, Performance or Persuasion as proficient (add your proficiency bonus by hand).' },
],
7: [{ name: 'Elegant Courtier', text: 'Add your Wisdom modifier to Persuasion checks, and treat Wisdom saves as proficient (both added by hand).' }],
10: [
{ name: 'Tireless Spirit', text: 'If you roll initiative with no uses of Fighting Spirit left, you regain one.' },
{ name: 'Fighting Spirit', text: 'Samurai. Three times per long rest, bonus action: advantage on all weapon attacks this turn and gain 10 Temp HP.', upgrade: true },
],
},
},
],
MONK: [
{
key: 'OPEN_HAND',
name: 'Way of the Open Hand',
summary: 'Pure martial arts: knocks down, pushes away, heals itself.',
features: {
3: [{ name: 'Open Hand Technique', text: 'Flurry hits can knock a target prone (Dexterity save), push it 15 ft (Strength save) or stop its reactions.' }],
6: [{ name: 'Wholeness of Body', text: 'Once per long rest, heal 3 × your level as an action.' }],
},
},
{
key: 'SHADOW',
name: 'Way of Shadow',
summary: 'A ninja: steps between shadows and strikes unseen.',
features: {
3: [{ name: 'Shadow Arts', text: 'Way of Shadow. 2 ki: cast Darkness, Darkvision, Pass without Trace or Silence without a slot. You can also make a small illusion at will.' }],
6: [{ name: 'Shadow Step', text: 'Bonus action, while in dim light or darkness: teleport up to 60 ft to another dim or dark spot you can see, and have advantage on your first melee attack this turn.' }],
},
},
{
key: 'FOUR_ELEMENTS',
name: 'Way of the Four Elements',
summary: 'Bends fire, water, earth and air with ki.',
features: {
3: [
{ name: 'Elemental Attunement', text: 'Way of the Four Elements. Action: a harmless trick of fire, water, earth or air within 30 ft (light or snuff a flame, chill or warm, shape a little earth or mist).' },
{ name: 'Elemental Disciplines', text: 'Choose one with your DM: Fangs of the Fire Snake (1 ki: your unarmed reach is 10 ft this turn and hits deal fire damage; +1 ki for +1d10 fire), Fist of Unbroken Air (2 ki: one creature within 30 ft takes 3d10 bludgeoning, is pushed 20 ft and knocked prone; Strength save for half and no push), Water Whip (2 ki: one creature within 30 ft takes 3d10 bludgeoning and is pulled 25 ft or knocked prone; Dexterity save for half), Shape the Flowing River (1 ki: reshape or freeze water or ice in a 30 ft cube).' },
],
6: [{ name: 'Elemental Disciplines', text: 'Choose one more with your DM (two in all). New at this level: Gong of the Summit (3 ki: cast Shatter), Clench of the North Wind (3 ki: cast Hold Person).' }],
},
},
],
PALADIN: [
{
key: 'DEVOTION',
name: 'Oath of Devotion',
summary: 'The shining knight: honesty, courage, a blessed blade.',
features: {
3: [
{ name: 'Sacred Weapon', text: 'Oath of Devotion, Channel Divinity. Add your Charisma modifier to attack rolls with your weapon for 1 minute; it sheds light.' },
{ name: 'Turn the Unholy', text: 'Channel Divinity. Fiends and undead within 30 ft make a Wisdom save or flee for 1 minute.' },
],
7: [{ name: 'Aura of Devotion', text: 'You and allies within 10 ft can’t be charmed.' }],
},
},
{
key: 'ANCIENTS',
name: 'Oath of the Ancients',
summary: 'A green knight who guards life, light and laughter.',
features: {
3: [
{ name: 'Nature’s Wrath', text: 'Oath of the Ancients, Channel Divinity. Spectral vines restrain a creature within 10 ft (Strength or Dexterity save; it repeats the save at the end of each of its turns).' },
{ name: 'Turn the Faithless', text: 'Channel Divinity. Fey and fiends within 30 ft make a Wisdom save or flee for 1 minute.' },
],
7: [{ name: 'Aura of Warding', text: 'You and allies within 10 ft take half damage from spells.' }],
},
},
{
key: 'VENGEANCE',
name: 'Oath of Vengeance',
summary: 'A relentless hunter of one sworn enemy at a time.',
features: {
3: [
{ name: 'Vow of Enmity', text: 'Oath of Vengeance, Channel Divinity. Bonus action: for 1 minute you have advantage on attack rolls against one creature within 10 ft.' },
{ name: 'Abjure Enemy', text: 'Channel Divinity. One creature within 60 ft makes a Wisdom save or is frightened and cannot move for 1 minute; on a success its speed is halved.' },
],
7: [{ name: 'Relentless Avenger', text: 'When you hit with an opportunity attack, move up to half your speed straight afterwards without provoking attacks.' }],
},
},
],
RANGER: [
{
key: 'HUNTER',
name: 'Hunter',
summary: 'Brings down the biggest thing in the room.',
features: {
3: [{ name: 'Colossus Slayer', text: 'Hunter’s Prey. Once per turn, +1d8 damage to a creature that is already below its max HP.' }],
7: [{ name: 'Escape the Horde', text: 'Defensive Tactics. Opportunity attacks against you have disadvantage.' }],
},
},
{
key: 'BEAST_MASTER',
name: 'Beast Master',
summary: 'Fights beside an animal companion.',
features: {
3: [{ name: 'Ranger’s Companion', text: 'Beast Master. A beast of CR 1/4 or lower fights beside you (the DM adds it to encounters as a monster). It acts on your turn: it can move freely, and attacks, Dashes, Disengages or Helps when you use your action to tell it to. Add your proficiency bonus to its AC, attacks and damage. If it dies, bond with another over 8 hours.' }],
7: [{ name: 'Exceptional Training', text: 'On a turn your companion does not attack, it can Dash, Disengage or Help as your bonus action. Its attacks count as magical.' }],
},
},
{
key: 'GLOOM_STALKER',
name: 'Gloom Stalker',
summary: 'An ambusher who owns the first round and the dark.',
features: {
3: [
{ name: 'Dread Ambusher', text: 'Gloom Stalker. Add your Wisdom modifier to initiative (ask your DM to count it). On your first turn of a fight: +10 ft speed and one extra weapon attack, which deals +1d8 damage on a hit.' },
{ name: 'Umbral Sight', text: 'You see in darkness to 60 ft, and creatures that rely on darkvision cannot see you in the dark.' },
],
7: [{ name: 'Iron Mind', text: 'Treat Wisdom saves as proficient (add your proficiency bonus by hand).' }],
},
},
],
ROGUE: [
{
key: 'THIEF',
name: 'Thief',
summary: 'Quick fingers, rooftops and anything that can be used.',
features: {
3: [
{ name: 'Fast Hands', text: 'Bonus action: Sleight of Hand, pick a lock, disarm a trap or Use an Object.' },
{ name: 'Second-Story Work', text: 'Climbing costs no extra movement; running jumps + Dexterity modifier feet.' },
],
9: [{ name: 'Supreme Sneak', text: 'Advantage on Stealth if you move no more than half your speed.' }],
},
},
{
key: 'ASSASSIN',
name: 'Assassin',
summary: 'Strikes first, and the first strike is the worst.',
features: {
3: [
{ name: 'Assassinate', text: 'Assassin. Advantage on attacks against any creature that has not yet taken a turn in this fight, and any hit on a surprised creature is a critical hit.' },
{ name: 'Tools of the Trade', text: 'You are practised with disguises and poisons: advantage on checks to make or use them.' },
],
9: [{ name: 'Infiltration Expertise', text: 'With a week and 25 gold you build a false identity with papers and a history; nobody doubts it without an obvious reason.' }],
},
},
{
key: 'SWASHBUCKLER',
name: 'Swashbuckler',
summary: 'A duellist: in, strike, out, and a smile.',
features: {
3: [
{ name: 'Fancy Footwork', text: 'Swashbuckler. A creature you made a melee attack against this turn cannot make opportunity attacks against you until the turn ends.' },
{ name: 'Rakish Audacity', text: 'Add your Charisma modifier to initiative (ask your DM to count it). You can Sneak Attack a creature with nobody else next to you or it, without needing advantage.' },
],
9: [{ name: 'Panache', text: 'Action: Persuasion against a creature’s Insight. A hostile one has disadvantage on attacks against anyone but you for 1 minute; any other is charmed by you for 1 minute.' }],
},
},
],
SORCERER: [
{
key: 'DRACONIC',
name: 'Draconic Bloodline',
summary: 'Dragon blood: tougher skin and one element at your call.',
features: {
3: [{ name: 'Dragon Ancestor', text: 'Draconic Bloodline. Choose a kind of dragon with your DM; its element is yours (red: fire, white: cold, blue: lightning, green: poison, black: acid). Thin scales make you hardier (ask your DM about Extra AC).' }],
6: [{ name: 'Elemental Affinity', text: 'Draconic Bloodline. Add your Charisma modifier to one damage roll of your dragon’s element; spend 1 sorcery point to resist that element for 1 hour.' }],
},
},
{
key: 'WILD_MAGIC',
name: 'Wild Magic',
summary: 'Raw chaos: luck you can bend, and surprises you cannot.',
features: {
3: [
{ name: 'Wild Magic Surge', text: 'Wild Magic. After you cast a sorcerer spell of 1st level or higher, the DM may have you roll a d20: on a 1, something strange happens (the DM decides, or rolls on a table of their own).' },
{ name: 'Tides of Chaos', text: 'Once per long rest, gain advantage on one attack, check or save. The DM may give it back by calling for a Wild Magic Surge.' },
],
6: [{ name: 'Bend Luck', text: 'Reaction, 2 sorcery points: add or subtract 1d4 from another creature’s attack, check or save.' }],
},
},
{
key: 'STORM',
name: 'Storm Sorcery',
summary: 'Wind and lightning: never stands still for long.',
features: {
3: [
{ name: 'Tempestuous Magic', text: 'Storm Sorcery. Bonus action, just before or after casting a spell of 1st level or higher: fly 10 ft without provoking opportunity attacks.' },
{ name: 'Wind Speaker', text: 'You speak the tongue of air, water, earth and fire elementals.' },
],
6: [
{ name: 'Heart of the Storm', text: 'You resist lightning and thunder damage. When you start casting a lightning or thunder spell of 1st level or higher, creatures of your choice within 10 ft take half your level in lightning or thunder damage.' },
{ name: 'Storm Guide', text: 'Action: stop rain falling within 20 ft of you. Bonus action: choose which way the wind blows within 100 ft until your next turn.' },
],
},
},
],
WARLOCK: [
{
key: 'FIEND',
name: 'The Fiend',
summary: 'A pact with something from the hells: power fed by the fallen.',
features: {
3: [{ name: 'Dark One’s Blessing', text: 'The Fiend. When you bring a hostile creature to 0 HP, gain Temp HP equal to your Charisma modifier + your level (the DM adds it).' }],
6: [{ name: 'Patron’s Luck', text: 'Once per short rest, add a d10 to an ability check or saving throw after seeing the roll.' }],
10: [{ name: 'Patron’s Resilience', text: 'After each rest, choose one damage type: you resist it until you choose another.' }],
},
},
{
key: 'ARCHFEY',
name: 'The Archfey',
summary: 'A fey lord’s favourite: glamour, vanishing and beguilement.',
features: {
3: [{ name: 'Fey Presence', text: 'The Archfey. Once per short rest, action: each creature in a 10 ft cube from you makes a Wisdom save or is charmed or frightened (your choice) until the end of your next turn.' }],
6: [{ name: 'Misty Escape', text: 'Once per short rest, reaction when you take damage: turn invisible and teleport up to 60 ft. You stay invisible until your next turn, or until you attack or cast.' }],
10: [{ name: 'Beguiling Defenses', text: 'You can’t be charmed. When a creature tries, turn it back: it makes a Wisdom save or is charmed by you for 1 minute.' }],
},
},
{
key: 'GREAT_OLD_ONE',
name: 'The Great Old One',
summary: 'Something vast and unknowable whispers through you.',
features: {
3: [{ name: 'Awakened Mind', text: 'The Great Old One. Speak mind to mind with any creature you can see within 30 ft; it needs no shared language, only to know one.' }],
6: [{ name: 'Entropic Ward', text: 'Once per short rest, reaction: an attack against you has disadvantage. If it misses, your next attack against that creature has advantage.' }],
10: [{ name: 'Thought Shield', text: 'Nobody reads your thoughts unless you allow it. You resist psychic damage, and whoever deals it to you takes the same amount.' }],
},
},
],
WIZARD: [
{
key: 'EVOCATION',
name: 'School of Evocation',
summary: 'Blasting, with friends left standing in the middle of it.',
features: {
2: [
{ name: 'Evocation Savant', text: 'School of Evocation. Copying evocation spells costs half the time and gold.' },
{ name: 'Sculpt Spells', text: 'When you cast an evocation spell that hits an area, choose 1 + the spell’s level creatures to automatically save and take no damage.' },
],
6: [{ name: 'Potent Cantrip', text: 'Creatures that save against your damaging cantrips still take half damage.' }],
10: [{ name: 'Empowered Evocation', text: 'Add your Intelligence modifier to the damage of your evocation spells.' }],
},
},
{
key: 'ABJURATION',
name: 'School of Abjuration',
summary: 'Wards and counters: a shield of magic that takes the hits.',
features: {
2: [
{ name: 'Abjuration Savant', text: 'School of Abjuration. Copying abjuration spells costs half the time and gold.' },
{ name: 'Arcane Ward', text: 'When you cast an abjuration spell of 1st level or higher, a ward appears with HP of twice your level + your Intelligence modifier; it takes damage before you do (the DM tracks it as Temp HP). It lasts until a long rest; later abjuration spells restore twice their level to it.' },
],
6: [{ name: 'Projected Ward', text: 'Reaction: when a creature within 30 ft takes damage, your Arcane Ward takes it instead.' }],
10: [{ name: 'Improved Abjuration', text: 'Add your proficiency bonus to ability checks made as part of an abjuration spell (Counterspell, Dispel Magic).' }],
},
},
{
key: 'ILLUSION',
name: 'School of Illusion',
summary: 'Tricks of light and sound that hold up to a second look.',
features: {
2: [
{ name: 'Illusion Savant', text: 'School of Illusion. Copying illusion spells costs half the time and gold.' },
{ name: 'Improved Minor Illusion', text: 'You know Minor Illusion (the DM grants it), and it makes a sound and an image with one casting.' },
],
6: [{ name: 'Malleable Illusions', text: 'Action: change what an illusion of yours looks like while it lasts, if it lasts a minute or more.' }],
10: [{ name: 'Illusory Self', text: 'Once per short rest, reaction when a creature attacks you: a copy of you takes the blow and the attack misses.' }],
},
},
],
};
function subclassesOf(characterClass) {
return SUBCLASSES[characterClass] || [];
}
// One subclass of a class by its key; null when the class has no such subclass.
function findSubclass(characterClass, key) {
return subclassesOf(characterClass).find((subclass) => subclass.key === key) || null;
}
function subclassName(characterClass, key) {
const subclass = findSubclass(characterClass, key);
return subclass ? subclass.name : null;
}
// The path a class followed before subclasses could be chosen.
function defaultSubclass(characterClass) {
return subclassesOf(characterClass)[0] || null;
}
module.exports = { SUBCLASS_LEVEL, SUBCLASSES, subclassesOf, findSubclass, subclassName, defaultSubclass };
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// Default weapon library — the SRD simple + martial weapon list, offered to
// any campaign so a DM isn't hand-typing common weapons from scratch. Shape
// matches the `Weapon` Prisma model minus `id`/`campaignId`, plus a stable
// `key` for "add to campaign" lookups and a `category` for the library
// picker's filter. attackAbility follows the schema's STR|DEX|FINESSE.
//
// A character has one weapon equipped at a time (a campaign setting), so a
// weapon fought with in each hand is a single entry of its own: see "Paired".
const WEAPON_LIBRARY = [
// Simple Melee
{ key: 'club', name: 'Club', category: 'Simple Melee', damageDice: '1d4', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['light'], rangeNormal: null, rangeLong: null },
{ key: 'dagger', name: 'Dagger', category: 'Simple Melee', damageDice: '1d4', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'thrown'], rangeNormal: 20, rangeLong: 60 },
{ key: 'greatclub', name: 'Greatclub', category: 'Simple Melee', damageDice: '1d8', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'handaxe', name: 'Handaxe', category: 'Simple Melee', damageDice: '1d6', damageType: 'slashing', attackAbility: 'STR', properties: ['light', 'thrown'], rangeNormal: 20, rangeLong: 60 },
{ key: 'javelin', name: 'Javelin', category: 'Simple Melee', damageDice: '1d6', damageType: 'piercing', attackAbility: 'STR', properties: ['thrown'], rangeNormal: 30, rangeLong: 120 },
{ key: 'light-hammer', name: 'Light Hammer', category: 'Simple Melee', damageDice: '1d4', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['light', 'thrown'], rangeNormal: 20, rangeLong: 60 },
{ key: 'mace', name: 'Mace', category: 'Simple Melee', damageDice: '1d6', damageType: 'bludgeoning', attackAbility: 'STR', properties: [], rangeNormal: null, rangeLong: null },
{ key: 'quarterstaff', name: 'Quarterstaff', category: 'Simple Melee', damageDice: '1d6', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['versatile (1d8)'], rangeNormal: null, rangeLong: null },
{ key: 'sickle', name: 'Sickle', category: 'Simple Melee', damageDice: '1d4', damageType: 'slashing', attackAbility: 'STR', properties: ['light'], rangeNormal: null, rangeLong: null },
{ key: 'spear', name: 'Spear', category: 'Simple Melee', damageDice: '1d6', damageType: 'piercing', attackAbility: 'STR', properties: ['thrown', 'versatile (1d8)'], rangeNormal: 20, rangeLong: 60 },
// Simple Ranged
{ key: 'light-crossbow', name: 'Light Crossbow', category: 'Simple Ranged', damageDice: '1d8', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'loading', 'two-handed'], rangeNormal: 80, rangeLong: 320 },
{ key: 'dart', name: 'Dart', category: 'Simple Ranged', damageDice: '1d4', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'thrown'], rangeNormal: 20, rangeLong: 60 },
{ key: 'shortbow', name: 'Shortbow', category: 'Simple Ranged', damageDice: '1d6', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'two-handed'], rangeNormal: 80, rangeLong: 320 },
{ key: 'sling', name: 'Sling', category: 'Simple Ranged', damageDice: '1d4', damageType: 'bludgeoning', attackAbility: 'DEX', properties: ['ammunition'], rangeNormal: 30, rangeLong: 120 },
// Martial Melee
{ key: 'battleaxe', name: 'Battleaxe', category: 'Martial Melee', damageDice: '1d8', damageType: 'slashing', attackAbility: 'STR', properties: ['versatile (1d10)'], rangeNormal: null, rangeLong: null },
{ key: 'flail', name: 'Flail', category: 'Martial Melee', damageDice: '1d8', damageType: 'bludgeoning', attackAbility: 'STR', properties: [], rangeNormal: null, rangeLong: null },
{ key: 'glaive', name: 'Glaive', category: 'Martial Melee', damageDice: '1d10', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'reach', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'greataxe', name: 'Greataxe', category: 'Martial Melee', damageDice: '1d12', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'greatsword', name: 'Greatsword', category: 'Martial Melee', damageDice: '2d6', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'halberd', name: 'Halberd', category: 'Martial Melee', damageDice: '1d10', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'reach', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'lance', name: 'Lance', category: 'Martial Melee', damageDice: '1d12', damageType: 'piercing', attackAbility: 'STR', properties: ['reach', 'special'], rangeNormal: null, rangeLong: null },
{ key: 'longsword', name: 'Longsword', category: 'Martial Melee', damageDice: '1d8', damageType: 'slashing', attackAbility: 'STR', properties: ['versatile (1d10)'], rangeNormal: null, rangeLong: null },
{ key: 'maul', name: 'Maul', category: 'Martial Melee', damageDice: '2d6', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['heavy', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'morningstar', name: 'Morningstar', category: 'Martial Melee', damageDice: '1d8', damageType: 'piercing', attackAbility: 'STR', properties: [], rangeNormal: null, rangeLong: null },
{ key: 'pike', name: 'Pike', category: 'Martial Melee', damageDice: '1d10', damageType: 'piercing', attackAbility: 'STR', properties: ['heavy', 'reach', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'rapier', name: 'Rapier', category: 'Martial Melee', damageDice: '1d8', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse'], rangeNormal: null, rangeLong: null },
{ key: 'scimitar', name: 'Scimitar', category: 'Martial Melee', damageDice: '1d6', damageType: 'slashing', attackAbility: 'FINESSE', properties: ['finesse', 'light'], rangeNormal: null, rangeLong: null },
{ key: 'shortsword', name: 'Shortsword', category: 'Martial Melee', damageDice: '1d6', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light'], rangeNormal: null, rangeLong: null },
{ key: 'trident', name: 'Trident', category: 'Martial Melee', damageDice: '1d6', damageType: 'piercing', attackAbility: 'STR', properties: ['thrown', 'versatile (1d8)'], rangeNormal: 20, rangeLong: 60 },
{ key: 'war-pick', name: 'War Pick', category: 'Martial Melee', damageDice: '1d8', damageType: 'piercing', attackAbility: 'STR', properties: [], rangeNormal: null, rangeLong: null },
{ key: 'warhammer', name: 'Warhammer', category: 'Martial Melee', damageDice: '1d8', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['versatile (1d10)'], rangeNormal: null, rangeLong: null },
{ key: 'whip', name: 'Whip', category: 'Martial Melee', damageDice: '1d4', damageType: 'slashing', attackAbility: 'FINESSE', properties: ['finesse', 'reach'], rangeNormal: null, rangeLong: null },
// Martial Ranged
{ key: 'blowgun', name: 'Blowgun', category: 'Martial Ranged', damageDice: '1', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'loading'], rangeNormal: 25, rangeLong: 100 },
{ key: 'hand-crossbow', name: 'Hand Crossbow', category: 'Martial Ranged', damageDice: '1d6', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'light', 'loading'], rangeNormal: 30, rangeLong: 120 },
{ key: 'heavy-crossbow', name: 'Heavy Crossbow', category: 'Martial Ranged', damageDice: '1d10', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'heavy', 'loading', 'two-handed'], rangeNormal: 100, rangeLong: 400 },
{ key: 'longbow', name: 'Longbow', category: 'Martial Ranged', damageDice: '1d8', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'heavy', 'two-handed'], rangeNormal: 150, rangeLong: 600 },
{ key: 'net', name: 'Net', category: 'Martial Ranged', damageDice: '-', damageType: 'special', attackAbility: 'DEX', properties: ['special', 'thrown'], rangeNormal: 5, rangeLong: 15 },
// Paired: one in each hand, as a single weapon. The damage is both blades.
{ key: 'paired-daggers', name: 'Paired Daggers', category: 'Paired', damageDice: '2d4', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'paired'], rangeNormal: null, rangeLong: null, effectNote: 'A dagger in each hand: takes both hands.' },
{ key: 'paired-shortswords', name: 'Paired Shortswords', category: 'Paired', damageDice: '2d6', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'paired'], rangeNormal: null, rangeLong: null, effectNote: 'A shortsword in each hand: takes both hands.' },
{ key: 'paired-scimitars', name: 'Paired Scimitars', category: 'Paired', damageDice: '2d6', damageType: 'slashing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'paired'], rangeNormal: null, rangeLong: null, effectNote: 'A scimitar in each hand: takes both hands.' },
{ key: 'paired-handaxes', name: 'Paired Handaxes', category: 'Paired', damageDice: '2d6', damageType: 'slashing', attackAbility: 'STR', properties: ['light', 'paired'], rangeNormal: null, rangeLong: null, effectNote: 'A handaxe in each hand: takes both hands.' },
];
module.exports = { WEAPON_LIBRARY };
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// Experience points: what a monster is worth by challenge rating, how hard a
// fight is for a party, and the XP each level takes. The 5e (2014) tables.
// XP for defeating one monster of a challenge rating.
const CR_XP = {
0: 10, '1/8': 25, '1/4': 50, '1/2': 100,
1: 200, 2: 450, 3: 700, 4: 1100, 5: 1800, 6: 2300, 7: 2900, 8: 3900, 9: 5000, 10: 5900,
11: 7200, 12: 8400, 13: 10000, 14: 11500, 15: 13000, 16: 15000, 17: 18000, 18: 20000, 19: 22000, 20: 25000,
21: 33000, 22: 41000, 23: 50000, 24: 62000, 25: 75000, 26: 90000, 27: 105000, 28: 120000, 29: 135000, 30: 155000,
};
// What one character of a level can take on: [easy, medium, hard, deadly],
// level 1 first. A party's thresholds are its members' added up.
const XP_THRESHOLDS = [
[25, 50, 75, 100],
[50, 100, 150, 200],
[75, 150, 225, 400],
[125, 250, 375, 500],
[250, 500, 750, 1100],
[300, 600, 900, 1400],
[350, 750, 1100, 1700],
[450, 900, 1400, 2100],
[550, 1100, 1600, 2400],
[600, 1200, 1900, 2800],
[800, 1600, 2400, 3600],
[1000, 2000, 3000, 4500],
[1100, 2200, 3400, 5100],
[1250, 2500, 3800, 5700],
[1400, 2800, 4300, 6400],
[1600, 3200, 4800, 7200],
[2000, 3900, 5900, 8800],
[2100, 4200, 6300, 9500],
[2400, 4900, 7300, 10900],
[2800, 5700, 8500, 12700],
];
// Many monsters are harder than their XP says: the total is multiplied by
// this to judge the fight (never to award it). [at least this many, multiplier].
const COUNT_MULTIPLIERS = [
[15, 4],
[11, 3],
[7, 2.5],
[3, 2],
[2, 1.5],
[1, 1],
];
// Total XP at which each level is reached, level 1 first.
const LEVEL_XP = [0, 300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000, 85000, 100000, 120000, 140000, 165000, 195000, 225000, 265000, 305000, 355000];
module.exports = { CR_XP, XP_THRESHOLDS, COUNT_MULTIPLIERS, LEVEL_XP };
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// Levelling up: the Hollowcrown book's "Levelling-Up Checklist" (Rules Cheat
// Sheet). Works out what a character gains at a level, and rewrites their
// special abilities to say so. Pure: no DB calls.
const { LEVEL_FEATURES, MAX_FEATURE_LEVEL, CANTRIP_LEVEL, CANTRIP_FEATURE, BOONS } = require('./data/levelFeatures');
const { SUBCLASS_LEVEL, subclassesOf, findSubclass, defaultSubclass } = require('./data/subclasses');
const { CLASS_FEATURES } = require('./data/characterOptions');
const { CASTER_KIND } = require('./data/spellSlots');
const { getClassSpellcastingAbility, maxSpellLevel, scaledDamageDice, MAX_GEAR_LEVEL } = require('./calculations');
// A choice that cannot be made: the message is for whoever made it.
class LevelUpError extends Error {}
// What a class gains on reaching `level`, in the order it is written down:
// the class's own features, then those of the subclass (its key) when one is
// given. An entry is { name, text, upgrade? } or { boon: true }.
function featuresAt(characterClass, level, subclassKey = null) {
const features = [...((LEVEL_FEATURES[characterClass] || {})[level] || [])];
const subclass = findSubclass(characterClass, subclassKey);
if (subclass) features.push(...(subclass.features[level] || []));
if (level === CANTRIP_LEVEL && getClassSpellcastingAbility(characterClass)) features.push(CANTRIP_FEATURE);
return features;
}
// Special abilities are one per line, "Name — what it does". The builder
// writes a long dash; a DM typing by hand may use "--".
const featureLine = (feature) => `${feature.name} — ${feature.text}`;
function lineName(line) {
const match = /^\s*(.+?)\s*(?:—|–|--)\s/.exec(line);
return match ? match[1].toLowerCase() : null;
}
const toLines = (specialAbilities) => (specialAbilities ? specialAbilities.split(/\r?\n/) : []);
const fromLines = (lines) => lines.join('\n') || null;
const findLine = (lines, name) => lines.findIndex((line) => lineName(line) === name.toLowerCase());
// Writes features into the text. An upgrade takes the place of the line with
// its name (Sneak Attack growing a die); anything else goes on the end, unless
// that very line is there already.
function addFeatures(specialAbilities, features) {
const lines = toLines(specialAbilities);
for (const feature of features) {
const line = featureLine(feature);
const at = feature.upgrade ? findLine(lines, feature.name) : -1;
if (at >= 0) lines[at] = line;
else if (!lines.includes(line)) lines.push(line);
}
return fromLines(lines);
}
// ---------------------------------------------------------------------------
// Subclasses (data/subclasses.js). A class chooses one at SUBCLASS_LEVEL. Until
// it has, a line on the sheet says the choice is owed.
// ---------------------------------------------------------------------------
const SUBCLASS_OWED = 'Subclass';
// Whether a class at this level should have a subclass.
function owesSubclass(characterClass, level) {
return subclassesOf(characterClass).length > 0 && level >= SUBCLASS_LEVEL[characterClass];
}
const subclassOwedFeature = (characterClass) => ({
name: SUBCLASS_OWED,
text: `Choose one with your DM: ${subclassesOf(characterClass).map((subclass) => subclass.name).join(', ')}.`,
});
// Everything a subclass has given by `level`, in the order it came.
function subclassFeaturesThrough(subclass, level) {
return Object.keys(subclass.features)
.map(Number)
.filter((at) => at <= level)
.sort((a, b) => a - b)
.flatMap((at) => subclass.features[at]);
}
// Writes a newly chosen subclass onto the sheet: everything it has given up
// to the character's level, in place of the line saying a choice is owed.
function withSubclass(specialAbilities, characterClass, level, subclassKey) {
const subclass = findSubclass(characterClass, subclassKey);
if (!subclass) throw new LevelUpError('That is not a subclass of this class.');
const lines = toLines(specialAbilities).filter((line) => lineName(line) !== SUBCLASS_OWED.toLowerCase());
return addFeatures(fromLines(lines), subclassFeaturesThrough(subclass, level));
}
// Takes a subclass's lines back off the sheet, found by their names. A line
// the class itself also writes under that name is left alone.
function withoutSubclass(specialAbilities, characterClass, subclassKey) {
const subclass = findSubclass(characterClass, subclassKey);
if (!subclass) return specialAbilities;
const classNames = new Set(
[...(CLASS_FEATURES[characterClass] || []), ...Object.values(LEVEL_FEATURES[characterClass] || {}).flat()]
.filter((feature) => feature.name)
.map((feature) => feature.name.toLowerCase())
);
const names = new Set(
Object.values(subclass.features)
.flat()
.map((feature) => feature.name.toLowerCase())
.filter((name) => !classNames.has(name))
);
return fromLines(toLines(specialAbilities).filter((line) => !names.has(lineName(line))));
}
// The DM changing (or setting, or clearing) a character's subclass after the
// fact: the old one's lines go, the new one's are written.
function switchSubclass(specialAbilities, characterClass, level, fromKey, toKey) {
const cleared = withoutSubclass(specialAbilities, characterClass, fromKey);
if (toKey) return withSubclass(cleared, characterClass, level, toKey);
return owesSubclass(characterClass, level) ? addFeatures(cleared, [subclassOwedFeature(characterClass)]) : cleared;
}
// The subclasses a character may pick from on reaching `level`, each with
// what it would write; null when there is no choice to make (too low a level,
// or one is chosen already).
function subclassChoice(characterClass, level, currentKey) {
if (!owesSubclass(characterClass, level) || findSubclass(characterClass, currentKey)) return null;
return {
level: SUBCLASS_LEVEL[characterClass],
options: subclassesOf(characterClass).map((subclass) => ({
key: subclass.key,
name: subclass.name,
summary: subclass.summary,
features: subclassFeaturesThrough(subclass, level).map(({ name, text }) => ({ name, text })),
})),
};
}
// How many times a Boon has been taken, read off its line ("Hardy — +10
// maximum HP…" is twice).
function boonTaken(specialAbilities, boon) {
const lines = toLines(specialAbilities);
const at = findLine(lines, boon.name);
if (at < 0) return 0;
const amount = /\+\s*(\d+)/.exec(lines[at]);
return Math.max(1, Math.round((amount ? Number(amount[1]) : boon.per) / boon.per));
}
// Every Boon, with what taking it now would write and whether it still can be.
function boonOptions(specialAbilities) {
return BOONS.map((boon) => {
const taken = boonTaken(specialAbilities, boon);
return { key: boon.key, name: boon.name, taken, max: boon.max, available: taken < boon.max, text: boon.text((Math.min(taken, boon.max - 1) + 1) * boon.per) };
});
}
// Temp HP the Hardy Boon gives after each long rest; 0 without it.
function hardyTempHp(specialAbilities) {
const hardy = BOONS.find((boon) => boon.key === 'HARDY');
return boonTaken(specialAbilities, hardy) * hardy.per;
}
// What reaching `level` does to a character's special abilities. `boonKey` is
// the Boon picked, at a level that grants one; without it the line says a
// choice is still owed. `subclass` is { key, chosen }: the character's
// subclass, and whether it is being picked at this very level (then everything
// it has given so far is written). Without one, from the level the class
// chooses at, a line says that choice is owed too. Also returns what the Boon
// does beyond the text: how much Extra AC it adds, and the Temp HP it gives
// straight away.
function advance(specialAbilities, characterClass, level, boonKey, { key: subclassKey = null, chosen = false } = {}) {
const entries = featuresAt(characterClass, level, chosen ? null : subclassKey);
let text = addFeatures(specialAbilities, entries.filter((entry) => !entry.boon));
if (chosen) text = withSubclass(text, characterClass, level, subclassKey);
else if (!findSubclass(characterClass, subclassKey) && owesSubclass(characterClass, level)) text = addFeatures(text, [subclassOwedFeature(characterClass)]);
const result = { armorBonus: 0, tempHp: 0 };
if (entries.some((entry) => entry.boon)) {
if (!boonKey) {
text = addFeatures(text, [{ name: `Boon (level ${level})`, text: `Choose one with your DM: ${BOONS.map((boon) => boon.name).join(', ')}.` }]);
} else {
const boon = BOONS.find((b) => b.key === boonKey);
if (!boon) throw new LevelUpError('That is not one of the Boons.');
const taken = boonTaken(text, boon);
if (taken >= boon.max) {
throw new LevelUpError(`${boon.name} can be taken ${boon.max === 1 ? 'only once' : `at most ${boon.max} times`}. Pick a different Boon.`);
}
const amount = (taken + 1) * boon.per;
text = addFeatures(text, [{ name: boon.name, text: boon.text(amount), upgrade: true }]);
if (boon.key === 'TOUGHENED') result.armorBonus = 1;
if (boon.key === 'HARDY') result.tempHp = amount;
}
}
return { specialAbilities: text, ...result };
}
// The book's unlock schedule: what a caster may be granted on reaching
// `level`. Null for a class with no spells.
function spellsGainedAt(characterClass, level) {
const kind = CASTER_KIND[characterClass];
if (!kind) return null;
const highest = maxSpellLevel(characterClass, level);
// Half casters: two spells at level 2, then one at each odd level.
const halfCasterSpells = level === 2 ? 2 : level > 2 && level % 2 === 1 ? 1 : 0;
return {
maxSpellLevel: highest,
// Set when this level opens up a new level of spells.
unlocksSpellLevel: highest > maxSpellLevel(characterClass, level - 1) ? highest : null,
newSpells: kind === 'HALF' ? halfCasterSpells : characterClass === 'WIZARD' ? 2 : 1,
newCantrips: kind !== 'HALF' && (level === 4 || level === 10) ? 1 : 0,
};
}
// In a campaign with subclasses switched off nobody chooses: on reaching the
// level their class would choose at, a character is put on the class's first
// subclass. Returns that subclass's key when this is the moment, else null.
function subclassByDefault(characterClass, level, currentKey) {
if (!owesSubclass(characterClass, level) || findSubclass(characterClass, currentKey)) return null;
return defaultSubclass(characterClass).key;
}
// The checklist for a character's next level. Takes the character with its
// weapons loaded (each with its pool entry). `subclasses` is the campaign's
// setting: off, there is no subclass to pick, and the class's first one is
// taken without asking (`subclassTaken`), its features listed with the rest.
function levelUpPlan(character, { subclasses = true } = {}) {
const toLevel = character.level + 1;
const taken = subclasses ? null : subclassByDefault(character.characterClass, toLevel, character.subclass);
const entries = [
...featuresAt(character.characterClass, toLevel, taken ? null : character.subclass),
...(taken ? subclassFeaturesThrough(findSubclass(character.characterClass, taken), toLevel) : []),
];
return {
fromLevel: character.level,
toLevel,
// Set when a subclass has to be picked on the way to this level.
subclass: subclasses ? subclassChoice(character.characterClass, toLevel, character.subclass) : null,
subclassTaken: taken,
features: entries.filter((entry) => !entry.boon).map(({ name, text, upgrade }) => ({ name, text, upgrade: Boolean(upgrade) })),
boon: entries.some((entry) => entry.boon) ? boonOptions(character.specialAbilities) : null,
spells: spellsGainedAt(character.characterClass, toLevel),
// The free upgrade: one weapon of standard growth goes up a level, never
// past its holder.
weapons: (character.weapons || [])
.filter((cw) => cw.weapon.damageScaling === 1 && cw.level < Math.min(toLevel, MAX_GEAR_LEVEL))
.map((cw) => ({
weaponId: cw.weaponId,
name: cw.weapon.name,
equipped: cw.equipped,
level: cw.level,
damageDice: scaledDamageDice(cw.weapon.damageDice, cw.level, cw.weapon.damageScaling, cw.weapon.minLevel),
nextDamageDice: scaledDamageDice(cw.weapon.damageDice, cw.level + 1, cw.weapon.damageScaling, cw.weapon.minLevel),
})),
// The class tables stop at level 10; past it only the numbers move.
beyondTables: toLevel > MAX_FEATURE_LEVEL,
};
}
module.exports = { LevelUpError, featuresAt, owesSubclass, subclassChoice, subclassByDefault, switchSubclass, addFeatures, boonTaken, boonOptions, hardyTempHp, advance, spellsGainedAt, levelUpPlan };
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const { featuresAt, addFeatures, boonTaken, boonOptions, hardyTempHp, advance, spellsGainedAt, levelUpPlan, switchSubclass, LevelUpError } = require('./levelUp');
const { SUBCLASSES, SUBCLASS_LEVEL } = require('./data/subclasses');
const { LEVEL_FEATURES, BOONS } = require('./data/levelFeatures');
const { CLASSES } = require('./data/classes');
const { composeSpecialAbilities } = require('./buildFlow');
const boon = (key) => BOONS.find((b) => b.key === key);
const CHAMPION = { key: 'CHAMPION' };
describe('the class tables', () => {
test('cover every class from level 2 to 10, with a Boon at 4 and 8', () => {
for (const cls of Object.keys(CLASSES)) {
expect(LEVEL_FEATURES[cls]).toBeDefined();
for (const level of [4, 8]) expect(featuresAt(cls, level).some((f) => f.boon)).toBe(true);
for (const level of Object.keys(LEVEL_FEATURES[cls])) expect(Number(level)).toBeGreaterThanOrEqual(2);
}
// Fighters get a third Boon at 6, rogues at 10.
expect(featuresAt('FIGHTER', 6).some((f) => f.boon)).toBe(true);
expect(featuresAt('ROGUE', 10).some((f) => f.boon)).toBe(true);
expect(featuresAt('WIZARD', 6).some((f) => f.boon)).toBe(false);
});
test('every feature has a name and a text', () => {
for (const levels of Object.values(LEVEL_FEATURES)) {
for (const features of Object.values(levels)) {
for (const f of features) expect(f.boon || (f.name && f.text)).toBeTruthy();
}
}
});
test('casters are told at level 5 that cantrips double; others are not', () => {
expect(featuresAt('WIZARD', 5).map((f) => f.name)).toContain('Cantrips');
expect(featuresAt('PALADIN', 5).map((f) => f.name)).toEqual(['Extra Attack', 'Cantrips']);
expect(featuresAt('FIGHTER', 5).map((f) => f.name)).toEqual(['Extra Attack']);
});
test('nothing is written past level 10', () => {
expect(featuresAt('FIGHTER', 11)).toEqual([]);
});
});
describe('addFeatures', () => {
test('adds a new feature as a line of its own, once', () => {
const once = addFeatures('Second Wind — heal.', [{ name: 'Action Surge', text: 'One extra action.' }]);
expect(once).toBe('Second Wind — heal.\nAction Surge — One extra action.');
expect(addFeatures(once, [{ name: 'Action Surge', text: 'One extra action.' }])).toBe(once);
});
test('an upgrade takes the place of the line with its name, however the dash was typed', () => {
const upgrade = { name: 'Sneak Attack', text: '2d6.', upgrade: true };
expect(addFeatures('Sneak Attack — 1d6.\nThieves’ Cant — slang.', [upgrade])).toBe('Sneak Attack — 2d6.\nThieves’ Cant — slang.');
expect(addFeatures('sneak attack -- 1d6.', [upgrade])).toBe('Sneak Attack — 2d6.');
// With no line to rewrite it is simply added.
expect(addFeatures(null, [upgrade])).toBe('Sneak Attack — 2d6.');
});
test('a feature that is not an upgrade leaves a line of the same name alone', () => {
const text = addFeatures('Favored Enemy — Undead.', [{ name: 'Favored Enemy', text: 'Choose a second.' }]);
expect(text).toBe('Favored Enemy — Undead.\nFavored Enemy — Choose a second.');
});
});
describe('advance', () => {
test('a rogue reaching level 3 has a bigger Sneak Attack and two new features', () => {
const level1 = composeSpecialAbilities('HUMAN', 'ROGUE', []);
const { specialAbilities } = advance(advance(level1, 'ROGUE', 2).specialAbilities, 'ROGUE', 3, undefined, { key: 'THIEF', chosen: true });
const lines = specialAbilities.split('\n');
expect(lines.filter((l) => l.startsWith('Sneak Attack'))).toEqual([expect.stringContaining('2d6')]);
expect(lines.some((l) => l.startsWith('Cunning Action — '))).toBe(true);
expect(lines.some((l) => l.startsWith('Fast Hands — '))).toBe(true);
expect(lines.some((l) => l.startsWith('Versatile — '))).toBe(true); // what was there stays
});
test('a Boon is written down, and says what it does beyond the text', () => {
expect(advance(null, 'FIGHTER', 4, 'TOUGHENED', CHAMPION)).toEqual({ specialAbilities: 'Toughened — +1 AC (counted in your Extra AC).', armorBonus: 1, tempHp: 0 });
const hardy = advance(null, 'FIGHTER', 4, 'HARDY', CHAMPION);
expect(hardy).toMatchObject({ armorBonus: 0, tempHp: 5 });
// Taken again, its one line grows.
const twice = advance(hardy.specialAbilities, 'FIGHTER', 6, 'HARDY', CHAMPION);
expect(twice.specialAbilities).toBe('Hardy — +10 maximum HP: gain 10 Temp HP after each long rest.');
expect(twice.tempHp).toBe(10);
expect(hardyTempHp(twice.specialAbilities)).toBe(10);
});
test('a Boon cannot be taken more often than it allows', () => {
const toughened = advance(null, 'FIGHTER', 4, 'TOUGHENED', CHAMPION).specialAbilities;
expect(() => advance(toughened, 'FIGHTER', 6, 'TOUGHENED')).toThrow(LevelUpError);
const mastery = advance(advance(null, 'FIGHTER', 4, 'WEAPON_MASTERY').specialAbilities, 'FIGHTER', 6, 'WEAPON_MASTERY').specialAbilities;
expect(boonTaken(mastery, boon('WEAPON_MASTERY'))).toBe(2);
expect(() => advance(mastery, 'FIGHTER', 8, 'WEAPON_MASTERY')).toThrow(LevelUpError);
expect(() => advance(null, 'FIGHTER', 4, 'FLIGHT')).toThrow(LevelUpError);
expect(boonOptions(mastery).find((o) => o.key === 'WEAPON_MASTERY').available).toBe(false);
expect(boonOptions(mastery).find((o) => o.key === 'HARDY')).toMatchObject({ available: true, taken: 0 });
});
test('with no Boon picked the line says one is owed', () => {
const { specialAbilities, armorBonus } = advance(null, 'WIZARD', 4, undefined, { key: 'EVOCATION' });
expect(specialAbilities).toBe('Boon (level 4) — Choose one with your DM: Weapon Mastery, Arcane Focus, Toughened, Hardy.');
expect(armorBonus).toBe(0);
});
});
describe('spellsGainedAt', () => {
test('follows the unlock schedule', () => {
expect(spellsGainedAt('FIGHTER', 3)).toBeNull();
expect(spellsGainedAt('WIZARD', 3)).toEqual({ maxSpellLevel: 2, unlocksSpellLevel: 2, newSpells: 2, newCantrips: 0 });
expect(spellsGainedAt('CLERIC', 4)).toEqual({ maxSpellLevel: 2, unlocksSpellLevel: null, newSpells: 1, newCantrips: 1 });
expect(spellsGainedAt('WARLOCK', 5)).toMatchObject({ maxSpellLevel: 3, unlocksSpellLevel: 3, newSpells: 1 });
// Half casters: two spells at level 2, then one at each odd level.
expect(spellsGainedAt('PALADIN', 2)).toEqual({ maxSpellLevel: 1, unlocksSpellLevel: 1, newSpells: 2, newCantrips: 0 });
expect(spellsGainedAt('RANGER', 4)).toMatchObject({ newSpells: 0, newCantrips: 0 });
expect(spellsGainedAt('RANGER', 5)).toMatchObject({ maxSpellLevel: 2, unlocksSpellLevel: 2, newSpells: 1 });
});
});
describe('levelUpPlan', () => {
const held = (over) => ({ weaponId: 'w', equipped: true, level: 1, weapon: { name: 'Longsword', damageDice: '1d8', damageScaling: 1, minLevel: 1 }, ...over });
test('lists the features, the Boon and the weapons that can take the free upgrade', () => {
const plan = levelUpPlan({ level: 3, characterClass: 'FIGHTER', specialAbilities: null, weapons: [held(), held({ weaponId: 'p', weapon: { name: 'Dawnblade', damageDice: '1d8', damageScaling: 2, minLevel: 1 } }), held({ weaponId: 'top', level: 4 })] });
expect(plan).toMatchObject({ fromLevel: 3, toLevel: 4, features: [], spells: null, beyondTables: false });
expect(plan.boon).toHaveLength(4);
// Only standard growth, and never past the character's new level.
expect(plan.weapons).toEqual([{ weaponId: 'w', name: 'Longsword', equipped: true, level: 1, damageDice: '1d8', nextDamageDice: '1d10' }]);
});
test('has no Boon to pick at a level that grants none', () => {
const plan = levelUpPlan({ level: 1, characterClass: 'FIGHTER', specialAbilities: null, weapons: [] });
expect(plan.boon).toBeNull();
expect(plan.subclass).toBeNull();
expect(plan.features.map((f) => f.name)).toEqual(['Action Surge']);
});
test('asks for a subclass at the level the class chooses, and whenever one is still owed', () => {
const fighter = { characterClass: 'FIGHTER', specialAbilities: null, weapons: [] };
const plan = levelUpPlan({ ...fighter, level: 2 });
expect(plan.subclass.level).toBe(3);
expect(plan.subclass.options.map((o) => o.key)).toEqual(['CHAMPION', 'BATTLE_MASTER', 'SAMURAI']);
expect(plan.subclass.options[0].features.map((f) => f.name)).toEqual(['Improved Critical']);
// A wizard chooses a level earlier.
expect(levelUpPlan({ ...fighter, characterClass: 'WIZARD', level: 1 }).subclass.level).toBe(2);
// Still owed later on: the options then carry everything missed so far.
const late = levelUpPlan({ ...fighter, level: 6 });
expect(late.subclass.options[0].features.map((f) => f.name)).toEqual(['Improved Critical', 'Remarkable Athlete']);
// With one chosen there is nothing to ask, and its features are in the list.
const chosen = levelUpPlan({ ...fighter, level: 6, subclass: 'CHAMPION' });
expect(chosen.subclass).toBeNull();
expect(chosen.features.map((f) => f.name)).toEqual(['Remarkable Athlete']);
});
});
describe('a campaign without subclasses', () => {
const fighter = { characterClass: 'FIGHTER', specialAbilities: null, weapons: [] };
test('asks for nothing: the class takes its first subclass at the level it would have chosen', () => {
const plan = levelUpPlan({ ...fighter, level: 2 }, { subclasses: false });
expect(plan.subclass).toBeNull();
expect(plan.subclassTaken).toBe('CHAMPION');
expect(plan.features.map((f) => f.name)).toEqual(['Improved Critical']);
// Before that level, and once it is taken, there is nothing to take.
expect(levelUpPlan({ ...fighter, level: 1 }, { subclasses: false }).subclassTaken).toBeNull();
const later = levelUpPlan({ ...fighter, level: 6, subclass: 'CHAMPION' }, { subclasses: false });
expect(later.subclassTaken).toBeNull();
expect(later.features.map((f) => f.name)).toEqual(['Remarkable Athlete']);
});
test('a character who joined above that level gets everything missed so far', () => {
const plan = levelUpPlan({ ...fighter, level: 6 }, { subclasses: false });
expect(plan.subclassTaken).toBe('CHAMPION');
expect(plan.features.map((f) => f.name)).toEqual(['Improved Critical', 'Remarkable Athlete']);
});
test('with subclasses on, the plan takes none by default', () => {
expect(levelUpPlan({ ...fighter, level: 2 }).subclassTaken).toBeNull();
});
});
describe('subclasses', () => {
test('every class has three, each with a summary and features from its choice level to 10', () => {
for (const cls of Object.keys(CLASSES)) {
expect(SUBCLASSES[cls]).toHaveLength(3);
for (const subclass of SUBCLASSES[cls]) {
expect(subclass.key && subclass.name && subclass.summary).toBeTruthy();
const levels = Object.keys(subclass.features).map(Number);
expect(Math.min(...levels)).toBe(SUBCLASS_LEVEL[cls]);
expect(Math.max(...levels)).toBeLessThanOrEqual(10);
for (const f of Object.values(subclass.features).flat()) {
expect(f.name && f.text).toBeTruthy();
expect(f.name).not.toMatch(/—|–|--/); // the dash is what ends a name on the sheet
}
}
expect(new Set(SUBCLASSES[cls].map((s) => s.key)).size).toBe(3);
}
});
test('a subclass adds its features to the class\'s at each level', () => {
expect(featuresAt('FIGHTER', 3).map((f) => f.name)).toEqual([]);
expect(featuresAt('FIGHTER', 3, 'CHAMPION').map((f) => f.name)).toEqual(['Improved Critical']);
expect(featuresAt('CLERIC', 8, 'WAR').map((f) => f.boon || f.name)).toEqual([true, 'Destroy Undead', 'Divine Strike']);
expect(featuresAt('FIGHTER', 3, 'LIFE')).toEqual([]); // another class's subclass counts for nothing
});
test('without one, from the level the class chooses at, a line says a subclass is owed', () => {
expect(advance(null, 'FIGHTER', 2).specialAbilities).toBe('Action Surge — Once per short rest, take one extra action on your turn.');
const owed = advance(null, 'FIGHTER', 3).specialAbilities;
expect(owed).toBe('Subclass — Choose one with your DM: Champion, Battle Master, Samurai.');
// Said once, however many levels go by.
expect(advance(owed, 'FIGHTER', 5).specialAbilities.split('\n').filter((l) => l.startsWith('Subclass — '))).toHaveLength(1);
});
test('picking one late writes everything it has given so far, and clears the line', () => {
const owed = advance(advance(null, 'FIGHTER', 3).specialAbilities, 'FIGHTER', 5).specialAbilities;
const { specialAbilities } = advance(owed, 'FIGHTER', 7, undefined, { key: 'BATTLE_MASTER', chosen: true });
const lines = specialAbilities.split('\n');
expect(lines.some((l) => l.startsWith('Subclass — '))).toBe(false);
// The level 7 upgrade has taken the place of the level 3 line.
expect(lines.filter((l) => l.startsWith('Combat Superiority — '))).toEqual([expect.stringContaining('Five superiority dice (d8)')]);
expect(lines.filter((l) => l.startsWith('Manoeuvres — '))).toHaveLength(2);
expect(lines.some((l) => l.startsWith('Know Your Enemy — '))).toBe(true);
expect(() => advance(owed, 'FIGHTER', 7, undefined, { key: 'LIFE', chosen: true })).toThrow(LevelUpError);
});
test('switching takes the old subclass\'s lines off and writes the new one\'s', () => {
const champion = advance(advance('Second Wind — heal.', 'FIGHTER', 3, undefined, { key: 'CHAMPION', chosen: true }).specialAbilities, 'FIGHTER', 5, undefined, CHAMPION).specialAbilities;
expect(champion.split('\n').map((l) => l.split(' — ')[0])).toEqual(['Second Wind', 'Improved Critical', 'Extra Attack']);
const samurai = switchSubclass(champion, 'FIGHTER', 5, 'CHAMPION', 'SAMURAI');
expect(samurai.split('\n').map((l) => l.split(' — ')[0])).toEqual(['Second Wind', 'Extra Attack', 'Fighting Spirit', 'Bonus Proficiency']);
// Cleared altogether, the choice is owed again.
expect(switchSubclass(samurai, 'FIGHTER', 5, 'SAMURAI', null).split('\n').map((l) => l.split(' — ')[0])).toEqual(['Second Wind', 'Extra Attack', 'Subclass']);
// A line the class also writes under the same name is not taken away.
const valor = advance('Extra Attack — mine.', 'BARD', 6, undefined, { key: 'VALOR', chosen: true }).specialAbilities;
expect(switchSubclass(valor, 'BARD', 6, 'VALOR', 'LORE')).not.toContain('Combat Inspiration');
});
});
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const { spellSlotsFor, spellSlotState, maxSpellLevel, hitDiceState, computeCharacterSheet } = require('./calculations');
describe('spellSlotsFor', () => {
test('full casters follow the standard table', () => {
expect(spellSlotsFor('WIZARD', 1)).toEqual({ kind: 'FULL', restoresOn: 'LONG', max: [2] });
expect(spellSlotsFor('CLERIC', 3).max).toEqual([4, 2]);
expect(spellSlotsFor('BARD', 5).max).toEqual([4, 3, 2]);
expect(spellSlotsFor('DRUID', 9).max).toEqual([4, 3, 3, 3, 1]);
expect(spellSlotsFor('SORCERER', 10).max).toEqual([4, 3, 3, 3, 2]);
expect(spellSlotsFor('WIZARD', 20).max).toEqual([4, 3, 3, 3, 3, 2, 2, 1, 1]);
});
test('half casters start at level 2', () => {
expect(spellSlotsFor('PALADIN', 1).max).toEqual([]);
expect(spellSlotsFor('PALADIN', 2).max).toEqual([2]);
expect(spellSlotsFor('RANGER', 4).max).toEqual([3]);
expect(spellSlotsFor('RANGER', 5).max).toEqual([4, 2]);
expect(spellSlotsFor('PALADIN', 10).max).toEqual([4, 3, 2]);
});
test('a warlock has a few slots, all of one level, back on a short rest', () => {
expect(spellSlotsFor('WARLOCK', 1)).toEqual({ kind: 'PACT', restoresOn: 'SHORT', max: [1] });
expect(spellSlotsFor('WARLOCK', 2).max).toEqual([2]);
expect(spellSlotsFor('WARLOCK', 3).max).toEqual([0, 2]);
expect(spellSlotsFor('WARLOCK', 9).max).toEqual([0, 0, 0, 0, 2]);
});
test('classes without spells have none', () => {
for (const cls of ['FIGHTER', 'BARBARIAN', 'ROGUE', 'MONK', null]) expect(spellSlotsFor(cls, 10)).toBeNull();
});
});
describe('spellSlotState', () => {
test('counts what is spent against what there is', () => {
expect(spellSlotState('WIZARD', 3, [1, 2]).levels).toEqual([
{ level: 1, max: 4, used: 1, remaining: 3 },
{ level: 2, max: 2, used: 2, remaining: 0 },
]);
});
test('never counts more spent than the class has, or a level it has lost', () => {
expect(spellSlotState('WIZARD', 1, [9, 2]).levels).toEqual([{ level: 1, max: 2, used: 2, remaining: 0 }]);
});
test('lists only the slot levels a warlock actually has', () => {
expect(spellSlotState('WARLOCK', 5, [0, 0, 1])).toEqual({ kind: 'PACT', restoresOn: 'SHORT', levels: [{ level: 3, max: 2, used: 1, remaining: 1 }] });
});
test('is null where there is nothing to track', () => {
expect(spellSlotState('FIGHTER', 5, [])).toBeNull();
expect(spellSlotState('PALADIN', 1, [])).toBeNull();
});
});
describe('maxSpellLevel', () => {
test('is the highest slot level, as in the unlock schedule', () => {
expect([1, 3, 5, 7, 9].map((level) => maxSpellLevel('WIZARD', level))).toEqual([1, 2, 3, 4, 5]);
expect([1, 3, 5, 7, 9].map((level) => maxSpellLevel('WARLOCK', level))).toEqual([1, 2, 3, 4, 5]);
expect([1, 2, 5, 9].map((level) => maxSpellLevel('PALADIN', level))).toEqual([0, 1, 2, 3]);
expect(maxSpellLevel('ROGUE', 9)).toBe(0);
});
});
describe('hitDiceState', () => {
test('one die per level, of the class size, less what is spent', () => {
expect(hitDiceState('BARBARIAN', 4, 1)).toEqual({ size: 12, count: 4, used: 1, remaining: 3 });
expect(hitDiceState('WIZARD', 2, 9)).toEqual({ size: 6, count: 2, used: 2, remaining: 0 });
});
});
describe('the sheet', () => {
test('carries the slot tracker and the Hit Dice', () => {
const sheet = computeCharacterSheet({ characterClass: 'CLERIC', level: 3, spellSlotsUsed: [1], hitDiceUsed: 2 });
expect(sheet.spellSlots.levels.map((s) => s.remaining)).toEqual([3, 2]);
expect(sheet.hitDice).toEqual({ size: 8, count: 3, used: 2, remaining: 1 });
expect(computeCharacterSheet({ characterClass: 'ROGUE', level: 3 }).spellSlots).toBeNull();
});
});
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const { challengeXp, encounterDifficulty, xpProgress } = require('./calculations');
const { CR_XP, XP_THRESHOLDS, LEVEL_XP } = require('./data/xp');
const { MONSTER_LIBRARY } = require('./data/library');
describe('challengeXp', () => {
test('reads a rating however it was typed', () => {
expect(challengeXp('0')).toBe(10);
expect(challengeXp('1/8')).toBe(25);
expect(challengeXp(' 1/4 ')).toBe(50);
expect(challengeXp('0.5')).toBe(100);
expect(challengeXp('CR 3')).toBe(700);
expect(challengeXp(5)).toBe(1800);
expect(challengeXp('30')).toBe(155000);
});
test('is null for what is not a rating', () => {
for (const text of [null, undefined, '', 'boss', '31', '1/3', '-1']) expect(challengeXp(text)).toBeNull();
});
test('every monster in the built-in bestiary has a rating it can read', () => {
for (const monster of MONSTER_LIBRARY) expect(challengeXp(monster.challengeRating)).not.toBeNull();
});
});
describe('the tables', () => {
test('cover every rating from 0 to 30 and every level from 1 to 20, always rising', () => {
expect(Object.keys(CR_XP)).toHaveLength(34);
expect(XP_THRESHOLDS).toHaveLength(20);
expect(LEVEL_XP).toHaveLength(20);
for (let level = 1; level < 20; level++) {
expect(LEVEL_XP[level]).toBeGreaterThan(LEVEL_XP[level - 1]);
for (let i = 0; i < 4; i++) expect(XP_THRESHOLDS[level][i]).toBeGreaterThanOrEqual(XP_THRESHOLDS[level - 1][i]);
}
for (const [easy, medium, hard, deadly] of XP_THRESHOLDS) expect(easy < medium && medium < hard && hard < deadly).toBe(true);
});
});
describe('encounterDifficulty', () => {
const party = [1, 1, 1, 1]; // easy 100, medium 200, hard 300, deadly 400
test('adds up the party\'s thresholds and the monsters\' XP', () => {
const one = encounterDifficulty(party, ['1/2']);
expect(one).toEqual({ xp: 100, adjustedXp: 100, multiplier: 1, rating: 'EASY', thresholds: { easy: 100, medium: 200, hard: 300, deadly: 400 }, monsters: 1, unrated: 0 });
expect(encounterDifficulty([3, 5], []).thresholds).toEqual({ easy: 325, medium: 650, hard: 975, deadly: 1500 });
});
test('more monsters make a harder fight than their XP alone', () => {
expect(encounterDifficulty(party, ['1/8'])).toMatchObject({ xp: 25, adjustedXp: 25, rating: 'TRIVIAL' });
expect(encounterDifficulty(party, ['1/4', '1/4'])).toMatchObject({ xp: 100, multiplier: 1.5, adjustedXp: 150, rating: 'EASY' });
expect(encounterDifficulty(party, ['1/4', '1/4', '1/4'])).toMatchObject({ xp: 150, multiplier: 2, adjustedXp: 300, rating: 'HARD' });
expect(encounterDifficulty(party, ['1/4', '1/4', '1/4', '1/4'])).toMatchObject({ xp: 200, adjustedXp: 400, rating: 'DEADLY' });
expect(encounterDifficulty(party, Array(7).fill('0')).multiplier).toBe(2.5);
expect(encounterDifficulty(party, Array(11).fill('0')).multiplier).toBe(3);
expect(encounterDifficulty(party, Array(15).fill('0')).multiplier).toBe(4);
});
test('leaves monsters with no rating out, and says how many', () => {
expect(encounterDifficulty(party, ['1', 'boss', null])).toMatchObject({ xp: 200, adjustedXp: 200, monsters: 1, unrated: 2, rating: 'MEDIUM' });
});
test('has no rating without a party, or with nothing rated to fight', () => {
expect(encounterDifficulty([], ['1'])).toMatchObject({ xp: 200, rating: null, thresholds: null });
expect(encounterDifficulty(party, [])).toMatchObject({ xp: 0, rating: null });
expect(encounterDifficulty(party, ['boss'])).toMatchObject({ rating: null, unrated: 1 });
});
});
describe('xpProgress', () => {
test('says what the next level takes and whether it is due', () => {
expect(xpProgress(0, 1)).toEqual({ nextLevelAt: 300, levelUpDue: false });
expect(xpProgress(299, 1)).toEqual({ nextLevelAt: 300, levelUpDue: false });
expect(xpProgress(300, 1)).toEqual({ nextLevelAt: 300, levelUpDue: true });
expect(xpProgress(300, 2)).toEqual({ nextLevelAt: 900, levelUpDue: false });
expect(xpProgress(999999, 20)).toEqual({ nextLevelAt: null, levelUpDue: false });
});
});
+1 -1
View File
@@ -1,4 +1,4 @@
require('dotenv').config();
require('dotenv').config({ quiet: true });
const http = require('http');
const { Server } = require('socket.io');
const { createApp } = require('./app');
+12 -5
View File
@@ -12,11 +12,18 @@ function requireCampaignMember() {
return async (req, res, next) => {
const campaignId = req.params.campaignId || req.params.id;
try {
const campaign = await prisma.campaign.findUnique({ where: { id: campaignId } });
if (!campaign) return res.status(404).json({ error: 'Campaign not found' });
const membership = await loadCampaignMembership(req.user.id, campaignId);
if (!membership) return res.status(403).json({ error: 'Not a member of this campaign' });
// One query for a member, which is nearly every request. Only when it
// finds nothing is the campaign looked up, to tell a 404 from a 403.
const found = await prisma.campaignMember.findUnique({
where: { campaignId_userId: { campaignId, userId: req.user.id } },
include: { campaign: true },
});
if (!found) {
const exists = await prisma.campaign.findUnique({ where: { id: campaignId }, select: { id: true } });
if (!exists) return res.status(404).json({ error: 'Campaign not found' });
return res.status(403).json({ error: 'Not a member of this campaign' });
}
const { campaign, ...membership } = found;
req.campaign = campaign;
req.membership = membership;
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+29
View File
@@ -18,6 +18,11 @@ const loginSchema = z.object({
password: z.string().min(1),
});
const changePasswordSchema = z.object({
currentPassword: z.string().min(1),
newPassword: z.string().min(8, 'Password must be at least 8 characters'),
});
function issueToken(user) {
return jwt.sign(
{ sub: user.id, email: user.email, displayName: user.displayName },
@@ -76,4 +81,28 @@ router.get('/me', requireAuth, async (req, res, next) => {
}
});
// Tokens already issued stay valid until they expire; this only changes what
// the next login needs.
router.post('/password', requireAuth, async (req, res, next) => {
try {
const parsed = changePasswordSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { currentPassword, newPassword } = parsed.data;
const user = await prisma.user.findUnique({ where: { id: req.user.id } });
if (!user) return res.status(404).json({ error: 'User not found' });
const valid = await bcrypt.compare(currentPassword, user.passwordHash);
if (!valid) return res.status(400).json({ error: 'Your current password is incorrect' });
if (newPassword === currentPassword) {
return res.status(400).json({ error: 'Your new password must be different from the current one' });
}
await prisma.user.update({ where: { id: user.id }, data: { passwordHash: await bcrypt.hash(newPassword, 12) } });
return res.status(204).end();
} catch (err) {
return next(err);
}
});
module.exports = router;
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File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+6
View File
@@ -34,6 +34,12 @@ router.post('/', async (req, res, next) => {
if (resolvedCampaignId) {
const membership = await loadCampaignMembership(req.user.id, resolvedCampaignId);
if (!membership) return res.status(403).json({ error: 'Not a member of this campaign' });
// A campaign-level (not character-level) DM_ONLY note is the DM's
// private scratchpad — only the DM may create one of those.
if (visibility === 'DM_ONLY' && !characterId && membership.role !== 'DM') {
return res.status(403).json({ error: 'Only the DM can post a DM-only campaign note.' });
}
}
const note = await prisma.note.create({
+121
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@@ -0,0 +1,121 @@
// Creates one campaign, fully built, from a checked seed (seeds/index.js,
// buildSeed), with `owner` as its DM. `db` is a transaction client, so a
// failure leaves nothing behind.
const { generateInviteCode } = require('../utils/inviteCode');
// Notes list newest-first on screen, so they are stamped a second apart,
// backwards: the first entry in the seed is the one at the top.
function bookOrder(index) {
return new Date(Date.now() - index * 1000);
}
function byName(rows) {
return new Map(rows.map((row) => [row.name, row]));
}
const MONEY = { gold: 'GOLD', silver: 'SILVER', copper: 'COPPER', cash: 'CASH' };
async function createCampaignFromSeed(db, owner, seed) {
let inviteCode = generateInviteCode();
while (await db.campaign.findUnique({ where: { inviteCode } })) inviteCode = generateInviteCode();
const campaign = await db.campaign.create({
data: { ...seed.campaign, inviteCode, ownerId: owner.id, members: { create: { userId: owner.id, role: 'DM' } } },
});
const campaignId = campaign.id;
const inCampaign = (rows) => rows.map((row) => ({ ...row, campaignId }));
await db.location.createMany({ data: inCampaign(seed.locations) });
await db.weapon.createMany({ data: inCampaign(seed.weapons) });
await db.item.createMany({ data: inCampaign(seed.items) });
await db.spell.createMany({ data: inCampaign(seed.spells) });
await db.monster.createMany({ data: inCampaign(seed.monsters) });
await db.npc.createMany({ data: inCampaign(seed.npcs.map(({ wares, ...npc }) => npc)) });
const where = { where: { campaignId } };
const monsters = byName(await db.monster.findMany(where));
const npcs = byName(await db.npc.findMany(where));
const weapons = byName(await db.weapon.findMany(where));
const items = byName(await db.item.findMany(where));
const locations = byName(await db.location.findMany(where));
// A weapon or item named in a reward or a ware, with the level it is handed
// over at: its own starting level unless the seed asks for higher.
const gear = ({ weapon, item, level }) => {
const entry = weapon ? weapons.get(weapon) : items.get(item);
return { [weapon ? 'weaponId' : 'itemId']: entry.id, level: level ?? entry.minLevel };
};
const wares = (list, seller) =>
(list || []).map(({ price, currency, stock, ...ware }, i) => ({
...seller,
...gear(ware),
campaignId,
price,
currency: currency || 'GOLD',
stock: stock ?? null,
createdAt: new Date(Date.now() + i), // wares list in the order written
}));
for (const npc of seed.npcs) {
if (npc.wares) await db.saleOffer.createMany({ data: wares(npc.wares, { npcId: npcs.get(npc.name).id }) });
}
for (const [index, enc] of seed.encounters.entries()) {
const participants = [];
for (const [name, count, displayName, hp] of enc.monsters || []) {
const monster = monsters.get(name);
const label = displayName || monster.name;
const maxHp = hp ?? monster.maxHp;
for (let i = 1; i <= count; i++) {
participants.push({
monsterId: monster.id,
displayName: count > 1 ? `${label} #${i}` : label,
currentHp: maxHp,
maxHp,
isMonster: true,
});
}
}
for (const entry of enc.npcs || []) {
const { name, hp } = typeof entry === 'string' ? { name: entry } : entry;
const npc = npcs.get(name);
// An NPC with no combat stats takes part with no hit points to track.
const maxHp = hp ?? npc.maxHp ?? 0;
participants.push({ npcId: npc.id, displayName: npc.name, currentHp: maxHp, maxHp, isMonster: false });
}
// Rewards list oldest-first, so these are stamped forwards.
const rewards = (enc.rewards || []).map(({ quantity, note, ...reward }, i) => {
const createdAt = new Date(Date.now() + i);
const coin = Object.keys(MONEY).find((key) => reward[key]);
if (coin) return { type: 'GOLD', gold: reward[coin], currency: MONEY[coin], note, createdAt };
return { type: reward.weapon ? 'WEAPON' : 'ITEM', ...gear(reward), quantity: quantity ?? 1, note, createdAt };
});
const encounter = await db.encounter.create({
data: {
campaignId,
name: enc.name,
mode: enc.mode,
description: enc.description,
dmNotes: enc.dmNotes,
locationId: enc.location ? locations.get(enc.location).id : null,
sortOrder: index,
participants: { create: participants },
rewards: { create: rewards },
},
});
if (enc.wares) await db.saleOffer.createMany({ data: wares(enc.wares, { encounterId: encounter.id }) });
}
await db.note.createMany({
data: [
...seed.sharedNotes.map((body) => ({ body, visibility: 'SHARED' })),
...seed.dmNotes.map((body) => ({ body, visibility: 'DM_ONLY' })),
].map((note, i) => ({ ...note, campaignId, authorId: owner.id, createdAt: bookOrder(i) })),
});
return campaign;
}
module.exports = { createCampaignFromSeed };
+328
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@@ -0,0 +1,328 @@
// World seeds: ready-made campaigns a DM starts from by typing a code.
//
// Every .js file in /backend/seeds is one world (docs/SEEDS.md has the full
// format). It exports its `code` and the campaign's content; this module
// finds the files, checks them, and turns one into rows for
// createCampaign.js. The folder is read again on every lookup, so a file
// dropped in is live without a restart.
const fs = require('fs');
const path = require('path');
const { z } = require('zod');
const { GEAR_STATS, MAX_DAMAGE_SCALING, MAX_GEAR_LEVEL } = require('../game/calculations');
const { WEAPON_LIBRARY, ITEM_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../game/data/library');
const { CURRENCIES } = require('../utils/grants');
const SEEDS_DIR = path.join(__dirname, '..', '..', 'seeds');
const CODE_LENGTH = 6;
const CODE_PATTERN = /^[A-Z0-9]{6}$/;
// What someone types, as a seed file would have it.
function normalizeCode(code) {
return String(code || '').replace(/[\s-]/g, '').toUpperCase();
}
// ---------------------------------------------------------------------------
// The shape of a seed file. Objects are strict, so a misspelt field is an
// error rather than something silently left out of the campaign. The limits
// are the ones the app itself enforces (routes/*.js), so whatever a seed
// creates can still be edited on screen.
// ---------------------------------------------------------------------------
const text = (max) => z.string().trim().min(1).max(max);
const optionalText = (max) => z.string().max(max).nullish();
const dice = z.string().min(1).max(20).nullish();
// A creature's damage may name its type: "1d6+2 necrotic".
const damage = z.string().min(1).max(60).nullish();
const score = z.number().int().min(1).max(30).optional();
const gearLevel = z.number().int().min(1).max(MAX_GEAR_LEVEL);
const gear = {
damageScaling: z.number().int().min(1).max(MAX_DAMAGE_SCALING).optional(),
minLevel: gearLevel.optional(),
isStartingOption: z.boolean().optional(),
effects: z.array(z.strictObject({ stat: z.enum(GEAR_STATS), amount: z.number().int().min(-100).max(100) })).max(12).optional(),
effectNote: optionalText(300),
};
const POOLS = {
weapons: {
library: WEAPON_LIBRARY,
row: z.strictObject({
name: text(80),
damageDice: z.string().min(1).max(20),
damageType: text(40),
attackAbility: z.enum(['STR', 'DEX', 'FINESSE']),
properties: z.array(z.string()).optional(),
rangeNormal: z.number().int().min(0).nullish(),
rangeLong: z.number().int().min(0).nullish(),
...gear,
}),
},
items: {
library: ITEM_LIBRARY,
row: z.strictObject({ name: text(120), description: optionalText(2000), damageDice: dice, ...gear }),
},
spells: {
library: SPELL_LIBRARY,
row: z.strictObject({
name: text(80),
level: z.number().int().min(0).max(9),
damageDice: dice,
school: optionalText(40),
castingTime: optionalText(80),
range: optionalText(80),
duration: optionalText(80),
description: optionalText(4000),
isStartingOption: z.boolean().optional(),
revives: z.boolean().optional(),
}),
},
monsters: {
library: MONSTER_LIBRARY,
row: z.strictObject({
name: text(80),
ac: z.number().int().min(0).max(40),
maxHp: z.number().int().min(1).max(10000),
speed: z.number().int().min(0).max(500).optional(),
strScore: score,
dexScore: score,
conScore: score,
intScore: score,
wisScore: score,
chaScore: score,
attackBonus: z.number().int().min(-10).max(30).optional(),
damageDice: damage,
challengeRating: optionalText(10),
specialTrait: optionalText(500),
notes: optionalText(2000),
}),
},
};
const moneyAmount = z.number().int().min(1).max(1000000);
// Something for sale: one weapon or one item from this seed's pools, by name.
const wareSchema = z
.strictObject({
weapon: z.string().optional(),
item: z.string().optional(),
price: moneyAmount,
currency: z.enum(CURRENCIES).optional(),
level: gearLevel.nullish(),
stock: z.number().int().min(0).max(9999).nullish(),
})
.refine((ware) => Boolean(ware.weapon) !== Boolean(ware.item), { message: 'A ware sells one weapon or one item' });
// Loot: money ({ gold: 25 }, or silver / copper / cash), a weapon or an item.
const rewardSchema = z
.strictObject({
gold: moneyAmount.nullish(),
silver: moneyAmount.nullish(),
copper: moneyAmount.nullish(),
cash: moneyAmount.nullish(),
weapon: z.string().nullish(),
item: z.string().nullish(),
quantity: z.number().int().min(1).max(999).nullish(),
level: gearLevel.nullish(),
note: optionalText(200),
})
.refine((reward) => ['gold', 'silver', 'copper', 'cash', 'weapon', 'item'].filter((key) => reward[key] != null).length === 1, {
message: 'A reward is one thing: gold, silver, copper, cash, a weapon or an item',
});
const npcSchema = z.strictObject({
name: text(80),
role: optionalText(80),
disposition: z.enum(['FRIENDLY', 'NEUTRAL', 'HOSTILE']).optional(),
description: optionalText(2000),
dmNotes: optionalText(4000),
ac: z.number().int().min(0).max(40).nullish(),
maxHp: z.number().int().min(1).max(10000).nullish(),
attackBonus: z.number().int().min(-10).max(30).nullish(),
damageDice: damage,
// A money changer: exchangeGold gold for exchangeCash cash, either way.
exchangeGold: moneyAmount.nullish(),
exchangeCash: moneyAmount.nullish(),
wares: z.array(wareSchema).optional(),
});
const encounterSchema = z.strictObject({
name: text(120),
mode: z.enum(['BATTLE', 'QUEST']).optional(),
description: optionalText(4000),
dmNotes: optionalText(4000),
location: z.string().nullish(),
// [monster name, how many, display name?, max HP?]
monsters: z
.array(z.tuple([z.string(), z.number().int().min(1).max(50)]).rest(z.union([z.string(), z.number().int().min(1), z.null(), z.undefined()])))
.optional(),
npcs: z.array(z.union([z.string(), z.strictObject({ name: z.string(), hp: z.number().int().min(0).optional() })])).optional(),
rewards: z.array(rewardSchema).optional(),
wares: z.array(wareSchema).optional(),
});
// A pool entry is a full row, or one copied from the site library: its key
// alone, or { library: key } with fields to change on the copy. The rows
// themselves are checked once the copies are made (resolvePool).
const poolSchema = z.array(z.union([z.string(), z.record(z.string(), z.any())])).default([]);
const seedSchema = z.strictObject({
code: z.string().regex(CODE_PATTERN, `The code is ${CODE_LENGTH} capital letters or digits`),
campaign: z.strictObject({
name: text(120),
description: optionalText(2000),
startingGold: z.number().int().min(0).max(1000000).optional(),
startingItemCount: z.number().int().min(0).max(50).optional(),
startingSpellCount: z.number().int().min(0).max(50).optional(),
skipMotivationRoll: z.boolean().optional(),
showMonsterHp: z.boolean().optional(),
areaAttackAcPenalty: z.number().int().min(0).max(10).optional(),
maxEquipped: z.number().int().min(1).max(20).optional(),
maxEquippedWeapons: z.number().int().min(0).max(20).optional(),
subclassesEnabled: z.boolean().optional(),
multiclassEnabled: z.boolean().optional(),
diceMode: z.enum(['DIGITAL', 'PHYSICAL', 'BOTH']).optional(),
autoRollMonsters: z.boolean().optional(),
autoRollNpcs: z.boolean().optional(),
trackXp: z.boolean().optional(),
hpOnLevelUp: z.enum(['AVERAGE', 'ROLL']).optional(),
abilityScoreMethod: z.enum(['ROLL_4D6', 'STANDARD_ARRAY', 'POINT_BUY']).optional(),
rollVisibility: z.enum(['ALL', 'OWN']).optional(),
hideMonsterRolls: z.boolean().optional(),
critRule: z.enum(['DOUBLE_DICE', 'MAX_PLUS_ROLL']).optional(),
}),
locations: z.array(z.strictObject({ name: text(80), description: optionalText(2000) })).default([]),
weapons: poolSchema,
items: poolSchema,
spells: poolSchema,
monsters: poolSchema,
npcs: z.array(npcSchema).default([]),
encounters: z.array(encounterSchema).default([]),
// Note bodies, in reading order.
sharedNotes: z.array(text(10000)).default([]),
dmNotes: z.array(text(10000)).default([]),
});
class SeedError extends Error {}
function issueList(error) {
return error.issues.map((issue) => `${issue.path.join('.') || '(file)'}: ${issue.message}`);
}
// Swaps library references for copies of the library's rows (less the key and
// the picker-only tags) and checks every row. Problems are pushed to `problems`.
function resolvePool(pool, entries, problems) {
const { library, row } = POOLS[pool];
const rows = [];
entries.forEach((entry, index) => {
let candidate = entry;
if (typeof entry === 'string' || (entry && entry.library)) {
const { library: key, ...changes } = typeof entry === 'string' ? { library: entry } : entry;
const template = library.find((item) => item.key === key);
if (!template) return problems.push(`${pool}.${index}: there is no "${key}" in the ${pool} library`);
const { key: _key, category, classes, ...copy } = template;
candidate = { ...copy, ...changes };
}
const parsed = row.safeParse(candidate);
if (!parsed.success) return problems.push(...issueList(parsed.error).map((issue) => `${pool}.${index} (${candidate.name || '?'}): ${issue}`));
rows.push(parsed.data);
});
return rows;
}
// Checks a seed file's export and returns it ready to create: library
// references filled in, defaults applied. Throws a SeedError listing
// everything wrong with it.
function buildSeed(raw) {
const parsed = seedSchema.safeParse(raw);
if (!parsed.success) throw new SeedError(issueList(parsed.error).join('\n'));
const seed = parsed.data;
const problems = [];
for (const pool of Object.keys(POOLS)) seed[pool] = resolvePool(pool, seed[pool], problems);
// Encounters, rewards and wares point at things by name, so within a pool a
// name can only be used once.
const names = {};
for (const pool of ['locations', 'weapons', 'items', 'spells', 'monsters', 'npcs']) {
names[pool] = new Set();
for (const { name } of seed[pool]) {
if (names[pool].has(name)) problems.push(`${pool}: "${name}" is there twice`);
names[pool].add(name);
}
}
const gearByName = { weapon: new Map(seed.weapons.map((w) => [w.name, w])), item: new Map(seed.items.map((i) => [i.name, i])) };
const checkGear = (where, { weapon, item, level }) => {
const kind = weapon ? 'weapon' : 'item';
const entry = gearByName[kind].get(weapon || item);
if (!entry) return problems.push(`${where}: there is no ${kind} called "${weapon || item}"`);
if (level && level < (entry.minLevel || 1)) problems.push(`${where}: "${entry.name}" starts at level ${entry.minLevel}, so it can't be level ${level}`);
};
for (const npc of seed.npcs) {
if (Boolean(npc.exchangeGold) !== Boolean(npc.exchangeCash)) problems.push(`NPC "${npc.name}": an exchange rate needs both exchangeGold and exchangeCash`);
(npc.wares || []).forEach((ware) => checkGear(`NPC "${npc.name}" wares`, ware));
}
for (const encounter of seed.encounters) {
const where = `Encounter "${encounter.name}"`;
if (encounter.location && !names.locations.has(encounter.location)) problems.push(`${where}: there is no location called "${encounter.location}"`);
for (const [monster] of encounter.monsters || []) {
if (!names.monsters.has(monster)) problems.push(`${where}: there is no monster called "${monster}"`);
}
for (const entry of encounter.npcs || []) {
const name = typeof entry === 'string' ? entry : entry.name;
if (!names.npcs.has(name)) problems.push(`${where}: there is no NPC called "${name}"`);
}
for (const reward of encounter.rewards || []) if (reward.weapon || reward.item) checkGear(`${where} rewards`, reward);
(encounter.wares || []).forEach((ware) => checkGear(`${where} wares`, ware));
}
if (problems.length) throw new SeedError(problems.join('\n'));
return seed;
}
// ---------------------------------------------------------------------------
// The folder
// ---------------------------------------------------------------------------
// Every seed file, good or bad: [{ file, code, seed } | { file, error }].
// A file is only built again when it has changed on disk.
const built = new Map();
function loadSeeds(dir = SEEDS_DIR) {
if (!fs.existsSync(dir)) return [];
const results = [];
const codes = new Map();
for (const file of fs.readdirSync(dir).filter((name) => name.endsWith('.js')).sort()) {
const fullPath = path.join(dir, file);
const { mtimeMs } = fs.statSync(fullPath);
let entry = built.get(fullPath);
if (!entry || entry.mtimeMs !== mtimeMs) {
try {
delete require.cache[require.resolve(fullPath)];
const seed = buildSeed(require(fullPath));
entry = { mtimeMs, result: { file, code: seed.code, seed } };
} catch (err) {
entry = { mtimeMs, result: { file, error: err.message } };
}
built.set(fullPath, entry);
}
let { result } = entry;
if (result.code && codes.has(result.code)) {
result = { file, error: `Its code ${result.code} is already used by ${codes.get(result.code)}` };
} else if (result.code) {
codes.set(result.code, file);
}
results.push(result);
}
return results;
}
// The world behind a code, or null. A file with something wrong in it is
// never offered; `npm run seeds:check` says what is wrong.
function findSeed(code, dir = SEEDS_DIR) {
const wanted = normalizeCode(code);
const match = loadSeeds(dir).find((result) => result.code === wanted && !result.error);
return match ? match.seed : null;
}
module.exports = { SEEDS_DIR, CODE_LENGTH, SeedError, normalizeCode, buildSeed, loadSeeds, findSeed };
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const fs = require('fs');
const os = require('os');
const path = require('path');
const { buildSeed, loadSeeds, findSeed, normalizeCode, SeedError } = require('./index');
// The smallest seed there is, with whatever a test adds or changes.
function seedWith(extra = {}) {
return { code: 'TEST01', campaign: { name: 'Test World' }, ...extra };
}
describe('the seeds in /backend/seeds', () => {
const results = loadSeeds();
test('every file is a valid world', () => {
expect(results.length).toBeGreaterThan(0);
for (const { file, error } of results) expect({ file, error }).toEqual({ file, error: undefined });
});
test('each has its own code', () => {
const codes = results.map((result) => result.code);
expect(new Set(codes).size).toBe(codes.length);
});
});
describe('buildSeed', () => {
test('fills in what is left out', () => {
const seed = buildSeed(seedWith());
expect(seed.weapons).toEqual([]);
expect(seed.encounters).toEqual([]);
expect(seed.sharedNotes).toEqual([]);
});
test('copies library entries, with changes, and drops the library-only fields', () => {
const seed = buildSeed(seedWith({ weapons: ['dagger', { library: 'longsword', isStartingOption: true, minLevel: 2 }], monsters: ['goblin'] }));
expect(seed.weapons[0]).toMatchObject({ name: 'Dagger', damageDice: '1d4' });
expect(seed.weapons[1]).toMatchObject({ name: 'Longsword', isStartingOption: true, minLevel: 2 });
expect(seed.weapons[0]).not.toHaveProperty('key');
expect(seed.weapons[0]).not.toHaveProperty('category');
expect(seed.monsters[0].name).toBe('Goblin');
});
test('refuses a code that is not six capital letters or digits', () => {
for (const code of ['abc123', 'ABC12', 'ABC1234', 'ABC-12', undefined]) {
expect(() => buildSeed(seedWith({ code }))).toThrow(SeedError);
}
});
test('refuses a misspelt field rather than leaving it out', () => {
expect(() => buildSeed(seedWith({ npcs: [{ name: 'Mira', desciption: 'A baker' }] }))).toThrow(/desciption/);
expect(() => buildSeed(seedWith({ items: [{ name: 'Rope', starting: true }] }))).toThrow(/starting/);
});
test('refuses an unknown library key', () => {
expect(() => buildSeed(seedWith({ spells: ['fire-bolt', 'not-a-spell'] }))).toThrow(/no "not-a-spell" in the spells library/);
});
test('refuses the same name twice in a pool', () => {
expect(() => buildSeed(seedWith({ weapons: ['dagger', 'dagger'] }))).toThrow(/"Dagger" is there twice/);
});
test('refuses an encounter that points at something the seed does not have', () => {
const encounter = (extra) => seedWith({ encounters: [{ name: 'The Bridge', ...extra }] });
expect(() => buildSeed(encounter({ location: 'Nowhere' }))).toThrow(/no location called "Nowhere"/);
expect(() => buildSeed(encounter({ monsters: [['Troll', 1]] }))).toThrow(/no monster called "Troll"/);
expect(() => buildSeed(encounter({ npcs: ['Mira'] }))).toThrow(/no NPC called "Mira"/);
expect(() => buildSeed(encounter({ rewards: [{ item: 'Rope' }] }))).toThrow(/no item called "Rope"/);
expect(() => buildSeed(encounter({ wares: [{ weapon: 'Dagger', price: 2 }] }))).toThrow(/no weapon called "Dagger"/);
});
test('a reward is exactly one thing', () => {
const rewards = (list) => seedWith({ items: [{ name: 'Rope' }], encounters: [{ name: 'The Bridge', rewards: list }] });
expect(buildSeed(rewards([{ gold: 5 }, { cash: 20 }, { item: 'Rope', quantity: 2 }])).encounters[0].rewards).toHaveLength(3);
expect(() => buildSeed(rewards([{ gold: 5, item: 'Rope' }]))).toThrow(SeedError);
expect(() => buildSeed(rewards([{ note: 'nothing' }]))).toThrow(SeedError);
});
test('gear cannot be sold or handed out below its starting level', () => {
const world = (ware) => seedWith({ items: [{ name: 'Old Crown', minLevel: 4 }], npcs: [{ name: 'Mira', wares: [ware] }] });
expect(buildSeed(world({ item: 'Old Crown', price: 100, level: 5 })).npcs[0].wares).toHaveLength(1);
expect(() => buildSeed(world({ item: 'Old Crown', price: 100, level: 2 }))).toThrow(/starts at level 4/);
});
test('an exchange rate needs both halves', () => {
expect(() => buildSeed(seedWith({ npcs: [{ name: 'Mira', exchangeGold: 1 }] }))).toThrow(/exchange rate/);
expect(buildSeed(seedWith({ npcs: [{ name: 'Mira', exchangeGold: 1, exchangeCash: 20 }] })).npcs[0].exchangeCash).toBe(20);
});
test('an effect has to be on a number the sheet has', () => {
const item = (effects) => seedWith({ items: [{ name: 'Shield', effects }] });
expect(buildSeed(item([{ stat: 'AC', amount: 2 }])).items[0].effects).toEqual([{ stat: 'AC', amount: 2 }]);
expect(() => buildSeed(item([{ stat: 'LUCK', amount: 2 }]))).toThrow(SeedError);
});
});
describe('the seeds folder', () => {
let dir;
const drop = (file, seed) => fs.writeFileSync(path.join(dir, file), `module.exports = ${JSON.stringify(seed)};`);
beforeEach(() => {
dir = fs.mkdtempSync(path.join(os.tmpdir(), 'seeds-'));
});
afterEach(() => {
fs.rmSync(dir, { recursive: true, force: true });
});
test('a code finds its world however it is typed', () => {
drop('one.js', seedWith({ code: 'AB12CD' }));
expect(normalizeCode(' ab1-2cd ')).toBe('AB12CD');
expect(findSeed(' ab1-2cd ', dir).campaign.name).toBe('Test World');
expect(findSeed('ZZZZZZ', dir)).toBeNull();
expect(findSeed('', dir)).toBeNull();
});
test('a file dropped in later is picked up', () => {
expect(findSeed('LATER1', dir)).toBeNull();
drop('later.js', seedWith({ code: 'LATER1' }));
expect(findSeed('LATER1', dir)).not.toBeNull();
});
test('a broken file is reported and never offered, without hiding the good ones', () => {
drop('bad.js', seedWith({ code: 'BAD001', encounters: [{ name: 'X', monsters: [['Nobody', 1]] }] }));
drop('good.js', seedWith({ code: 'GOOD01' }));
fs.writeFileSync(path.join(dir, 'syntax.js'), 'module.exports = {');
const byFile = Object.fromEntries(loadSeeds(dir).map((result) => [result.file, result]));
expect(byFile['bad.js'].error).toMatch(/no monster called "Nobody"/);
expect(byFile['syntax.js'].error).toBeTruthy();
expect(byFile['good.js'].error).toBeUndefined();
expect(findSeed('BAD001', dir)).toBeNull();
expect(findSeed('GOOD01', dir)).not.toBeNull();
});
test('two files cannot share a code: the first keeps it', () => {
drop('a.js', seedWith({ code: 'SAME01', campaign: { name: 'First' } }));
drop('b.js', seedWith({ code: 'SAME01', campaign: { name: 'Second' } }));
expect(loadSeeds(dir)[1].error).toMatch(/already used by a\.js/);
expect(findSeed('SAME01', dir).campaign.name).toBe('First');
});
});
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const jwt = require('jsonwebtoken');
const { loadCampaignMembership } = require('../middleware/campaignAccess');
// Clients join a room per campaign (`campaign:<id>`) after authenticating with
// the same JWT issued by /auth/login. Server-side route handlers emit into
// these rooms (see character:updated, encounter:*-updated, character:created).
// Events only ever carry ids: each client refetches its own view, since what
// the DM, an owner and another player may see of the same thing differs.
function attachSockets(io) {
io.use((socket, next) => {
const token = socket.handshake.auth && socket.handshake.auth.token;
@@ -17,8 +20,11 @@ function attachSockets(io) {
});
io.on('connection', (socket) => {
socket.on('campaign:join', (campaignId) => {
if (typeof campaignId === 'string') socket.join(`campaign:${campaignId}`);
socket.on('campaign:join', async (campaignId) => {
if (typeof campaignId !== 'string') return;
// Members only: a room's events are not for anyone who knows the id.
const membership = await loadCampaignMembership(socket.user.id, campaignId).catch(() => null);
if (membership) socket.join(`campaign:${campaignId}`);
});
socket.on('campaign:leave', (campaignId) => {
if (typeof campaignId === 'string') socket.leave(`campaign:${campaignId}`);
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// The two ways a character's belongings change: coins through the ledger, and
// gear from the campaign pools. Shared by the character sheet routes and by
// encounter rewards so both follow the same rules. Every function takes a
// Prisma client or transaction client as `db`.
// The coins, and what each is worth counted in copper: silver is 0.1 gold and
// copper is 0.01 gold, so 1 gold = 10 silver = 100 copper and 1 silver = 10
// copper. Whole numbers keep exchanges exact.
const COINS = ['GOLD', 'SILVER', 'COPPER'];
const COIN_VALUE = { GOLD: 100, SILVER: 10, COPPER: 1 };
// Everything a purse can hold: the coins, plus cash ($) — modern money for
// crossover worlds. Cash has no worth in coins, so it is never exchanged for
// them and never used to make change.
const CURRENCIES = [...COINS, 'CASH'];
// Each currency is its own column on the character.
const COIN_COLUMN = { GOLD: 'gold', SILVER: 'silver', COPPER: 'copper', CASH: 'cash' };
class InsufficientGoldError extends Error {}
// amount is signed: positive = gained, negative = spent, in `currency` coins.
// Writes the ledger row and returns it; throws InsufficientGoldError if that
// coin's balance would go below 0 (inside a transaction, that rolls the whole
// thing back). This moves exactly the coins named and nothing else; to pay a
// price out of whatever coins the purse holds, use spendCoins.
async function adjustGold(db, { characterId, amount, currency = 'GOLD', reason, userId, include }) {
const column = COIN_COLUMN[currency];
// The atomic increment is the balance check: two spends racing each other
// can't both pass a stale read.
const updated = await db.character.update({ where: { id: characterId }, data: { [column]: { increment: amount } } });
if (updated[column] < 0) throw new InsufficientGoldError();
return db.goldTransaction.create({
data: { characterId, currency, amount, balanceAfter: updated[column], reason: reason || null, createdById: userId },
include,
});
}
// Works out which coins leave (and come back as change) when a purse pays
// `amount` coins of `currency`. Returns the change to each balance, e.g.
// { GOLD: -1, SILVER: 7, COPPER: 0 } for 3 silver paid from a purse with only
// gold in it — or null if the whole purse isn't worth that much.
// 1. Coins of the kind asked for go first.
// 2. Any shortfall is met by breaking the nearest bigger coin; the change
// comes back in as few coins as possible.
// 3. Only if there are no bigger coins left are smaller ones counted out.
function planPayment(purse, currency, amount) {
const worth = (coin) => COIN_VALUE[coin];
const delta = { GOLD: 0, SILVER: 0, COPPER: 0 };
const left = (coin) => purse[coin] + delta[coin];
let owed = amount * worth(currency);
if (COINS.reduce((sum, coin) => sum + purse[coin] * worth(coin), 0) < owed) return null;
const pay = (coin, count) => {
delta[coin] -= count;
owed -= count * worth(coin);
};
pay(currency, Math.min(purse[currency], amount));
const bigger = COINS.filter((coin) => worth(coin) > worth(currency)).reverse(); // nearest first
for (const coin of bigger) {
if (owed <= 0) break;
pay(coin, Math.min(left(coin), Math.ceil(owed / worth(coin))));
// Overpaid: hand the difference back, biggest coins first.
let change = -owed;
for (const small of COINS.filter((c) => worth(c) < worth(coin))) {
if (change <= 0) break;
const count = Math.floor(change / worth(small));
delta[small] += count;
change -= count * worth(small);
}
if (owed < 0) owed = 0;
}
for (const coin of COINS.filter((c) => worth(c) < worth(currency))) {
if (owed <= 0) break;
pay(coin, Math.min(left(coin), Math.floor(owed / worth(coin))));
}
return delta;
}
// Pays `amount` coins of `currency` out of a character's purse, making change
// as needed (see planPayment). Every coin that moved gets its own ledger row;
// the rows are returned, the one in `currency` first when there is one. Throws
// InsufficientGoldError if the purse as a whole can't cover it. Cash is paid in
// cash alone: coins don't cover it, and it doesn't cover coins.
async function spendCoins(db, { characterId, amount, currency = 'GOLD', reason, userId, include }) {
if (!COINS.includes(currency)) return [await adjustGold(db, { characterId, amount: -amount, currency, reason, userId, include })];
const character = await db.character.findUnique({ where: { id: characterId }, select: { gold: true, silver: true, copper: true } });
const purse = { GOLD: character.gold, SILVER: character.silver, COPPER: character.copper };
const delta = planPayment(purse, currency, amount);
if (!delta) throw new InsufficientGoldError();
const moved = COINS.filter((coin) => delta[coin] !== 0).sort((a, b) => (b === currency) - (a === currency));
const madeChange = moved.some((coin) => coin !== currency);
const label = reason || 'Spent';
const rows = [];
for (const coin of moved) {
rows.push(
await adjustGold(db, {
characterId,
amount: delta[coin],
currency: coin,
// Says what the payment was when the coins that moved aren't the ones asked for.
reason: madeChange ? `${label} (paid ${amount} ${currency.toLowerCase()}, with change)` : reason,
userId,
include,
})
);
}
return rows;
}
// A purse's coins as one figure in gold, for messages: 265 copper-worth -> 2.65.
function worthInGold(character) {
const copper = COINS.reduce((sum, coin) => sum + character[COIN_COLUMN[coin]] * COIN_VALUE[coin], 0);
return copper / COIN_VALUE.GOLD;
}
const HELD = {
weapon: { model: 'characterWeapon', key: 'weaponId' },
item: { model: 'inventoryItem', key: 'itemId' },
};
// Gives `quantity` of a pool weapon/item to a character. Something they
// already hold stacks (and keeps the level the stack has); otherwise it
// arrives at `level`, never below the entry's starting level.
async function giveGear(db, kind, { characterId, entry, quantity = 1, level, equipped = false }) {
const { model, key } = HELD[kind];
return db[model].upsert({
where: { [`characterId_${key}`]: { characterId, [key]: entry.id } },
create: { characterId, [key]: entry.id, quantity, equipped, level: Math.max(level ?? entry.minLevel, entry.minLevel) },
update: { quantity: { increment: quantity } },
include: { [kind]: true },
});
}
module.exports = { CURRENCIES, COINS, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, planPayment, spendCoins, worthInGold, giveGear };
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// Temporary hit points are a buffer: damage comes off them first, and only
// what is left over reaches real HP. Takes the character's HP and temp HP as
// they are and the HP a damage/heal asked for (which may be below zero), and
// returns what both should become. Healing never touches temp HP.
function absorbDamage(currentHp, tempHp, requestedHp) {
const damage = currentHp - requestedHp;
if (damage <= 0 || tempHp <= 0) return { currentHp: requestedHp, tempHp };
const absorbed = Math.min(tempHp, damage);
return { currentHp: requestedHp + absorbed, tempHp: tempHp - absorbed };
}
// ---------------------------------------------------------------------------
// At 0 HP — death saves
// ---------------------------------------------------------------------------
//
// A character at 0 HP is dying: they roll a d20 each turn, and three successes
// or three failures settle it. The tallies and the "stable" flag live on the
// Character row, next to the HP they belong to.
// Three successes steady a character; three failures kill them.
const DEATH_SAVE_LIMIT = 3;
const NO_DEATH_SAVES = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
// UP: on their feet. DYING: at 0 HP and rolling death saves. STABLE: at 0 HP
// but no longer rolling. DEAD: three failures, or one blow too big to survive.
function lifeState(character) {
if (character.deathSaveFailures >= DEATH_SAVE_LIMIT) return 'DEAD';
if (character.currentHp > 0) return 'UP';
return character.stable ? 'STABLE' : 'DYING';
}
// What the API sends about it, the same shape wherever a character's HP goes.
function deathSaveInfo(character) {
return { state: lifeState(character), successes: character.deathSaveSuccesses, failures: character.deathSaveFailures };
}
// Turns a pair of tallies into what gets stored: the third failure is death,
// and the third success makes the character stable, which clears the tallies.
function settleDeathSaves(successes, failures) {
if (failures >= DEATH_SAVE_LIMIT) return { deathSaveSuccesses: successes, deathSaveFailures: DEATH_SAVE_LIMIT, stable: false };
if (successes >= DEATH_SAVE_LIMIT) return { ...NO_DEATH_SAVES, stable: true };
return { deathSaveSuccesses: successes, deathSaveFailures: failures, stable: false };
}
// Damage or healing on a finished character. `requestedHp` is the HP that was
// asked for, which may be below zero or above max. Returns every column that
// should be written: HP and temp HP, plus the death-save columns when the
// change touches them.
//
// - Damage comes off temp HP first.
// - Dropping to 0 starts the death saves from a clean slate.
// - Damage taken while already at 0 is one failed save, and ends "stable".
// - Damage that would leave as much as max HP still to take once HP is at 0
// kills outright.
// - Any healing from 0 puts the character back up and clears the tallies.
function changeHp(character, requestedHp, maxHp) {
const soaked = absorbDamage(character.currentHp, character.tempHp, requestedHp);
const after = { currentHp: Math.min(Math.max(soaked.currentHp, 0), maxHp), tempHp: soaked.tempHp };
if (after.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
const damage = character.currentHp - soaked.currentHp; // what got past temp HP
if (damage <= 0) return after;
if (-soaked.currentHp >= maxHp) return { ...after, ...settleDeathSaves(0, DEATH_SAVE_LIMIT) };
if (character.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
return { ...after, ...settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + 1) };
}
// A dying character's death save, from what the d20 showed: 10 or more is a
// success, less is a failure, a 1 is two failures, and a 20 puts them back on
// their feet with 1 HP.
function rollDeathSave(character, roll) {
if (roll === 20) return { currentHp: 1, ...NO_DEATH_SAVES };
if (roll >= 10) return settleDeathSaves(character.deathSaveSuccesses + 1, character.deathSaveFailures);
return settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + (roll === 1 ? 2 : 1));
}
module.exports = { absorbDamage, DEATH_SAVE_LIMIT, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave };
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const { lifeState, settleDeathSaves, changeHp, rollDeathSave } = require('./hp');
const CLEAR = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
const hero = (over = {}) => ({ currentHp: 10, tempHp: 0, ...CLEAR, ...over });
describe('lifeState', () => {
test('reads up, dying, stable and dead off the row', () => {
expect(lifeState(hero())).toBe('UP');
expect(lifeState(hero({ currentHp: 0 }))).toBe('DYING');
expect(lifeState(hero({ currentHp: 0, stable: true }))).toBe('STABLE');
expect(lifeState(hero({ currentHp: 0, deathSaveFailures: 3 }))).toBe('DEAD');
});
});
describe('changeHp', () => {
test('ordinary damage and healing leave the death saves clear', () => {
expect(changeHp(hero(), 4, 20)).toEqual({ currentHp: 4, tempHp: 0, ...CLEAR });
expect(changeHp(hero(), 99, 20)).toEqual({ currentHp: 20, tempHp: 0, ...CLEAR });
});
test('dropping to 0 starts the saves from nothing', () => {
expect(changeHp(hero(), -5, 20)).toEqual({ currentHp: 0, tempHp: 0, ...CLEAR });
});
test('damage at 0 HP is a failed save and ends stable', () => {
const down = hero({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 1 });
expect(changeHp(down, -3, 20)).toMatchObject({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 2, stable: false });
expect(changeHp(hero({ currentHp: 0, stable: true }), -3, 20)).toMatchObject({ deathSaveFailures: 1, stable: false });
expect(lifeState(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), -1, 20))).toBe('DEAD');
});
test('temp HP that soaks the whole blow costs no save', () => {
const down = hero({ currentHp: 0, tempHp: 5, deathSaveFailures: 1 });
expect(changeHp(down, -5, 20)).toEqual({ currentHp: 0, tempHp: 0 });
});
test('asking for the HP they already have at 0 changes nothing', () => {
expect(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), 0, 20)).toEqual({ currentHp: 0, tempHp: 0 });
});
test('damage of max HP or more past zero kills outright', () => {
expect(lifeState(changeHp(hero(), -19, 20))).toBe('DYING');
expect(lifeState(changeHp(hero(), -20, 20))).toBe('DEAD');
expect(lifeState(changeHp(hero({ currentHp: 0 }), -20, 20))).toBe('DEAD');
// Temp HP counts against the blow first.
expect(lifeState(changeHp(hero({ tempHp: 1 }), -20, 20))).toBe('DYING');
});
test('healing from 0 puts them back up with a clean slate', () => {
const down = hero({ currentHp: 0, deathSaveSuccesses: 1, deathSaveFailures: 2 });
expect(changeHp(down, 1, 20)).toEqual({ currentHp: 1, tempHp: 0, ...CLEAR });
expect(changeHp(hero({ currentHp: 0, stable: true }), 6, 20)).toEqual({ currentHp: 6, tempHp: 0, ...CLEAR });
});
});
describe('rollDeathSave', () => {
const down = (successes, failures) => hero({ currentHp: 0, deathSaveSuccesses: successes, deathSaveFailures: failures });
test('10 or more succeeds, less fails, a 1 fails twice', () => {
expect(rollDeathSave(down(0, 0), 10)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
expect(rollDeathSave(down(0, 0), 19)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
expect(rollDeathSave(down(0, 0), 9)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 1, stable: false });
expect(rollDeathSave(down(0, 0), 1)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 2, stable: false });
});
test('the third success makes them stable and clears the tallies', () => {
expect(rollDeathSave(down(2, 2), 14)).toEqual({ ...CLEAR, stable: true });
});
test('the third failure is death, and never counts past three', () => {
expect(rollDeathSave(down(2, 2), 5)).toMatchObject({ deathSaveFailures: 3 });
expect(rollDeathSave(down(0, 2), 1)).toMatchObject({ deathSaveFailures: 3 });
});
test('a 20 is 1 HP and a clean slate', () => {
expect(rollDeathSave(down(0, 2), 20)).toEqual({ currentHp: 1, ...CLEAR });
});
});
describe('settleDeathSaves', () => {
test('failures win a tie at three', () => {
expect(settleDeathSaves(3, 3)).toMatchObject({ deathSaveFailures: 3, stable: false });
});
});
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// Where characters are, and where they have been. A visit is recorded every
// time a character is put somewhere and is never removed by moving on: the
// set of visited locations is what a player is allowed to see. Every function
// takes a Prisma client or transaction client as `db`.
async function recordVisits(db, characterIds, locationId) {
if (characterIds.length === 0) return;
await db.characterLocationVisit.createMany({
data: characterIds.map((characterId) => ({ characterId, locationId })),
skipDuplicates: true,
});
}
async function moveCharacters(db, characterIds, locationId) {
if (characterIds.length === 0) return;
await db.character.updateMany({ where: { id: { in: characterIds } }, data: { currentLocationId: locationId } });
await recordVisits(db, characterIds, locationId);
}
// Ids of the locations any of this user's characters in the campaign has been to.
async function visitedLocationIds(db, userId, campaignId) {
const visits = await db.characterLocationVisit.findMany({
where: { character: { userId, campaignId } },
select: { locationId: true },
distinct: ['locationId'],
});
return new Set(visits.map((v) => v.locationId));
}
module.exports = { recordVisits, moveCharacters, visitedLocationIds };
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// Resting (the Hollowcrown book's Rules Cheat Sheet, "Resting"). Each function
// takes a finished character and its sheet and returns the columns to write
// plus an account of what happened, for the DM to read. Pure: no DB calls.
//
// Short rest (an hour): spend Hit Dice to heal, each one the class's die plus
// the Constitution modifier. A warlock's spell slots come back.
// Class counters that restore on a short rest come back.
// Long rest (a night): all HP, all spell slots, every class counter, Hit Dice
// up to half the level (at least one), one level of exhaustion less, and temp
// HP is gone, except what the Hardy Boon gives.
const { changeHp, lifeState, NO_DEATH_SAVES } = require('./hp');
const { hardyTempHp } = require('../game/levelUp');
const { restResources } = require('../game/classResources');
// Once a day on a short rest a wizard or a Land druid (from level 2) gets some
// spent slots back. Which ones is the player's choice, so the DM puts them
// back on the sheet; this is the reminder, or null when it does not apply.
function recoveryNote(character, sheet) {
const feature = character.characterClass === 'WIZARD' ? 'Arcane Recovery' : character.characterClass === 'DRUID' && character.level >= 2 && character.subclass === 'LAND' ? 'Natural Recovery' : null;
if (!feature || !sheet.spellSlots || !sheet.spellSlots.levels.some((slot) => slot.used > 0)) return null;
const budget = Math.ceil(character.level / 2);
return `${feature}: once per day, ${character.name} can regain spent slots adding up to ${budget} slot level${budget === 1 ? '' : 's'} (none of 6th level or higher). Put them back on the sheet.`;
}
// The class counters a rest refills: the tally to store and a line for the DM.
function refill(sheet, restType) {
const { resourcesUsed, restored } = restResources(sheet.resources || [], restType);
return { resourcesUsed, notes: restored.length > 0 ? [`Back: ${restored.join(', ')}.`] : [] };
}
// A problem with the Hit Dice asked for, or null. `rolled` is the total the
// dice showed, for dice rolled at the table.
function hitDiceProblem(character, sheet, dice, rolled) {
if (dice === 0) return null;
const { size, remaining } = sheet.hitDice;
if (lifeState(character) === 'DYING') return `${character.name} is dying: steady or heal them before they spend Hit Dice.`;
if (dice > remaining) return `${character.name} has ${remaining} Hit ${remaining === 1 ? 'Die' : 'Dice'} left, not ${dice}.`;
if (rolled != null && (rolled < dice || rolled > dice * size)) {
return `${character.name}: ${dice}d${size} adds up to between ${dice} and ${dice * size}, not ${rolled}.`;
}
return null;
}
// `rolls` is what each Hit Die showed, or `rolled` their total when they were
// rolled at the table. The Constitution modifier is added once per die, and
// the rest never takes HP away.
function shortRest(character, sheet, { dice = 0, rolls = null, rolled = null } = {}) {
const total = dice === 0 ? 0 : rolls ? rolls.reduce((sum, roll) => sum + roll, 0) : rolled;
const conBonus = dice * sheet.abilities.CON.modifier;
const healed = Math.max(0, total + conBonus);
const pact = Boolean(sheet.spellSlots) && sheet.spellSlots.restoresOn === 'SHORT';
const slotsRestored = pact && sheet.spellSlots.levels.some((slot) => slot.used > 0);
const counters = refill(sheet, 'SHORT');
const data = {
...(healed > 0 ? changeHp(character, character.currentHp + healed, sheet.hp.max) : {}),
hitDiceUsed: sheet.hitDice.used + dice,
...(pact ? { spellSlotsUsed: [] } : {}),
resourcesUsed: counters.resourcesUsed,
};
const hpAfter = data.currentHp ?? character.currentHp;
return {
data,
result: {
hpBefore: character.currentHp,
hpAfter,
maxHp: sheet.hp.max,
tempHp: character.tempHp,
hitDice: { size: sheet.hitDice.size, spent: dice, rolls, total, conBonus, healed: hpAfter - character.currentHp, left: sheet.hitDice.remaining - dice, of: sheet.hitDice.count, regained: 0 },
slotsRestored,
notes: [...counters.notes, recoveryNote(character, sheet)].filter(Boolean),
},
};
}
function longRest(character, sheet) {
const regained = Math.min(sheet.hitDice.used, Math.max(1, Math.floor(character.level / 2)));
const tempHp = hardyTempHp(character.specialAbilities);
const counters = refill(sheet, 'LONG');
const exhaustion = Math.max(0, (character.exhaustion || 0) - 1);
const data = {
currentHp: sheet.hp.max,
tempHp,
...NO_DEATH_SAVES,
hitDiceUsed: sheet.hitDice.used - regained,
spellSlotsUsed: [],
resourcesUsed: counters.resourcesUsed,
exhaustion,
};
return {
data,
result: {
hpBefore: character.currentHp,
hpAfter: sheet.hp.max,
maxHp: sheet.hp.max,
tempHp,
hitDice: { size: sheet.hitDice.size, spent: 0, rolls: null, total: 0, conBonus: 0, healed: 0, left: sheet.hitDice.remaining + regained, of: sheet.hitDice.count, regained },
slotsRestored: Boolean(sheet.spellSlots) && sheet.spellSlots.levels.some((slot) => slot.used > 0),
notes: [
...counters.notes,
...(character.exhaustion > 0 ? [exhaustion > 0 ? `Exhaustion down to level ${exhaustion}.` : 'No longer exhausted.'] : []),
...(tempHp > 0 ? [`Hardy: ${tempHp} Temp HP for the day.`] : []),
],
},
};
}
module.exports = { hitDiceProblem, shortRest, longRest };
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const { hitDiceProblem, shortRest, longRest } = require('./rest');
const { computeCharacterSheet } = require('../game/calculations');
const CLEAR = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
// A level 5 fighter (d10) with CON 14 (+2): 10 + 2 + 4 × (6 + 2) = 44 HP.
const hero = (over = {}) => ({
name: 'Aria',
characterClass: 'FIGHTER',
level: 5,
conScore: 14,
currentHp: 10,
tempHp: 0,
hitDiceUsed: 0,
spellSlotsUsed: [],
specialAbilities: null,
...CLEAR,
...over,
});
const sheet = (character) => computeCharacterSheet(character);
describe('shortRest', () => {
test('spent Hit Dice heal what they rolled plus Constitution for each', () => {
const c = hero();
const { data, result } = shortRest(c, sheet(c), { dice: 2, rolls: [7, 4] });
expect(data).toMatchObject({ currentHp: 25, hitDiceUsed: 2 });
expect(result).toMatchObject({ hpBefore: 10, hpAfter: 25, maxHp: 44 });
expect(result.hitDice).toMatchObject({ size: 10, spent: 2, total: 11, conBonus: 4, healed: 15, left: 3, of: 5 });
});
test('takes a total rolled at the table, stops at max HP, and never takes HP away', () => {
const c = hero({ currentHp: 40 });
expect(shortRest(c, sheet(c), { dice: 1, rolled: 9 }).data.currentHp).toBe(44);
const frail = hero({ conScore: 3, currentHp: 10 }); // CON -4
const rest = shortRest(frail, sheet(frail), { dice: 1, rolled: 2 });
expect(rest.data.currentHp).toBeUndefined();
expect(rest.data.hitDiceUsed).toBe(1);
expect(rest.result.hitDice.healed).toBe(0);
});
test('with no dice spent nothing changes for a fighter', () => {
const c = hero({ hitDiceUsed: 3 });
expect(shortRest(c, sheet(c)).data).toEqual({ hitDiceUsed: 3, resourcesUsed: {} });
});
test('gives back the class counters that restore on a short rest, and only those', () => {
const c = hero({ level: 9, resourcesUsed: { SECOND_WIND: 1, ACTION_SURGE: 1, INDOMITABLE: 1 } });
const { data, result } = shortRest(c, sheet(c));
expect(data.resourcesUsed).toEqual({ INDOMITABLE: 1 });
expect(result.notes).toEqual(['Back: Second Wind, Action Surge.']);
});
test('gives a warlock their slots back, and nobody else', () => {
const warlock = hero({ characterClass: 'WARLOCK', spellSlotsUsed: [0, 0, 2] });
const rest = shortRest(warlock, sheet(warlock));
expect(rest.data.spellSlotsUsed).toEqual([]);
expect(rest.result.slotsRestored).toBe(true);
const wizard = hero({ characterClass: 'WIZARD', spellSlotsUsed: [2, 1] });
const wizardRest = shortRest(wizard, sheet(wizard));
expect(wizardRest.data.spellSlotsUsed).toBeUndefined();
expect(wizardRest.result.slotsRestored).toBe(false);
// ...but a wizard is reminded of Arcane Recovery: half their level, rounded up.
expect(wizardRest.result.notes).toEqual([expect.stringContaining('Arcane Recovery')]);
expect(wizardRest.result.notes[0]).toContain('3 slot levels');
const fresh = hero({ characterClass: 'WIZARD' });
expect(shortRest(fresh, sheet(fresh)).result.notes).toEqual([]);
});
test('wakes a stable character who spends a Hit Die', () => {
const c = hero({ currentHp: 0, stable: true });
expect(shortRest(c, sheet(c), { dice: 1, rolled: 5 }).data).toMatchObject({ currentHp: 7, ...CLEAR });
});
});
describe('hitDiceProblem', () => {
test('refuses more dice than are left, an impossible total, and the dying', () => {
const c = hero({ hitDiceUsed: 4 });
expect(hitDiceProblem(c, sheet(c), 0)).toBeNull();
expect(hitDiceProblem(c, sheet(c), 1, 10)).toBeNull();
expect(hitDiceProblem(c, sheet(c), 1)).toBeNull();
expect(hitDiceProblem(c, sheet(c), 2)).toMatch(/1 Hit Die left/);
expect(hitDiceProblem(c, sheet(c), 1, 11)).toMatch(/between 1 and 10/);
expect(hitDiceProblem(c, sheet(c), 1, 0)).toMatch(/between 1 and 10/);
const dying = hero({ currentHp: 0 });
expect(hitDiceProblem(dying, sheet(dying), 1)).toMatch(/dying/);
});
});
describe('longRest', () => {
test('heals to full, gives back every slot and half the level in Hit Dice', () => {
const c = hero({ characterClass: 'WIZARD', currentHp: 3, tempHp: 4, hitDiceUsed: 5, spellSlotsUsed: [4, 3, 2] });
const { data, result } = longRest(c, sheet(c));
expect(data).toEqual({ currentHp: sheet(c).hp.max, tempHp: 0, ...CLEAR, hitDiceUsed: 3, spellSlotsUsed: [], resourcesUsed: {}, exhaustion: 0 });
expect(result.hitDice).toMatchObject({ regained: 2, left: 2, of: 5 });
expect(result.slotsRestored).toBe(true);
});
test('gives back at least one Hit Die, and no more than were spent', () => {
const novice = hero({ level: 1, hitDiceUsed: 1 });
expect(longRest(novice, sheet(novice)).data.hitDiceUsed).toBe(0);
const rested = hero({ hitDiceUsed: 1 });
expect(longRest(rested, sheet(rested)).result.hitDice).toMatchObject({ regained: 1, left: 5 });
});
test('gets a dying character back on their feet', () => {
const c = hero({ currentHp: 0, deathSaveFailures: 2, deathSaveSuccesses: 1 });
expect(longRest(c, sheet(c)).data).toMatchObject({ currentHp: 44, ...CLEAR });
});
test('gives every class counter back and takes one level of exhaustion off', () => {
const c = hero({ level: 9, exhaustion: 2, resourcesUsed: { SECOND_WIND: 1, INDOMITABLE: 1 } });
const { data, result } = longRest(c, sheet(c));
expect(data).toMatchObject({ resourcesUsed: {}, exhaustion: 1 });
expect(result.notes).toEqual(['Back: Second Wind, Indomitable.', 'Exhaustion down to level 1.']);
const tired = hero({ exhaustion: 1 });
expect(longRest(tired, sheet(tired)).result.notes).toEqual(['No longer exhausted.']);
});
test('leaves the Hardy Boon its Temp HP', () => {
const c = hero({ tempHp: 2, specialAbilities: 'Hardy — +10 maximum HP: gain 10 Temp HP after each long rest.' });
const { data, result } = longRest(c, sheet(c));
expect(data.tempHp).toBe(10);
expect(result.notes).toEqual(['Hardy: 10 Temp HP for the day.']);
});
});
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// Loading a character so that its sheet comes out right. The sheet depends on
// what the character has equipped (game/calculations.js, activeGear), so every
// query that feeds computeCharacterSheet includes the same relations.
const { computeCharacterSheet } = require('../game/calculations');
const SHEET_INCLUDE = {
skillProficiencies: true,
saveProficiencies: true,
inventoryItems: { include: { item: true } },
weapons: { include: { weapon: true } },
};
function sheetOf(character) {
return computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies);
}
// Equipping, unequipping or changing gear can lower a character's maximum HP.
// Brings current HP back down to the new maximum where it is now above it,
// and returns the ids of the characters that changed. Takes a Prisma client or
// transaction client as `db`.
async function settleHp(db, characterIds) {
const changed = [];
const characters = await db.character.findMany({ where: { id: { in: [...new Set(characterIds)] }, buildStage: 'COMPLETE' }, include: SHEET_INCLUDE });
for (const character of characters) {
const max = sheetOf(character).hp.max;
if (character.currentHp > max) {
await db.character.update({ where: { id: character.id }, data: { currentHp: max } });
changed.push(character.id);
}
}
return changed;
}
module.exports = { SHEET_INCLUDE, sheetOf, settleHp };
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# Campaign Settings
Each campaign has its own settings. The DM changes them on the campaign page
under **Campaign Settings → Edit**, and players read them but can't change
them. They are columns on the `Campaign` row (`backend/prisma/schema.prisma`),
returned with the campaign by `GET /campaigns/:id`, and changed with
`PATCH /campaigns/:id` (DM only). A world seed can set any of them
([SEEDS.md](SEEDS.md)).
Changing a setting never rewrites what already happened. For example,
turning XP tracking off keeps everyone's XP; it just stops showing it.
## Characters
| Setting | Default | What it does |
|---|---|---|
| `startingGold` | 0 | Gold every new character starts with. |
| `startingItemCount` | 0 | How many starting weapons and items (together) the builder lets a character take. |
| `startingSpellCount` | 0 | How many starting spells the builder lets a character take. |
| `abilityScoreMethod` | `ROLL_4D6` | How the builder makes the six scores: `ROLL_4D6` (roll 4d6 and drop the lowest, six times, then place them), `STANDARD_ARRAY` (place 15, 14, 13, 12, 10 and 8), or `POINT_BUY` (every score starts at 8 and is raised with 27 points, to 15 at most). |
| `skipMotivationRoll` | off | Leaves the motivation step out of the builder. |
| `subclassesEnabled` | on | Characters choose a subclass. Off: each class follows its first subclass, unasked and unnamed. |
| `multiclassEnabled` | off | On a level up, a character may take the level in another class whose ability requirements they meet. |
| `maxEquipped` / `maxEquippedWeapons` | 2 / 1 | How much a character can have equipped at once, and how much of it can be weapons. |
## Dice and rolls
| Setting | Default | What it does |
|---|---|---|
| `diceMode` | `BOTH` | `DIGITAL`: the app rolls every die. `PHYSICAL`: everyone rolls real dice and types in what they show (the server checks each value is on the die). `BOTH`: each character picks one or the other before their first build roll. |
| `rollVisibility` | `ALL` | `ALL`: everyone sees every roll. `OWN`: a player sees only their own rolls. The DM always sees every roll. |
| `hideMonsterRolls` | on | The DM's rolls for monsters and NPCs stay hidden from players until they are put into play. |
## Combat
| Setting | Default | What it does |
|---|---|---|
| `autoRollMonsters` | off | When a monster's turn comes up in a battle, the server picks its target, rolls the attack and the damage, and offers the result to the DM to accept, change or throw out. |
| `autoRollNpcs` | off | The same for NPCs. Friendly NPCs attack monsters; hostile ones attack the party. |
| `showMonsterHp` | on | Players see the exact HP of monsters and NPCs. Off: they see a health bar. |
| `critRule` | `DOUBLE_DICE` | What a critical hit does to damage. `DOUBLE_DICE`: the damage dice are rolled twice. `MAX_PLUS_ROLL`: the dice count at their maximum, plus one roll of them. |
| `areaAttackAcPenalty` | 2 | In an attack on several targets, each target's AC counts this much higher for every target after the first. 0 turns it off. |
## Progression
| Setting | Default | What it does |
|---|---|---|
| `trackXp` | on | Experience points are kept: on the sheets, awarded after encounters, with "level up due" shown. Off (milestone levelling): no XP is shown or awarded, and the DM decides when the party levels. |
| `hpOnLevelUp` | `AVERAGE` | How maximum HP grows on a level up. `AVERAGE`: the hit die's average, rounded up, plus Constitution. `ROLL`: a roll of the hit die plus Constitution. |
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# Encounters
How encounters work in this app: the two kinds of scene, who can be in one,
how a battle is run, and how rewards are handed out.
This describes the code as it stands. The rules live in
`backend/src/routes/encounters.routes.js`. Related:
[CHARACTERS.md](CHARACTERS.md), [MONSTERS.md](MONSTERS.md),
[NPCS.md](NPCS.md), [WEAPONS.md](WEAPONS.md), [ITEMS.md](ITEMS.md).
## Contents
1. [The basics](#1-the-basics)
2. [Battle or quest](#2-battle-or-quest)
3. [Status](#3-status)
4. [The scene and DM notes](#4-the-scene-and-dm-notes)
5. [Who is in the scene](#5-who-is-in-the-scene)
6. [Hit points](#6-hit-points)
7. [Initiative, turns and rounds](#7-initiative-turns-and-rounds)
8. [Conditions](#8-conditions)
9. [Rewards](#9-rewards)
10. [Trade](#10-trade)
11. [What each side sees](#11-what-each-side-sees)
12. [Permissions](#12-permissions)
13. [What is not modelled](#13-what-is-not-modelled)
---
## 1. The basics
- An encounter is one **scene** the DM runs: a fight, or a meeting with
people who want something.
- Encounters belong to a campaign and are listed on the campaign page. The DM
creates them and sees all of them.
- A player only sees an encounter that **one of their own characters is in**.
Until the DM adds their character it is not in their list and its page will
not open, so scenes the DM is still preparing stay hidden, name included.
Taking their character out hides it again.
- The encounter page updates live for everyone who has it open.
- The DM runs everything. Players watch, and see less than the DM does.
## 2. Battle or quest
Every encounter has a mode, chosen when it is created and switchable at any
time from the top of the page.
| | Battle | NPC quest |
|---|---|---|
| For | A fight | A scene built around people and an objective |
| Layout | Everyone in one list, in initiative order; once in progress, those who have had their turn move to "Next Round" at the bottom | Three groups: "People you meet", "The party", "Creatures" |
| Rounds and turns | Yes | No |
| Initiative | The d20 roll, typed in per combatant; the bonus is added | The same; each group lists highest first |
| Start button | Begin Battle | Begin Quest |
| End button | End Battle | Complete Quest |
| Trade (section 10) | No | Yes, while in progress |
Everything else (hit points, conditions, rewards, the scene description, DM
notes) works the same in both.
## 3. Status
| Status | Meaning | How to get there |
|---|---|---|
| Planning | Being set up | Every new encounter starts here |
| In progress | Being played | Begin Battle / Begin Quest, or Reopen |
| Complete | Finished | End Battle / Complete Quest |
Status is a label. Nothing is locked when an encounter is complete: the DM
can still change HP, add people and award rewards. Encounters cannot be
renamed from the screen.
### Location
The DM can give an encounter a location from the campaign's list, with the
picker at the top of the page. While the encounter is **in progress** its
characters are at that location: beginning it, changing its location, or
adding a character to it moves them there. Each place a character is moved to
(this way or by the DM on the sheet) is remembered, and a player can see only
the locations one of their own characters has been to — on the campaign page
under "Places", and on the encounter itself. Archiving or deleting
the encounter does not take a visited place away again.
### Order, archive and delete
**Order.** The campaign page lists encounters on its "Overview", under the
characters, in the **campaign order**, which
the DM arranges with the ▲ and ▼ buttons and everyone sees. A new encounter,
battle or quest, goes to the **bottom** unless the DM picks otherwise in the
menu beside the name when adding it: at the bottom, at the top, or straight
after any encounter on the list. Top or bottom is remembered per browser. The "Sort by" menu re-sorts the list by name, status, type or
date instead; that choice is remembered per browser and changes nothing for
anyone else. ▲ and ▼ only show while sorting by campaign order.
The list shows **ten encounters a page**, with Prev and Next beneath it (and,
with three pages or more, a menu to jump to any page), and
the DM's archived list is paged the same way. The order runs on across pages:
moving the last encounter on a page down carries it to the top of the next.
**Archive.** "Archive" (on the list or the encounter page) puts an encounter
away without changing it. It moves to the DM's "Archived" section and
disappears from the players' list; a player whose character is in it can still
open its page from a bookmark. "Restore" puts it back on the list.
**Delete.** "Delete" (on the encounter page, or on an archived encounter in
the list) removes the scene, who was in it and its reward list, after a
confirmation. There is no undo. Rewards already handed out stay with the
characters, and characters keep their current HP.
## 4. The scene and DM notes
| Box | For | Who sees it |
|---|---|---|
| The Scene / Quest | Describing the battlefield, or what is being asked of the party | Everyone |
| DM Notes | Tactics, secrets, what happens if the party fails | **DM only** |
Both save when the DM clicks out of the box.
## 5. Who is in the scene
The DM adds people from the "Add to the scene" panel.
| Kind | Comes from | Can be added more than once |
|---|---|---|
| Character | The campaign's finished characters, except dead ones | No |
| Monster | The campaign's monster list ([MONSTERS.md](MONSTERS.md)) | Yes |
| NPC | The campaign's NPC list ([NPCS.md](NPCS.md)) | No |
**Several monsters at once.** With "Monster" chosen there is a number beside
Add, 1 to 20. More than one adds that many copies, numbered: "Goblin 1" to
"Goblin 4". Adding more later carries on from the highest number in the scene
("Goblin 5"). One on its own keeps the plain name. An initiative roll typed
in is given to all of them; left empty, each can be rolled separately
(section 7).
**The turn strip.** With two or more in the scene, a row of small buttons
runs across the top of the page, one per combatant, in the order they act. It
stays under the top bar while the cards scroll (on a phone it scrolls
sideways). Each button has the name, HP where the viewer may see the numbers
(otherwise the initiative total), a thin health bar and "⚑" with the number of
conditions. Whoever is on turn is gold and marked ▶, a target is red and
marked 🎯, the viewer's own characters are blue and marked ★, and in a battle
those who have acted this round are dimmed. A click scrolls to that card. The
fallen are not on it.
**Finding your own character.** A player's own characters stand out: their
cards have a blue border and background and say "★ Your character", and their
buttons on the turn strip are blue and starred. The DM sees the same for any
character of their own.
**Sheet.** A character's card has a "📋 Sheet" button for the DM and for that
character's own player. It opens the character panel on that character,
beside the encounter: saving throws, every skill, passive scores, special
abilities, everything they hold, what is equipped and what each thing does
([CHARACTERS.md](CHARACTERS.md), section 14). The floating 🧙 button opens the
same panel from anywhere. A card's details also list what the character's
equipped gear is doing; the AC, speed and other numbers on the card already
include it.
**The spotlight.** On a wide screen the column beside the cards starts with
one combatant's whole stat block: whoever is **on turn** in a battle. It is
everything their card has under "details", so the DM reads the attacker's
numbers there while scrolling to a target. **📌 Pin** on any card with details
puts that combatant there instead (in a quest too, where nobody is on turn);
"✕ Unpin" or a second click on Pin goes back to whoever is on turn. Pinning is
for the viewer's own screen only. The side column stays in view and scrolls
on its own. On a screen narrower than 960px there is no spotlight and no Pin:
the list is one column and the card on turn is at its top.
**Rolling.** The underlined numbers on a card and in the spotlight roll when
clicked: a character's saves, skills, ability checks, initiative, attacks and
damage, and for the DM a monster's or NPC's attack and damage and a monster's
ability scores. "🎲 Call for a roll…" in the header (DM) rolls one check or
save for all the characters in the scene at once
([CHARACTERS.md](CHARACTERS.md), "Rolling from the sheet").
**Keys (DM, battle in progress).** **N** is Next Turn. **S** opens the sheet of
the character on turn, or pins the monster or NPC on turn to the spotlight.
Keys do nothing while the cursor is in a field.
Each has a card. The card's left edge is coloured by kind, and it shows:
- **Characters:** level, species and class; HP, AC, speed, initiative bonus,
passive perception, proficiency bonus and spell save DC. Under "details":
ability scores, the weapon and items the character has **equipped**
(with attack and damage numbers), spellcasting numbers with the spell slots
left, the spells they can cast, **saving throws and all eighteen skills**
(● proficient, ◆ expertise) with passive Perception, Investigation and
Insight, and special abilities. A weapon that is not equipped is not on the
card and cannot be used; "No weapon equipped" shows when there is none.
Equipping is changed from "📋 Sheet", at any point in the scene. The name
links to the character sheet.
- **Monsters:** for the DM, AC, speed, attack and damage, and under "details"
ability scores, trait and notes.
- **NPCs:** role, attitude and description; for the DM also AC, attack,
damage and DM notes.
Details start open for the DM and closed for players. Weapons and spells
above a character's level are left out, because the character cannot use
them.
A **dead character cannot be added** to any encounter: they are left out of
the list to pick from and the server refuses them, until they are revived. A
character who dies stays in the encounters they were already in.
The DM removes someone with "Remove" on their card. Removing whoever is on
turn passes the turn to the next combatant.
## 6. Hit points
The DM types an amount and clicks Damage or Heal on a card.
| Combatant | Where the HP lives |
|---|---|
| Character | On the **character sheet**. The encounter shows the sheet's HP and changes it directly, so the two always agree. Max HP comes from the sheet. |
| Monster | In the encounter, per copy. Starts at the monster's max. |
| NPC | In the encounter. An NPC with no HP set has no health bar. |
- HP always stays between 0 and max.
- **What players see of it.** A character's HP is always shown in numbers. For
monsters and NPCs it depends on the campaign setting "Players see the exact
hit points of monsters and NPCs": on (the default) shows the numbers, off
shows only the health bar. The DM always sees the numbers.
- At 0 HP a monster or NPC is **out of the fight**: see "The fallen" below.
- A **character** at 0 HP is **Dying** instead, and its card grows a death-save
box: see below.
- A character's temporary HP is shown beside its HP but is not used up
automatically.
### A character at 0 HP
The full rules are in [CHARACTERS.md](CHARACTERS.md), section 7; the box on
the card is the same one as on the sheet, and both change the same character.
- **Dying.** The box shows two tallies, Saved and Failed, three pips each.
Type what the d20 showed and click **Death save**: 10 or more is a success,
less is a failure, a 1 is two failures, a 20 puts the character back up at
1 HP. The DM can do this for anyone; a player for their own character.
- **Damage while down** is one failed save, added when the DM clicks Damage.
For a critical hit the DM clicks the next Failed pip to add the second.
- **Stabilise** stops the saves without a roll (a Medicine check, a spell).
Three successes do the same. A stable character stays at 0 HP.
- **Heal** on a dying or stable character puts them back up and clears the
tallies.
- **Dead** after three failures, or when one blow leaves as much as the
character's max HP still to take after reaching 0. Healing is refused; the
DM clicks **Revive at 1 HP**, or an ally revives them (below).
- The DM can click any pip to set a tally by hand.
Nothing rolls by itself: the app does not prompt for a save when the turn
comes round. A dying or stable character keeps its place in the order and
still gets its turn.
### The fallen
A combatant is **out of the fight** when it is:
- a **monster or NPC at 0 HP** (one with hit points to track), or
- a **dead character**. Dying and stable characters are not: they stay in
view.
What that does:
- **Players no longer see it.** Its card is gone from their screen, along
with any target mark on it; the server does not send it to them at all.
- **The DM's screen leaves it out as well**, until the DM ticks **Show dead**
above the list (the box shows how many there are, and only appears when
there are any). Ticked, they are listed in a group of their own at the
bottom, "Out of the fight, hidden from players", each with a "Hidden from
players" badge, and everything on the card still works. The tick is not
remembered: it is off again when the page is reopened.
- **It has no turn.** Next Turn, Next Round and Begin Battle pass over it.
- It stays in the encounter: nothing is removed, and gold is still split with
a dead character.
It is worked out from hit points each time, not stored, so it undoes itself:
heal a monster or NPC above 0, or revive a character, and they are back on
everyone's screen and back in the turn order.
**Reviving a dead character.** Players see dead characters by name only, in a
**☠ Fallen** box above the list. There are two ways back:
- The **DM** ticks Show dead and clicks **Revive at 1 HP** on the dead
character's card (or does it on the sheet), at any time.
- An **ally** tries it: in a battle in progress, the player whose character is
**on turn** gets a **Try revive** button beside each name in the Fallen box,
if that character is capable. Capable means on their feet (above 0 HP) and
knowing a spell that is ticked **Revives** in the campaign's spell list
([SPELLS.md](SPELLS.md)), at a level they can cast. The library's Revivify
(level 3) and Raise Dead (level 5) are ticked already.
Either way the character comes back at 1 HP with the death saves cleared. The
app does not use up the spell, check how long ago they died, or end the
reviver's turn.
## 7. Initiative, turns and rounds
Initiative is entered in battles and quests alike. Turns and rounds are for
battles only.
- Each combatant has an **initiative roll** field. Type what the d20 showed,
1 to 20; the field accepts nothing else. The app adds the bonus for you and
shows the total, which can go past 20 (a 20 on
the die with a +3 bonus is 23): a character's initiative
bonus from their sheet, a monster's Dexterity modifier, nothing for an NPC.
- The DM can enter the roll for anyone, when adding them or on the card. A
player can enter the roll for **their own character** on its card.
- **🎲 Roll initiative for N monsters and NPCs**, in "Add to the scene" while
any of them has no roll, rolls a d20 for each of those and adds their
bonus. Monsters added together each get their own roll. Rolls already
entered are left alone, and characters are left to their players.
- The list is ordered by the total, highest first; ties keep the order they
were added in. Anyone who has not rolled yet waits at the bottom.
- The bonus is worked out when the roll is entered. If a character's sheet
changes afterwards, enter the roll again to pick up the new bonus.
- **Begin Battle** puts the first combatant on turn. Their card is
highlighted, the header names them, and their stats fill the spotlight
(section 5).
- **Next Turn** (or the **N** key) passes the turn to the next in the order. After the last
combatant it returns to the top and the **round** goes up by one.
- **Next Round** skips straight to the top of the next round.
- Anyone out of the fight (section 6, "The fallen") is passed over.
- **The list follows the turn.** While a battle is in progress, whoever is on
turn is at the top of "Initiative order" with those still to act this round
beneath them. Each combatant whose turn has passed moves down to a **Next
Round** section at the bottom, still in initiative order. When the round
rolls over everyone is back in "Initiative order". Everyone sees the same
arrangement. Before the battle begins, and once it is complete, it is one
plain list.
### Targets
Combatants can be marked as **targets**: whoever is being attacked (or
healed) right now. One target is an ordinary attack; more than one is an
**area attack**.
- Click **🎯 Target** beside a combatant's name to mark them; click it again
to unmark. Each one marked is added to the targets.
- The **DM** can mark anyone at any time, in a battle or a quest. A **player**
can while their own character is on turn in a battle, so they can show the
DM who they are going for. A player cannot mark someone who is out of the
fight, and is not shown a mark the DM leaves on one.
- The combatant **on turn** cannot be marked: nobody targets themselves, and
their card has no Target button until the turn passes. To heal or hurt them
on their own turn, use the buttons on their card.
- A target's card is outlined in red for everyone and reads "Targeted by
<whoever is on turn>".
- While anyone is marked the DM gets an **attack bar** above the list, which
stays in view while scrolling. It shows who is attacking whom, each target's
AC and HP, and the attacker's attacks: a character's equipped weapons (none,
if nothing is equipped) and damaging spells, or a monster's or NPC's
attack and damage. The amount box is ready to type in; **Damage** (or
Enter) and **Heal** change HP exactly as the buttons on a card do.
- Targets stay marked after damage, for a second attack. They are cleared
when the turn or round moves on, when the encounter begins, ends or is
reopened; a target that is removed from the encounter is unmarked.
**Area attacks**
An attack on several targets is harder to land and its damage is shared.
- **Harder to hit.** Every target's AC counts as higher for each target
beyond the first, by the campaign's **area attack AC penalty**. The DM sets
it in the campaign settings, from 0 (no penalty) to 10; it starts at 2, which
gives:
| Targets | Added to each AC |
|---|---|
| 1 | 0 |
| 2 | +2 |
| 3 | +4 |
| 4 | +6 |
The attack bar shows the AC to beat with the penalty already added
("17 (15 +2)"), and each target's card says "area attack, AC +2".
- **Who was hit.** Each target has a tick box, ticked to begin with. Untick
anyone the roll missed; they take nothing.
- **Sharing the amount.** Type the total. "Split between those hit" (the
default) shares it evenly, any remainder going one point each to the first
targets marked: 7 between three is 3, 2 and 2. "Full amount to each" gives
every target hit the whole amount. Each target's share is shown before it
is applied.
- A target with no hit points to track is left out of the sharing.
The app does not roll the attack or decide whether it hits: the DM compares
the roll with the AC shown and types the damage.
## 8. Conditions
The DM adds a condition to any card from the "+ Condition" list, and removes
one by clicking its ✕. Everyone sees them. **Hovering over a condition shows
its rule** (on the card, in the spotlight, on the sheet and on the party
overview).
**A character's conditions are the character's own.** One given on an
encounter card is on their sheet and in their panel too, is still there when
the encounter ends, and shows on their card in the next one, until the DM
removes it (from any of those places). A monster's or an NPC's conditions
belong to that one card.
A character's card also shows **✨ Inspired** and **Exhaustion N** when they
apply, and under "details" (and in the spotlight) their **class counters**:
Rage, Ki, Channel Divinity and the rest, with a Use button for the DM and for
that character's own player ([CHARACTERS.md](CHARACTERS.md), section 7).
The list: Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated,
Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned,
Unconscious, Concentrating.
**Timed conditions.** The "rounds" box beside "+ Condition" says how long the
next condition added lasts. Its chip shows what is left ("Frightened 2 rd").
Each time the **round goes up** (Next Turn past the last combatant, or Next
Round) every timed condition loses a round, and one that reaches 0 comes off
by itself, from the character's sheet too. The DM is told what wore off
("Frightened wore off Aria."). Given for 1 round, a condition lasts until the
next round begins; a condition added with the box empty stays until the DM
removes it. The countdown belongs to the encounter: it does not run outside
one, and removing a condition by hand drops its countdown.
**Concentration.** "Concentrating" marks someone holding a spell. When the DM
applies damage to them, from their card or the attack bar, a notice gives the
save to call for: Constitution, DC 10 or half the damage if that is higher,
with their Constitution save bonus (a monster's Constitution modifier). The
site does not roll it or end the spell: on a failure the DM removes the chip.
Conditions are reminders for the table. They do not change any numbers.
## 9. Rewards
The DM lines up loot in the Rewards panel, on any encounter at any time.
| Reward | What the DM sets |
|---|---|
| Coins or cash | An amount, and which: gold, silver, copper or cash ($) |
| Weapon | A weapon from the pool, a level (not below its starting level), a quantity |
| Item | An item from the pool, a level, a quantity |
Each can carry a short note ("Goblin chief's purse").
**A reward does nothing until it is awarded**, and it can be awarded once.
| Button | What happens |
|---|---|
| Award (pick a character) | The whole reward goes to that character. It can be any finished character in the campaign, not only those in the encounter. |
| Split (coins and cash only) | Shared evenly between the characters in the encounter. Any remainder goes one each, highest initiative first: 101 gold between two is 51 and 50. |
- **Coins or cash** are added to the character's balance with a money-log entry reading
"Reward: <encounter name>".
- A **weapon or item** is added to what the character holds, at the reward's
level, stacking with any they already have. If the character is below that
level they hold it but cannot use it yet.
- Removing a reward from the list does **not** take back what was awarded.
- Spells cannot be rewards; the DM grants those on the character sheet.
Until a reward is awarded only the DM can see it. Afterwards players see what
it was and who received it.
### Experience and difficulty
The DM's **Experience** card, above Rewards, reads the fight and hands out
its XP. Players see none of it.
**What the monsters are worth.** Each monster's challenge rating
([MONSTERS.md](MONSTERS.md)) is worth a set amount of XP, and the card adds
them up, standing or fallen. A monster whose challenge is empty or is not a
rating ("boss") is not counted, and the card says how many are not. NPCs have
no challenge rating and are never counted.
| Challenge | XP | Challenge | XP | Challenge | XP | Challenge | XP |
|---|---|---|---|---|---|---|---|
| 0 | 10 | 3 | 700 | 9 | 5,000 | 15 | 13,000 |
| 1/8 | 25 | 4 | 1,100 | 10 | 5,900 | 16 | 15,000 |
| 1/4 | 50 | 5 | 1,800 | 11 | 7,200 | 17 | 18,000 |
| 1/2 | 100 | 6 | 2,300 | 12 | 8,400 | 18 | 20,000 |
| 1 | 200 | 7 | 2,900 | 13 | 10,000 | 19 | 22,000 |
| 2 | 450 | 8 | 3,900 | 14 | 11,500 | 20 | 25,000 |
Ratings 21 to 30 run from 33,000 to 155,000. "0.5" is read as 1/2, and "CR 3"
as 3.
**How hard it is.** Several monsters are harder than their XP says, so to
judge the fight the total is multiplied for their number: ×1 for one, ×1.5
for two, ×2 for 3 to 6, ×2.5 for 7 to 10, ×3 for 11 to 14, ×4 for 15 or more.
That figure is held against what the characters in the scene can take, each
adding their own level's thresholds:
| Level | Easy | Medium | Hard | Deadly |
|---|---|---|---|---|
| 1 | 25 | 50 | 75 | 100 |
| 2 | 50 | 100 | 150 | 200 |
| 3 | 75 | 150 | 225 | 400 |
| 4 | 125 | 250 | 375 | 500 |
| 5 | 250 | 500 | 750 | 1,100 |
| 6 | 300 | 600 | 900 | 1,400 |
| 7 | 350 | 750 | 1,100 | 1,700 |
| 8 | 450 | 900 | 1,400 | 2,100 |
| 9 | 550 | 1,100 | 1,600 | 2,400 |
| 10 | 600 | 1,200 | 1,900 | 2,800 |
(Levels 11 to 20 continue to 2,800 / 5,700 / 8,500 / 12,700 at level 20.) The
fight is **Trivial** below the party's Easy figure, then **Easy**,
**Medium**, **Hard**, and **Deadly** from the Deadly figure up. The rating is
a badge on the card and in the page header, beside the round, and it moves as
monsters and characters are added. There is no rating until the scene has at
least one character and one monster with a challenge rating.
**Awarding it.** "Award N XP each" shares the XP evenly between **every
character in the encounter**, rounded down, and adds it to each one's XP. The
amount is what the monsters are worth (not the multiplied figure) unless the
DM types another: for a quest, a clever escape, or a scene with nothing rated
in it. It can be awarded at any point, and **once** per encounter; the card
then reads "✓ 75 XP awarded: 37 each". A mistake is put right on the
characters' sheets. XP never levels anyone up by itself
([CHARACTERS.md](CHARACTERS.md), section 6).
## 10. Trade
In an NPC quest the party can **change money** and **buy things**. Both take
someone to deal with and the time to do it, so:
- Trading is open only in an **NPC quest that is in progress**. Before "Begin
Quest" and after "Complete Quest" everything on offer is still shown, but
the buttons are off.
- There is **no trading in a battle**. Switching a quest to a battle hides the
Trade card and the server refuses any trade; switching back brings it back.
- An NPC trades only while they are **in the scene and not at 0 HP**.
- The character trading has to be **in the encounter** and alive.
The "Trade" card sits beside the scene, above Rewards. It appears for players
when there is something to trade, and always for the DM in a quest.
| Part of the card | What it does |
|---|---|
| Who is trading | Picks the character. A player chooses among their own characters in the scene; the DM among all of them. Their purse is shown beside it |
| 💱 A money changer | One row per NPC in the scene who has an exchange rate. Type an amount, choose "gold into cash" or "cash into gold", and the button shows what comes back |
| 🛒 "<NPC> sells" | Everything that NPC has for sale: what it is, its level and dice, the price, and how many are left. "Buy" buys one |
| 🛒 "For sale here" | Things sold by the scene itself rather than by anyone in it |
| Set up (DM only) | Puts weapons and items from the campaign pools up for sale at this encounter, and edits their price and stock |
- **Changing money** uses the NPC's own rate, the same both ways, and only
gold and cash: no silver, no copper, no change. The amount handed over has
to be a whole multiple of that side of the rate. The full rules and
examples are in [NPCS.md](NPCS.md), section 5.
- **Buying** pays the price from the character's purse (coins make change; a
cash price takes cash only), adds the weapon or item to what the character
holds at the level it is sold at, and uses up stock. A character below that
level holds it but cannot use it yet.
- Every trade is written to the character's money log.
- **An NPC's rate and wares are set on the campaign page**, in the NPC's
pop-out, and follow the NPC into every quest they are in. **An
encounter's own wares are set here**, in the DM's part of the card, and
exist only in this encounter: a market stall, a vending machine, a chest
with a price tag.
- Removing an NPC from the scene takes their rate and wares out of it.
Deleting the encounter deletes its own wares; what was bought stays bought.
## 11. What each side sees
| | DM | Players |
|---|---|---|
| Scene description | Yes | Yes |
| DM notes | Yes | Never |
| Characters | Full card | Full card |
| A character's saves, skills and passive scores | Yes | Yes, as on the sheet |
| A character's inspiration, exhaustion, conditions and class counters | Yes, and can change them | Yes; a player can spend their own character's counters |
| A character's inventory, spells and purse | Yes, for everyone | Their own characters only |
| Monsters | Full stat block | Name, HP, conditions |
| NPCs | Everything | Name, role, attitude, description, HP bar |
| Monsters and NPCs at 0 HP | With "Show dead" ticked, marked hidden | Nothing |
| Dead characters | Full card with "Show dead" ticked, marked hidden | The name only, in the Fallen box |
| Rewards | All | Only awarded ones |
| Difficulty and the monsters' XP | Yes | Never (awarded XP shows on their own sheet) |
| Exchange rates and things for sale | Yes | Yes, for NPCs they can see and for the scene itself |
| Controls (add, damage, turns, rewards) | Yes | None |
The server only sends a player what the right-hand column lists, so hidden
information cannot be dug out of the page.
## 12. Permissions
| Action | DM | Players |
|---|---|---|
| Create an encounter | Yes | No |
| See and open an encounter | Yes, all of them | Only ones their own character is in |
| Change mode, status, scene or DM notes | Yes | No |
| Rearrange, archive, restore or delete encounters | Yes | No |
| See archived encounters in the list | Yes | No |
| Add or remove anyone | Yes | No |
| Change HP or conditions | Yes | No |
| Enter an initiative roll | Yes, for anyone | For their own character only |
| Mark targets | Yes, any time | On their own character's turn |
| Enter a death save, or stabilise | Yes, for anyone | For their own character only |
| Set death-save tallies by hand | Yes | No |
| Revive a dead character outright | Yes | No |
| Try to revive a dead character | Yes, for the character on turn | On their own character's turn, if it has a reviving spell |
| Advance turns and rounds | Yes | No |
| Roll initiative for the monsters and NPCs | Yes | No |
| Call for a roll from all the characters | Yes | No |
| See the difficulty and what the monsters are worth; award XP | Yes | No |
| Click a number to roll it | Yes | Yes, for what they can see |
| Give a condition a number of rounds | Yes | No |
| Add, remove or award rewards | Yes | No |
| Set exchange rates, and put things up for sale | Yes | No |
| Change money or buy, in a quest in progress | Yes, for any character in it | For their own character in it |
People outside the campaign cannot open its encounters.
## 13. What is not modelled
- Rolling initiative for characters into their field (a player clicks their
Init chip to roll it, then types what came up)
- Applying an attack's damage automatically: attacks and damage are rolled
with a click ([CHARACTERS.md](CHARACTERS.md), "Rolling from the sheet") and
the DM enters the result
- Rolls that everyone at the table sees
- Death saves for monsters and NPCs, and prompting for a save on a dying
character's turn
- A roll, a spell slot or a time limit for reviving the dead
- The mechanical effects of conditions, durations counted in anything but
rounds, and rolling a concentration save
- Maps, positions, distances and areas of effect
- Adjusting difficulty for a very small or very large party, and awarding
XP to some of the characters only or in unequal shares
- Spells as rewards, and spells for sale
- Selling to an NPC, haggling, and buying more than one of a thing in a
single step
- Renaming an encounter from the screen
- A log of what happened during the encounter
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# Items and Inventory
How items work in this app: the campaign's item pool, what a character
carries, item levels, and how items are handed out.
This describes the code as it stands. Related: [WEAPONS.md](WEAPONS.md) (items
level up the same way weapons do), [SPELLS.md](SPELLS.md),
[CHARACTERS.md](CHARACTERS.md) (money is covered there, in section 12).
## Contents
1. [The basics](#1-the-basics)
2. [The item pool](#2-the-item-pool)
3. [A character's inventory](#3-a-characters-inventory)
4. [Item levels](#4-item-levels)
5. [Dice on items](#5-dice-on-items)
- [Effects: armor and other gear that changes the sheet](#effects-armor-and-other-gear-that-changes-the-sheet)
6. [Starting items](#6-starting-items)
7. [Items as rewards and for sale](#7-items-as-rewards-and-for-sale)
8. [Permissions](#8-permissions)
9. [What is not modelled](#9-what-is-not-modelled)
10. [The complete item library](#10-the-complete-item-library)
---
## 1. The basics
- Every campaign has its own **item pool**: rope, potions, keys, quest items,
anything that is not a weapon or a spell.
- A character's **inventory** is the items it holds from that pool. Players
cannot type in items of their own.
- The DM creates items and hands them out. Players can only tick Equipped,
and only so much can be equipped at once (section 3).
- Items are **descriptive**. Holding or equipping one never changes a number
on the sheet.
## 2. The item pool
The pool is the "Items" part of the campaign page (DM only). It lists each
item as a short row: its name, then what it does, its dice and its
description, as far as they fit on a line. The list has a search box, shows
ten to a page, and clicking a row opens the item's **pop-out**, which shows
everything below and is where it is changed.
| Field | What it is |
|---|---|
| Name | Free text, up to 120 characters |
| Description | Optional. Shown under the item in a character's inventory |
| Base dice | Optional dice such as `2d4+2`, for items that deal damage or heal (section 5) |
| Starts at level | 1 to 9. The lowest level this item can be (section 4) |
| Growth | Standard, Powerful or Legendary. Only matters if the item has dice |
| Starting option | Whether a brand-new character may pick it in the builder (section 6) |
| Effects | What it does to whoever has it equipped: bonuses and penalties to the sheet's numbers, and a note (section 5) |
- **Adding:** by hand with "+ Add Item", or with "📚 From Library". Both open
in a pop-out; an item added by hand opens its own pop-out straight away, to
set what it does, and "+ Add another item" at its top goes straight back
to an empty form. The library offers 32 ready-made items: light, medium and heavy armor, shields,
worn gear such as a Ring of Protection, and common supplies. Each is copied
into the pool with its effects already set (Chain Mail: +6 AC, −10 Speed,
and a note about Stealth), at starting level 1 and not ticked as a starting
option. The copy is yours to change. The full list is in section 10. Each
can be added once: an item the pool already has by that name is left out of
the library list, and comes back if the pool's item is renamed or deleted.
- **Effects:** under "While equipped" in the item's pop-out, saved with "Save
Effects". The item's row shows what it does under its name.
- **Changing:** starting level, growth (when the item has dice) and the
starting-option tick box are changed in the pop-out, and saved as they are
changed. Name, description and dice cannot be changed on screen once
created (the API accepts it); remove and re-add instead.
- **Removing:** "Remove from campaign" at the foot of the pop-out, after a
confirmation. This takes the item out of **every inventory**
and off every encounter's reward list. There is no undo.
## 3. A character's inventory
On a character's sheet, the DM picks an item from the pool and clicks Give.
| Each held item has | Who changes it |
|---|---|
| Quantity | The DM, with the − and + buttons |
| Level | The DM, with the level picker |
| Equipped | The owning player or the DM |
- Giving an item the character already holds **adds to the stack**. A
character holds one stack per item, and the whole stack shares one level.
- Quantity cannot go below 1; to take the last one away the DM uses ✕.
- **Using up** an item (drinking a potion) is not automatic: the DM lowers the
quantity or removes it.
- **Equipped** is what switches an item's effects on (section 5), and what
shows the item on the character's encounter card.
- **Only what is equipped counts.** A weapon has to be equipped to be used
in an encounter, and gear only gives its effects while equipped. What is
not equipped stays in the pack: still the character's, still listed on the
sheet and in the character panel, but not in hand.
- **There is a limit on how much can be equipped at once**, set per campaign
in Campaign Settings ("Equipped at once"):
| Setting | Starts at | Means |
|---|---|---|
| Things equipped at once | 2 | Weapons and items together |
| Of which weapons | 1 | So: one weapon, or one weapon and one item, or two items |
Armor and shields are items and count toward the limit. With the starting
numbers a character can have a weapon and a shield, or a weapon and armor,
but not all three; a DM who wants armor, shield and weapon together sets
the first number to 3.
- **Putting something on when the limit is reached is refused**, with a
message naming what is already equipped. Take something off first.
- **Equipping can be changed at any time, including in the middle of an
encounter**, by the owning player or the DM: on the sheet, or in the
character panel (the 🧙 button, or "🎒 Inventory" on the character's
encounter card).
- Lowering the limits takes nothing off anyone. A character with more on
than the new limit keeps it until they change what they have equipped.
- Everything arrives unequipped: gear from the DM, from a reward, bought, or
given by another character.
- The whole pack is always listed: on the sheet, and in the **character
panel** (the floating 🧙 button, on every page), which the owning player and
the DM can open from anywhere, including from the character's card in an
encounter. Things the character is too low level to use are shown and
marked "needs level N", not hidden.
**Passing items on.** A character's owner (or the DM) can give some or all of
a held stack to another character in the campaign from the "Give to Another
Character" card on the sheet. The items leave the giver and arrive with the
recipient at the giver's level, unequipped. If the recipient already holds
that item, their stack grows and keeps its own level. Gold is given the same
way, and both characters' money logs record it.
## 4. Item levels
Items use the same level system as weapons (a house rule of this app):
- Each held stack has a **level from 1 to 9**, never below the pool entry's
starting level.
- A character must be **at least the item's level** to use it. A higher-level
item is still held, but shows "Requires level N" and cannot be equipped.
- Only the DM changes an item's level.
- If the DM levels an item past its holder, or lowers the character's level,
it is unequipped automatically.
For an item with no dice, the level is purely a requirement: a level 3 amulet
is one a character cannot use until level 3.
## 5. Dice on items
An item can carry optional dice: a healing potion's `2d4+2`, a firebomb's
`3d6`. The app does not know whether they heal or harm; the DM applies them.
The dice grow with the item's level exactly as a weapon's do, climbing the
same ladder (1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d6 → …) by one, two or three
rungs per level depending on Growth. The full ladder is in
[WEAPONS.md, section 6](WEAPONS.md#6-how-damage-grows).
| Healing Potion, `2d4+2`, Standard growth | Dice shown |
|---|---|
| Level 1 | 2d4+2 (as typed) |
| Level 2 | 1d6+1d8 |
| Level 3 | 2d8 |
The dice are shown beside the item in the inventory. Nothing is rolled or
applied automatically; use the dice roller.
### Effects: armor and other gear that changes the sheet
Armor, shields, rings, cloaks and the like are ordinary items that have
**effects**. An effect is a whole number, positive for a bonus and negative
for a penalty, on one of the sheet's numbers:
| It can change | Examples |
|---|---|
| AC | Chain mail +6, a shield +2, a cursed cloak −1 |
| Speed | Heavy armor −10, boots of speed +10. Speed never goes below 0 |
| Initiative | +2 |
| Max HP | +5. Max HP never goes below 1 |
| Passive Perception | +5 |
| An ability score (STR, DEX, CON, INT, WIS, CHA) | Gauntlets +2 STR. The score changes, so its modifier and everything built on it (saves, skills, attacks, HP from CON, AC from DEX) change with it. A score never goes below 1 |
| All saving throws, or one ability's saves | A ring: +1 to all saves |
| All skill checks, or one skill | Noisy armor: −2 Stealth |
An item can have up to 12 effects, one per number, each from −100 to +100,
plus a **note** for what is not a number ("Disadvantage on Stealth",
"Resistance to fire").
- **They apply on their own.** While a character has the item **equipped**
and is high enough level to use it, its effects are part of every number
the app shows for that character: the sheet, the character panel, the party
overview and their encounter card. Nothing has to be typed in.
- **Unequipping takes them away again**, as does giving the item away, the DM
removing it, or the character dropping below its level.
- **Effects add up.** Two different items with +1 AC give +2. Carrying two of
the same item does not double it: a stack counts once.
- **The sheet says where each change comes from.** A "From Equipped Gear"
card lists every item in force with what it is doing, and its note.
- **Max HP can move.** If taking something off lowers a character's maximum
HP below their current HP, current HP comes down to the new maximum.
- **Only the DM sets effects**, under "While equipped" in the item's pop-out
on the campaign page. Changing them changes the sheet of everyone wearing the item,
straight away.
- The DM also has an **Extra AC** number on each sheet, added on top of gear,
for anything an item does not cover. It can be negative.
Weapons can carry effects in exactly the same way
([WEAPONS.md](WEAPONS.md), section 2).
## 6. Starting items
In the builder's equipment step a new character can pick items that are:
- ticked as a **starting option** in the pool, and
- **starting level 1**.
Starting items and starting weapons share the campaign's "starting items"
allowance. Each arrives at level 1, quantity 1, unequipped.
## 7. Items as rewards and for sale
On an encounter the DM can line up an item as a reward, at a chosen level and
quantity, and later award it to a character. Awarding adds it to the
character's inventory, stacking with any they already hold. See
[ENCOUNTERS.md](ENCOUNTERS.md).
The DM can also put an item **up for sale**, at a level, a price (in gold,
silver, copper or cash) and an optional stock. An NPC can sell it, wherever
that NPC is met, or an encounter can sell it itself. Players see what is for
sale and buy it in an NPC quest that is in progress: the price leaves their
purse and the item joins their inventory. See [NPCS.md](NPCS.md), section 5,
and [ENCOUNTERS.md](ENCOUNTERS.md), section 10.
## 8. Permissions
| Action | DM | Owning player | Other players |
|---|---|---|---|
| See the item pool | Yes | Only what their own character holds, plus the starting options while they have a character to build | The same, for their own character |
| Add, change or remove pool items | Yes | No | No |
| Give an item from the pool, or take one away | Yes | No | No |
| Give a held item to another character | Yes | Yes | No |
| Put an item up for sale | Yes | No | No |
| Buy an item that is for sale, in a quest in progress | Yes, for any character in it | Yes, if the character is in it | No |
| Change quantity or level | Yes | No | No |
| Equip or unequip | Yes | Yes, if the character can use it | No |
| See a character's inventory | Yes | Yes | Yes |
## 9. What is not modelled
- Armor rules beyond a flat bonus: armor does not replace 10 + DEX, cap the
DEX bonus or need a Strength score (set the AC effect to match)
- Effects on attack rolls, damage, spell save DC or proficiency bonus
- Effects that depend on something (only at night, only against undead), or
that grow with the item's level
- Advantage and disadvantage as rules (write them in the note)
- Using up items automatically, charges, and attunement
- Weight, carrying capacity and containers
- A price on the item itself: a price is set each time it is put up for sale
- Selling items back (record the gold change in the money log)
- Swaps as a single step (each side gives separately), and asking the
recipient to accept
- Hands and body slots: the limit is a plain count, so nothing stops two
suits of armor being equipped if the count allows it
- Swapping automatically: equipping at the limit is refused, not exchanged
## 10. The complete item library
Everything "📚 From Library" offers. "While equipped" is what the item does
to the sheet of whoever has it on.
Armor is a flat bonus to AC on top of 10 + Dexterity: each suit's bonus is its
standard AC less 10. What a flat bonus cannot say (heavy armor ignoring
Dexterity, a Strength requirement, disadvantage on Stealth) is in the note,
for the DM to apply or to build into the numbers of their own copy.
This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
<!-- BEGIN GENERATED: item-library -->
### Light Armor (3)
| Item | While equipped | Note | Dice | Description |
|---|---|---|---|---|
| Padded Armor | +1 AC | Disadvantage on Stealth checks. | — | Quilted layers of cloth and batting. |
| Leather Armor | +1 AC | — | — | Boiled leather breastplate and shoulder guards over soft leather. |
| Studded Leather | +2 AC | — | — | Tough leather set with close rivets and spikes. |
### Medium Armor (5)
| Item | While equipped | Note | Dice | Description |
|---|---|---|---|---|
| Hide Armor | +2 AC | Standard rules: counts at most +2 from Dexterity. | — | Thick furs and pelts. |
| Chain Shirt | +3 AC | Standard rules: counts at most +2 from Dexterity. | — | Interlocking rings worn between layers of clothing. |
| Scale Mail | +4 AC | Disadvantage on Stealth checks. Standard rules: counts at most +2 from Dexterity. | — | A coat and leggings of leather covered in overlapping metal scales. |
| Breastplate | +4 AC | Standard rules: counts at most +2 from Dexterity. | — | A fitted metal chest piece worn with supple leather. |
| Half Plate | +5 AC | Disadvantage on Stealth checks. Standard rules: counts at most +2 from Dexterity. | — | Shaped metal plates covering most of the body. |
### Heavy Armor (4)
| Item | While equipped | Note | Dice | Description |
|---|---|---|---|---|
| Ring Mail | +4 AC | Disadvantage on Stealth checks. Standard rules: adds no Dexterity. | — | Leather armor with heavy rings sewn into it. |
| Chain Mail | +6 AC, −10 Speed | Disadvantage on Stealth checks. Standard rules: adds no Dexterity, and needs Strength 13. | — | Interlocking metal rings over a layer of quilted fabric, with gauntlets. |
| Splint Armor | +7 AC, −10 Speed | Disadvantage on Stealth checks. Standard rules: adds no Dexterity, and needs Strength 15. | — | Narrow vertical strips of metal riveted to a leather backing. |
| Plate Armor | +8 AC, −10 Speed | Disadvantage on Stealth checks. Standard rules: adds no Dexterity, and needs Strength 15. | — | Shaped, interlocking metal plates covering the whole body. |
### Shields (2)
| Item | While equipped | Note | Dice | Description |
|---|---|---|---|---|
| Shield | +2 AC | — | — | Wood or metal, carried in one hand. |
| Tower Shield | +3 AC, −5 Speed | — | — | A wall of oak and iron, as tall as its bearer. |
### Worn Gear (10)
| Item | While equipped | Note | Dice | Description |
|---|---|---|---|---|
| Ring of Protection | +1 AC, +1 all saves | — | — | A plain band that turns blows aside. |
| Cloak of Protection | +1 AC, +1 all saves | — | — | A heavy cloak that seems to catch what was meant for you. |
| Cloak of Elvenkind | +5 Stealth | With the hood up, others have disadvantage on Perception checks to see you. | — | With the hood up, its colour shifts to match what is behind it. |
| Boots of Striding | +10 Speed | — | — | Light, tireless boots. |
| Gauntlets of Might | +2 STR | — | — | Iron-banded gauntlets that lend a giant’s grip. |
| Gloves of Thievery | +5 Sleight of Hand | — | — | Thin grey gloves that all but vanish when worn. |
| Amulet of Health | +2 CON | — | — | A red stone on a golden chain, warm against the skin. |
| Headband of Intellect | +2 INT | — | — | A silver circlet set with a pale blue stone. |
| Sentinel Charm | +2 Initiative, +5 Passive Perception | — | — | A brass eye on a cord that never quite closes. |
| Stone of Good Luck | +1 all saves, +1 all skill checks | — | — | A polished agate that sits well in a pocket. |
### Supplies (8)
| Item | While equipped | Note | Dice | Description |
|---|---|---|---|---|
| Healing Potion | — | — | 2d4+2 | A red liquid that glimmers when shaken. Drink it to regain hit points. |
| Rope (50 ft) | — | — | — | Hempen rope. Holds a climber. |
| Torch | — | Held in a hand to give light. | — | Burns for an hour, lighting 20 feet brightly. |
| Hooded Lantern | — | Held in a hand to give light. | — | Bright light for 30 feet; the hood dims it to a glow. |
| Rations (1 day) | — | — | — | Dried meat, hard biscuit, nuts. |
| Bedroll | — | — | — | A blanket roll for sleeping rough. |
| Thieves’ Tools | — | — | — | A file, picks, a small mirror, narrow scissors and pliers. |
| Healer’s Kit | — | — | — | Bandages, salves and splints. Steadies a dying creature without a check. |
<!-- END GENERATED: item-library -->
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# Monsters
How monsters work in this app: the campaign's monster list, the built-in
bestiary, and how monsters behave in an encounter.
This describes the code as it stands. The built-in list is
`backend/src/game/data/monstersLibrary.js`. Related:
[ENCOUNTERS.md](ENCOUNTERS.md), [NPCS.md](NPCS.md).
## Contents
1. [The basics](#1-the-basics)
2. [What a monster holds](#2-what-a-monster-holds)
3. [Managing monsters](#3-managing-monsters)
4. [The built-in bestiary](#4-the-built-in-bestiary)
5. [Monsters in encounters](#5-monsters-in-encounters)
6. [What players see](#6-what-players-see)
7. [Permissions](#7-permissions)
8. [What is not modelled](#8-what-is-not-modelled)
---
## 1. The basics
- Every campaign has its own **monster list**. Only the DM can see or change
it.
- A monster in the list is a **template**. Each time it is added to an
encounter it becomes a separate combatant with its own hit points.
- Stat blocks are the DM's. Players see a monster only as a name and a health
bar in an encounter.
## 2. What a monster holds
| Field | What it is |
|---|---|
| Name | Up to 80 characters |
| AC | Armor Class |
| Max HP | Hit points each copy starts an encounter with |
| Speed | Walking speed in feet. 30 unless set otherwise. Other speeds (fly, swim, climb) go in Notes |
| Ability scores | STR, DEX, CON, INT, WIS, CHA. 10 unless set otherwise |
| Attack bonus | Added to the monster's attack roll |
| Damage | Dice for its main attack, e.g. `1d6+2`, with the damage type if you like: `1d6+2 necrotic` |
| Challenge rating | A rough danger rating, e.g. `1/4`, `2`. It sets what the monster is worth in XP and how hard an encounter is ([ENCOUNTERS.md](ENCOUNTERS.md), section 9); a monster with none, or with text that is not a rating, is left out of both |
| Special trait | A short note such as "Pack Tactics" |
| Notes | Anything else: what it attacks with, how it behaves |
Apart from the challenge rating, none of these are used in formulas. They
are reference numbers shown to the DM during a fight. A monster's ability
modifiers are worked out from its scores for display, for its initiative
bonus (Dexterity) and for the rolls a click makes (section 5).
## 3. Managing monsters
The list is the "Monsters" part of the campaign page (DM only). Each monster
is a short row: its name, challenge rating, AC, HP and attack. The list has a
search box, shows ten to a page, and clicking a row opens the monster's
**pop-out** with its whole stat block.
- **Adding by hand:** "+ Add Monster" opens a pop-out with the whole stat
block: name,
challenge rating, AC, HP, speed, attack bonus, damage, the six ability
scores, special trait and notes. Only name, AC and HP must be typed; speed
starts at 30, attack bonus at 0 and each ability score at 10.
- Once added by hand, the monster's own pop-out opens. "+ Add another
monster" at its top goes straight back to an empty form.
- **Adding from the bestiary:** "📚 From Library" opens the bestiary in a
pop-out, and "+ Add" copies a complete stat block.
Each monster can be added once: one the campaign already has by that name is
left out of the list, and comes back if the campaign's monster is renamed or
deleted.
- **Changing:** "Edit stat block" in a monster's pop-out opens the same form
filled in.
Saving changes the template, and copies already in encounters show the new
stat block straight away; their current HP is left alone.
- The pop-out shows the full stat block: the numbers, the six ability scores,
the trait and the notes.
- **Removing:** "Remove from campaign" at the foot of the pop-out, after a
confirmation. Copies
already in encounters stay there with their name and HP, but lose their
stat block.
## 4. The built-in bestiary
38 monsters, from harmless to dangerous, every one with a complete stat
block. Each library row shows challenge rating, AC, HP, speed, attack, damage
and the six ability scores, plus its trait and notes, before you add it. Adding copies the monster into your campaign; the copy is yours, and later
changes to the library do not affect it.
The full bestiary, weakest first. "Attack" is the bonus added to the
monster's attack roll.
This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
<!-- BEGIN GENERATED: monster-library -->
| Monster | CR | AC | HP | Speed | Attack | Damage | STR / DEX / CON / INT / WIS / CHA | Trait | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Commoner | 0 | 10 | 4 | 30 | +2 | 1d4 | 10 / 10 / 10 / 10 / 10 / 10 | — | An ordinary villager, armed with a club. |
| Giant Rat | 1/8 | 12 | 7 | 30 | +4 | 1d4+2 | 7 / 15 / 11 / 2 / 10 / 4 | Pack Tactics | Bite, piercing damage. |
| Kobold | 1/8 | 12 | 5 | 30 | +4 | 1d4+2 | 7 / 15 / 9 / 8 / 7 / 8 | Pack Tactics, Sunlight Sensitivity | Dagger, piercing damage. |
| Bandit | 1/8 | 12 | 11 | 30 | +3 | 1d6+1 | 11 / 12 / 12 / 10 / 10 / 10 | — | Scimitar, slashing damage. |
| Cultist | 1/8 | 12 | 9 | 30 | +3 | 1d6+1 | 11 / 12 / 10 / 10 / 11 / 10 | Dark Devotion | Scimitar, slashing damage. |
| Stirge | 1/8 | 12 | 2 | 10 | +5 | 1d4 | 4 / 16 / 11 / 2 / 8 / 6 | Blood Drain | Proboscis; attaches and drains hp on a hit. |
| Goblin | 1/4 | 15 | 7 | 30 | +4 | 1d6+2 | 8 / 14 / 10 / 10 / 8 / 8 | Nimble Escape | Scimitar, slashing damage. |
| Skeleton | 1/4 | 13 | 13 | 30 | +4 | 1d6+2 | 10 / 14 / 15 / 6 / 8 / 5 | Undead — vulnerable to bludgeoning | Shortsword, piercing damage. |
| Zombie | 1/4 | 8 | 22 | 20 | +3 | 1d6+1 | 13 / 6 / 16 / 3 / 6 / 5 | Undead Fortitude | Slam, bludgeoning damage. |
| Wolf | 1/4 | 13 | 11 | 40 | +4 | 2d4+2 | 12 / 15 / 12 / 3 / 12 / 6 | Pack Tactics | Bite; can knock prone on a hit. |
| Giant Wolf Spider | 1/4 | 13 | 11 | 40 | +3 | 1d6+1 | 12 / 16 / 13 / 3 / 12 / 4 | Poison bite | Spider climb; bite deals poison damage. |
| Scout | 1/2 | 13 | 16 | 30 | +4 | 1d6+2 | 11 / 14 / 12 / 11 / 13 / 11 | Keen Hearing and Sight | Shortsword or longbow. |
| Orc | 1/2 | 13 | 15 | 30 | +5 | 1d12+3 | 16 / 12 / 16 / 7 / 11 / 10 | Aggressive | Greataxe, slashing damage. |
| Hobgoblin | 1/2 | 18 | 11 | 30 | +3 | 1d8+1 | 13 / 12 / 12 / 10 / 10 / 9 | Martial Advantage | Longsword, slashing damage. |
| Thug | 1/2 | 11 | 32 | 30 | +4 | 1d6+2 | 15 / 11 / 14 / 10 / 10 / 11 | Pack Tactics | Mace, bludgeoning damage. |
| Gnoll | 1/2 | 15 | 22 | 30 | +3 | 1d8+1 | 14 / 12 / 11 / 6 / 10 / 7 | Rampage | Spear, piercing damage. |
| Lizardfolk | 1/2 | 15 | 22 | 30 | +3 | 1d6+1 | 15 / 10 / 13 / 7 / 12 / 7 | Hold Breath | Club or spear, piercing damage. |
| Black Bear | 1/2 | 11 | 19 | 40 | +3 | 1d6+2 | 15 / 10 / 14 / 2 / 12 / 7 | Keen Smell | Bite and claw attacks. |
| Giant Spider | 1 | 14 | 26 | 30 | +5 | 1d8+3 | 14 / 16 / 12 / 2 / 11 / 4 | Web, poison bite | Bite deals piercing plus poison damage. |
| Ghoul | 1 | 12 | 22 | 30 | +2 | 2d6+2 | 13 / 15 / 10 / 7 / 10 / 6 | Claws paralyze on a hit | Undead. |
| Dire Wolf | 1 | 14 | 37 | 50 | +5 | 2d6+3 | 17 / 15 / 15 / 3 / 12 / 7 | Pack Tactics | Bite; can knock prone on a hit. |
| Brown Bear | 1 | 11 | 34 | 40 | +5 | 1d8+5 | 19 / 10 / 16 / 2 / 13 / 7 | Keen Smell | Multiattack: bite and claws. |
| Harpy | 1 | 11 | 38 | 20 | +4 | 2d4+2 | 12 / 13 / 12 / 7 / 10 / 13 | Luring Song | Flying speed 40 ft; claws deal slashing damage. |
| Ochre Jelly | 2 | 8 | 45 | 10 | +5 | 2d6+3 | 15 / 6 / 14 / 2 / 6 / 1 | Amorphous, splits when damaged by slashing | Pseudopod, bludgeoning plus acid damage. |
| Ogre | 2 | 11 | 59 | 40 | +6 | 2d8+4 | 19 / 8 / 16 / 5 / 7 / 7 | — | Greatclub, bludgeoning damage. |
| Griffon | 2 | 12 | 59 | 30 | +6 | 2d6+4 | 18 / 15 / 16 / 2 / 13 / 8 | Keen Sight | Flying speed 80 ft; multiattack beak and claws. |
| Ankheg | 2 | 14 | 39 | 30 | +6 | 2d6+4 | 17 / 11 / 13 / 1 / 13 / 6 | Burrow speed 10 ft; can spit acid | Bite, piercing plus acid damage. |
| Manticore | 3 | 14 | 68 | 30 | +5 | 1d8+3 | 17 / 16 / 17 / 7 / 12 / 8 | Tail spikes (ranged) | Flying speed 50 ft; multiattack claws or tail spikes. |
| Basilisk | 3 | 15 | 52 | 20 | +5 | 2d6+3 | 16 / 8 / 15 / 2 / 8 / 7 | Petrifying Gaze | Bite, piercing damage. |
| Owlbear | 3 | 13 | 59 | 40 | +7 | 1d10+5 | 20 / 12 / 17 / 3 / 12 / 7 | Keen Sight and Smell | Multiattack: beak and claws. |
| Wight | 3 | 14 | 45 | 30 | +4 | 1d8+2 | 15 / 14 / 16 / 10 / 13 / 15 | Life Drain, Sunlight Sensitivity | Longsword or life-draining touch. |
| Werewolf | 3 | 12 | 58 | 30 | +4 | 1d8+2 | 15 / 13 / 14 / 10 / 11 / 10 | Shapechanger, regeneration | Bite (hybrid/wolf form) or multiattack claws + bite. |
| Doppelganger | 3 | 14 | 52 | 30 | +4 | 2d4+2 | 11 / 18 / 14 / 11 / 12 / 14 | Shapechanger, Ambusher | Multiattack slam. |
| Displacer Beast | 3 | 13 | 85 | 40 | +7 | 2d6+4 | 18 / 15 / 16 / 6 / 12 / 8 | Displacement (attacks vs. it have disadvantage) | Multiattack: two tentacles. |
| Ettin | 4 | 12 | 85 | 40 | +7 | 2d8+4 | 21 / 8 / 17 / 6 / 10 / 8 | Two heads — advantage on Perception, can’t be surprised easily | Multiattack: battleaxe and morningstar. |
| Hill Giant | 5 | 13 | 105 | 40 | +8 | 3d8+5 | 21 / 8 / 19 / 5 / 9 / 6 | — | Greatclub, bludgeoning damage. |
| Troll | 5 | 15 | 84 | 30 | +7 | 2d6+4 | 18 / 13 / 20 / 7 / 9 / 7 | Regeneration (vulnerable to fire/acid) | Multiattack: bite and two claws. |
| Wraith | 5 | 13 | 67 | 0 | +6 | 4d8+4 | 6 / 16 / 16 / 12 / 14 / 15 | Incorporeal, life drain, flying 60 ft | Undead; life drain touch attack. |
<!-- END GENERATED: monster-library -->
## 5. Monsters in encounters
On an encounter page, the DM chooses "Monster" in the "Add to the scene"
panel, picks one, says how many, and types its initiative or leaves it to be
rolled ("🎲 Roll initiative for N monsters and NPCs" rolls a d20 plus the
Dexterity modifier for each that has no roll).
- The same monster can be added **any number of times**, up to 20 in one go.
Each copy has its own HP and conditions. Copies added together are numbered
("Goblin 1" to "Goblin 4"); one added on its own has the monster's name. The
screen has no way to rename one (the API allows it).
- A copy starts at the monster's max HP. Its HP stays between 0 and its max.
- At 0 HP a copy is marked **Down** and dimmed, but keeps its place in the
initiative order until the DM removes it.
- HP belongs to the encounter: a monster starts fresh in the next one.
The DM's card for a monster shows AC, speed, attack bonus and damage at a
glance, and under "details" its six ability scores with modifiers, its trait
and its notes. **Attack, Damage and each ability score roll when clicked**: a
d20 plus the attack bonus, the damage dice, or a d20 plus the ability's
modifier. Of damage written with more after the dice ("2d8+3 fire") the dice
are rolled; damage that does not start with dice is shown but does not roll.
## 6. What players see
| Players see | Players never see |
|---|---|
| The monster's name | AC, speed, attack bonus, damage |
| Its health bar and current/max HP | Ability scores, challenge rating |
| Its conditions | Trait and notes |
| Its place in the initiative order | The campaign's monster list |
This is enforced by the server: stat blocks are never sent to a player's
browser.
Players see a monster's exact HP numbers unless the campaign setting "Players
see the exact hit points of monsters and NPCs in encounters" is unticked.
Then they get the health bar only.
## 7. Permissions
| Action | DM | Players |
|---|---|---|
| See the monster list and stat blocks | Yes | No |
| Browse the built-in bestiary | Yes | Yes (it is standard reference material) |
| Add or remove monsters | Yes | No |
| Add a monster to an encounter | Yes | No |
| Change a monster's HP, initiative or conditions | Yes | No |
| See a monster in an encounter | Everything | Name, HP, conditions |
## 8. What is not modelled
- Multiple attacks, spells, legendary actions and resistances (use Notes)
- Trade: monsters do not sell things or change money (NPCs do)
- Saving throw proficiencies and skills (on an encounter card a click on an
ability score rolls a d20 with its modifier, for a check or a save)
- XP typed in for a monster: it always comes from the challenge rating
- Monster hit dice, and rolling HP rather than using the fixed value
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# NPCs
How non-player characters work in this app: what the DM records about them,
how they are brought into a scene, what they sell and the rate they change
money at, and what players can and cannot see.
This describes the code as it stands. Related: [ENCOUNTERS.md](ENCOUNTERS.md),
[MONSTERS.md](MONSTERS.md).
## Contents
1. [The basics](#1-the-basics)
2. [What an NPC holds](#2-what-an-npc-holds)
3. [Managing NPCs](#3-managing-npcs)
4. [NPCs in encounters](#4-npcs-in-encounters)
5. [Trade: changing money and selling](#5-trade-changing-money-and-selling)
6. [What players see](#6-what-players-see)
7. [NPC or monster?](#7-npc-or-monster)
8. [Permissions](#8-permissions)
9. [What is not modelled](#9-what-is-not-modelled)
---
## 1. The basics
- An NPC is a person the DM plays: an innkeeper, a quest-giver, a rival, a
villain.
- Every campaign has its own **NPC list**. Only the DM can see or change it.
- An NPC does nothing by sitting in the list. Players meet one when the DM
**adds it to an encounter**.
- NPCs are mainly for talking to. Combat stats are optional.
- An NPC can also **trade**: change gold and cash at a rate of their own, and
sell weapons and items (section 5).
## 2. What an NPC holds
| Field | What it is | Who sees it |
|---|---|---|
| Name | Up to 80 characters | Everyone, once in an encounter |
| Role | A few words: "Innkeeper", "Captain of the Watch" | Everyone |
| Attitude | Friendly, Neutral or Hostile toward the party | Everyone |
| Description | What the party can see and knows | Everyone |
| DM notes | Secrets, motives, what they are hiding | **DM only** |
| AC | Optional | DM only |
| HP | Optional. Without it the NPC has no health bar | See section 6 |
| Attack bonus | Optional | DM only |
| Damage | Optional dice, e.g. `1d6` | DM only |
| Exchange rate | Optional: so much gold for so much cash (section 5) | Everyone, in an encounter |
| Wares | Optional: weapons and items for sale, each with a price (section 5) | Everyone, in an encounter |
A new NPC is Neutral unless you choose otherwise.
## 3. Managing NPCs
The NPC list is the "NPCs" part of the campaign page (DM only). Each NPC is a
short row: name, role, the start of their description, and badges for their
attitude, a 💱 with their exchange rate and a 🛒 with how many things they
have for sale. The list has a search box and shows ten to a page.
- **The pop-out:** clicking a row opens the NPC's pop-out, with everything
above: description, DM notes, combat stats, and their trade.
- **Adding:** "+ Add NPC" opens a pop-out with every field above except the
exchange rate and wares. Only the name is required. Once added, the NPC's
own pop-out opens, to set their trade; "+ Add another NPC" at its top goes
straight back to an empty form.
- **Trade:** the exchange rate and the wares are set in the NPC's pop-out,
under "Changes money" and "For sale" (section 5).
- **Changing:** there is no edit form for the other fields. To change them,
remove the NPC and add it again (the API accepts changes, but no screen
offers them). Removing an NPC removes their wares too.
- **Removing:** "Remove from campaign" at the foot of the pop-out, after a
confirmation. This also **removes the NPC from every encounter** it was in.
## 4. NPCs in encounters
On an encounter page, the DM chooses "NPC" in the "Add to the scene" panel
and picks one. Each NPC can be in an encounter once.
- In an **NPC quest** encounter, NPCs are listed first under "People you
meet", ahead of the party and any creatures.
- In a **battle**, an NPC takes its place in the initiative order like anyone
else, using the initiative the DM types in.
- An NPC with HP gets a health bar, and the DM can damage and heal it. This
HP belongs to the encounter: the same NPC starts at full HP in the next one.
- An NPC with no HP has no health bar and cannot be marked Down.
- Conditions (Prone, Charmed…) can be put on an NPC like any combatant.
An NPC's card shows its attitude as a coloured badge, its role under its
name, and its description in full. The DM's card also shows AC, attack,
damage and the DM notes.
## 5. Trade: changing money and selling
Only the DM sets trade up. Players see it and use it on the encounter page,
in the "Trade" card. The rules for when trading is open are in
[ENCOUNTERS.md](ENCOUNTERS.md), section 10: in short, in an **NPC quest that
is in progress**, never in a battle, and only with an NPC who is in the scene
and not at 0 HP.
### Changing money
An NPC with an **exchange rate** changes gold into cash ($) and cash into
gold. The rate is two whole numbers, "this much gold = this much cash", and
each NPC has their own, so one money changer can be a better deal than
another.
| Rate | Hand over | Get |
|---|---|---|
| 1 gold = $5 | 3 gold | $15 |
| 1 gold = $5 | $20 | 4 gold |
| 2 gold = $15 | 6 gold | $45 |
| 2 gold = $15 | $30 | 4 gold |
- The same rate is used both ways.
- **Only gold and cash.** Silver and copper are not taken, a gold coin is not
broken to make up an amount, and no change is given.
- What is handed over has to be a whole multiple of that side of the rate: at
2 gold = $15, gold goes in twos and cash in fifteens.
- Both sides go on the character's money log, naming the NPC: "Changed with
Vex for $45" and "Changed with Vex from 6 gold".
- An NPC never runs out of gold or cash to change.
- To set a rate, type both numbers under "Changes money" in the NPC's pop-out
and press "Save rate".
"Stop changing money" clears it. An NPC with no rate does not change money.
### Selling
An NPC's **wares** are weapons and items from the campaign's own pools, each
put up for sale with:
| Field | What it is |
|---|---|
| What | One weapon or item from the pool |
| Level | The gear level it is handed over at, not below its starting level |
| Price | For one, in gold, silver, copper or cash |
| Stock | How many can be bought. Empty means no limit |
- Wares belong to the NPC, not to an encounter: they are on offer in every
quest that NPC is in.
- Buying pays the price from the character's purse, adds the weapon or item
to what they hold (stacking with any they already have) and lowers the
stock. A price in coins is paid with change, exactly like any other spend;
a price in cash takes cash only.
- At 0 stock a ware shows as sold out and cannot be bought. It stays listed
until the DM removes it.
- The ✕ beside a ware stops it being sold. Things already bought stay bought.
- "Edit" beside a ware changes its price, the coin (or cash) the price is in,
and its stock: restock a sold-out ware, or clear the stock for no limit.
What is sold, its level and who sells it cannot be changed; remove the ware
and put it up again for that.
- Removing a weapon or item from the campaign pool removes it from sale
everywhere.
A stall or a machine with nobody behind it can sell things too: those wares
belong to an encounter rather than an NPC, and are set up on the encounter
page. See [ENCOUNTERS.md](ENCOUNTERS.md), section 10.
## 6. What players see
Players only ever see an NPC through an encounter it is in:
| Players see | Players never see |
|---|---|
| Name, role, attitude, description | DM notes |
| Health bar and conditions, if the NPC has HP | AC, attack bonus, damage |
| The exchange rate, and everything the NPC has for sale with its price and stock | The NPC list, and wares of NPCs who are not in the scene |
This is enforced by the server, not just hidden on screen: the hidden fields
are never sent to a player's browser.
Changing an NPC's attitude changes what players see straight away, so
flipping a "Friendly" NPC to "Hostile" is itself a reveal.
## 7. NPC or monster?
| | NPC | Monster |
|---|---|---|
| Meant for | People with names and motives | Things to fight |
| Has a description players can read | Yes | No |
| Has an attitude | Yes | No |
| Has DM-only notes | Yes | Yes |
| Combat stats | Optional, basic | Full stat block |
| Can be in an encounter more than once | No | Yes (a pack of goblins) |
| Built-in library | No | Yes |
| Can change money and sell things | Yes | No |
A named villain the party will both talk to and fight works well as an NPC
with HP, AC, attack and damage filled in.
## 8. Permissions
| Action | DM | Players |
|---|---|---|
| See the NPC list | Yes | No |
| Add or remove NPCs | Yes | No |
| Add an NPC to an encounter | Yes | No |
| Change an NPC's HP or conditions in an encounter | Yes | No |
| See an NPC in an encounter | Everything | Name, role, attitude, description, health bar, exchange rate, wares |
| Set an NPC's exchange rate | Yes | No |
| Put things up for sale, or take them down | Yes | No |
| Change money with an NPC, or buy from one | Yes, for any character in the scene | For their own character in the scene |
## 9. What is not modelled
- Ability scores, saves, skills and spells for NPCs
- An NPC's own purse: they never run short of gold or cash
- Selling things to an NPC, haggling, and different rates for buying and
selling cash
- Changing silver or copper for cash
- Where an NPC is (they are not tied to locations)
- Relationships, reputation and attitude toward individual characters
- A record of which NPCs the party has met, outside of encounters
- Portraits
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# World Seeds
A world seed is a ready-made campaign: locations, weapons, items, spells,
monsters, NPCs with their wares, encounters with their rewards, and notes. A
DM starts a campaign from one by typing its code.
This describes the code as it stands. Related: [ITEMS.md](ITEMS.md),
[WEAPONS.md](WEAPONS.md), [SPELLS.md](SPELLS.md), [MONSTERS.md](MONSTERS.md),
[NPCS.md](NPCS.md), [ENCOUNTERS.md](ENCOUNTERS.md).
## Contents
1. [The basics](#1-the-basics)
2. [Starting a campaign from a code](#2-starting-a-campaign-from-a-code)
3. [Adding a world](#3-adding-a-world)
4. [What a seed file holds](#4-what-a-seed-file-holds)
5. [Checking a seed](#5-checking-a-seed)
6. [The database seed](#6-the-database-seed)
7. [The worlds that come with the app](#7-the-worlds-that-come-with-the-app)
---
## 1. The basics
- Every `.js` file in `/backend/seeds` is one world. The file says what its
**code** is: six capital letters or digits.
- Anyone who is logged in and knows a code can create that world as a new
campaign. They become its DM and owner, exactly as with a blank campaign.
- The same code can be used any number of times. Each use makes a separate
campaign with its own invite code; nothing is shared between copies.
- A seed only says what a campaign **starts** as. Once created, the campaign
is the DM's to change, and changing the seed file later does not touch
campaigns already made from it.
- The folder is read each time a code is entered, so a new file is live as
soon as it is on the server. No restart, no migration.
## 2. Starting a campaign from a code
On the **Campaigns** page, click **+ New Campaign**. Under the form for a
blank campaign is **Or start from a ready-made world**: type the code and
click **Create From Code**. Capitals and spaces do not matter (`aldenf`,
`ALDENF` and `ald-enf` are the same code).
The whole world is created in one go, and you land on its campaign page. If
anything in it fails, nothing is created.
| Reply | Meaning |
|---|---|
| "A world code is 6 letters or numbers" | What was typed is not six characters long |
| "There is no world with that code" | No valid seed file has that code |
The API is `POST /campaigns/from-seed` with `{ "code": "ALDENF" }`. It
answers with the new campaign, as `POST /campaigns` does.
## 3. Adding a world
1. Write the world as a file in `/backend/seeds`, for example
`/backend/seeds/my-world.js` (section 4).
2. Run `npm run seeds:check` (section 5) and fix whatever it reports.
3. Put the file on the server. The code works straight away.
A file with a mistake in it is never offered: its code simply answers "There
is no world with that code" until the file is fixed. Two files cannot share a
code; the one whose file name comes first keeps it.
To retire a world, delete its file. Campaigns already made from it stay.
## 4. What a seed file holds
A seed file is a JavaScript module that exports one object. Only `code` and
`campaign.name` are required; every list can be left out.
```js
module.exports = {
code: 'MYWRLD',
campaign: { name: 'My World', description: '...', startingGold: 20, startingItemCount: 2, startingSpellCount: 2 },
locations: [{ name: 'The Old Mill', description: '...' }],
weapons: [
'dagger', // a copy from the site library
{ library: 'longsword', isStartingOption: true }, // a copy, with changes
{ name: 'Millstone Hammer', damageDice: '2d6', damageType: 'bludgeoning', attackAbility: 'STR', minLevel: 3 },
],
items: [
{ library: 'shield', isStartingOption: true },
{ name: 'Miller’s Charm', description: '...', effects: [{ stat: 'SKILL_PERCEPTION', amount: 1 }] },
],
spells: [{ library: 'fire-bolt', isStartingOption: true }, 'fireball'],
monsters: ['goblin', { name: 'Mill Wraith', ac: 13, maxHp: 30, attackBonus: 4, damageDice: '1d8+2 necrotic' }],
npcs: [
{
name: 'Old Hob', role: 'Miller', disposition: 'FRIENDLY', description: '...', dmNotes: '...',
wares: [{ item: 'Shield', price: 10 }, { weapon: 'Dagger', price: 2, stock: 3 }],
},
],
encounters: [
{
name: 'The Mill at Night', mode: 'BATTLE', location: 'The Old Mill', description: '...', dmNotes: '...',
monsters: [['Goblin', 3], ['Mill Wraith', 1, 'The Miller’s Wife', 40]],
npcs: ['Old Hob'],
rewards: [{ gold: 25 }, { silver: 40 }, { weapon: 'Millstone Hammer', note: 'Behind the wheel' }],
},
],
sharedNotes: ['Welcome to My World...'],
dmNotes: ['The secret of the mill...'],
};
```
The file is ordinary JavaScript, so it can build its lists however it likes
(the Hollowcrown seed adds the whole spell library with a `map`).
### Top level
| Field | What it is |
|---|---|
| `code` | Six capital letters or digits. What a DM types |
| `campaign` | The campaign's settings: `name`, and optionally `description`, `startingGold`, `startingItemCount`, `startingSpellCount`, `skipMotivationRoll`, `showMonsterHp`, `areaAttackAcPenalty`, `maxEquipped`, `maxEquippedWeapons`, `subclassesEnabled`, `multiclassEnabled`, `diceMode`, `autoRollMonsters`, `autoRollNpcs`, `trackXp`, `hpOnLevelUp`, `abilityScoreMethod`, `rollVisibility`, `hideMonsterRolls`, `critRule`. Anything left out takes the app's default |
| `locations` | `{ name, description }` |
| `weapons`, `items`, `spells`, `monsters` | The pools. Each entry is a row or a library copy (below) |
| `npcs` | NPC rows, each optionally with `wares` |
| `encounters` | In the order they should list |
| `sharedNotes`, `dmNotes` | Note bodies, in reading order: the first is shown at the top. Shared notes are for everyone, DM notes for the DM |
### Pool entries
An entry in `weapons`, `items`, `spells` or `monsters` is one of:
- **A library key** such as `'longsword'`: a copy of that entry from the
site's built-in library (`src/game/data/*Library.js`).
- **A library copy with changes**: `{ library: 'longsword', isStartingOption: true, minLevel: 2 }`.
Any field of the row can be changed, including its name.
- **A full row**, with the same fields the app's own forms have:
| Pool | Fields (required in bold) |
|---|---|
| Weapon | **`name`**, **`damageDice`**, **`damageType`**, **`attackAbility`** (`STR`, `DEX` or `FINESSE`), `properties`, `rangeNormal`, `rangeLong`, `damageScaling` (1 to 3), `minLevel` (1 to 9), `isStartingOption`, `effects`, `effectNote` |
| Item | **`name`**, `description`, `damageDice`, `damageScaling`, `minLevel`, `isStartingOption`, `effects`, `effectNote` |
| Spell | **`name`**, **`level`** (0 to 9), `damageDice`, `school`, `castingTime`, `range`, `duration`, `description`, `isStartingOption`, `revives` |
| Monster | **`name`**, **`ac`**, **`maxHp`**, `speed`, `strScore` ... `chaScore`, `attackBonus`, `damageDice` (may name its type: `"1d6+2 necrotic"`), `challengeRating`, `specialTrait`, `notes` |
`effects` is a list of `{ stat, amount }`, as described in
[ITEMS.md](ITEMS.md): armor is an item with an `AC` effect.
Within a pool a name can only be used once, because everything else in the
file points at pool entries **by name**.
### NPCs
**`name`**, `role`, `disposition` (`FRIENDLY`, `NEUTRAL` or `HOSTILE`),
`description` (what players see), `dmNotes`, and for those who might fight
`ac`, `maxHp`, `attackBonus`, `damageDice`.
- **A money changer** has `exchangeGold` and `exchangeCash` together:
`exchangeGold: 1, exchangeCash: 50` is 1 gold for $50, either way.
- **A shopkeeper** has `wares`, a list of things for sale (below).
### Encounters
| Field | What it is |
|---|---|
| **`name`** | |
| `mode` | `BATTLE` (the default) or `QUEST`. Buying and money changing only happen in a quest |
| `description` | The scene, shown to the players in it |
| `dmNotes` | DM only |
| `location` | A location's name |
| `monsters` | `[monster name, how many, display name, max HP]`. The last two are optional; more than one gets "#1", "#2"... |
| `npcs` | NPC names, or `{ name, hp }` to set the hit points for this scene |
| `rewards` | Lined up unawarded (below) |
| `wares` | For sale at the scene itself, with nobody behind it: a market, a vending machine |
A **reward** is exactly one of `gold`, `silver`, `copper`, `cash` (an amount),
`weapon` or `item` (a name), with an optional `note`. A weapon or item can also
have `quantity` and `level`.
A **ware** is `{ weapon | item, price }` with optional `currency` (`GOLD`, the
default, `SILVER`, `COPPER` or `CASH`), `level` and `stock` (left out: no
limit).
A reward's or ware's `level` defaults to the entry's own starting level, and
cannot be below it.
### Limits
Text fields have the same length limits as the app's forms (for example 4,000
characters for an encounter's DM notes and 10,000 for a note), so that
everything a seed creates can still be edited on screen. The checker says
which field is over.
## 5. Checking a seed
```bash
npm run seeds:check
```
lists every file in `/backend/seeds` with its code and what it holds, or
everything wrong with it:
```
✓ aldenfell.js — code ALDENF — Aldenfell
24 weapons (16 starting), 31 items (10 starting), 45 spells (30 starting), 21 locations
15 monsters, 13 NPCs (8 wares), 38 encounters (40 rewards, 9 wares), 23 notes
✗ my-world.js
npcs.0.desciption: Unrecognized key: "desciption"
Encounter "The Mill at Night": there is no monster called "Gobblin"
```
It checks the things that would otherwise only show up as a half-working
campaign:
- A field name that is not one of the fields above (a typo).
- A library key that is not in the library.
- The same name twice in one pool.
- An encounter, reward or ware that names a location, monster, NPC, weapon or
item the file does not have.
- A reward that is not exactly one thing, or gear handed out below its
starting level.
- An exchange rate with only one half.
`npm test` runs the same check on every seed in the folder.
## 6. The database seed
`npx prisma db seed` creates the admin account if it is missing, and nothing
else. It never adds a campaign: worlds come from codes, in the app. See the
README for the account it creates and `--reset`.
## 7. The worlds that come with the app
| Code | World | From |
|---|---|---|
| `ALDENF` | Aldenfell | The Aldenfell Campaign Book |
| `HOLLOW` | Hollowcrown: The Rift Between Worlds | The Hollowcrown Dungeon Master's Book (V3) |
Change a world's code by editing `code` in its file.
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# Spells
How spells work in this app: the campaign's spell list, how a character comes
to know a spell, who can use which spells, and what the spellcasting numbers
mean.
This describes the code as it stands. The built-in list is
`backend/src/game/data/spellsLibrary.js`. Related: [WEAPONS.md](WEAPONS.md),
[ITEMS.md](ITEMS.md), [CHARACTERS.md](CHARACTERS.md).
## Contents
1. [The basics](#1-the-basics)
2. [The spell list](#2-the-spell-list)
3. [The built-in library](#3-the-built-in-library)
4. [Granting spells to characters](#4-granting-spells-to-characters)
5. [Spell level and who can use it](#5-spell-level-and-who-can-use-it)
6. [Damage](#6-damage)
7. [Spellcasting numbers](#7-spellcasting-numbers)
8. [Spell slots](#8-spell-slots)
9. [Starting spells](#9-starting-spells)
10. [Permissions](#10-permissions)
11. [What is not modelled](#11-what-is-not-modelled)
12. [The complete spell library](#12-the-complete-spell-library)
---
## 1. The basics
- Every campaign has its own **spell list**. A spell exists in one campaign
only.
- A character **knows** spells from that list, each with a Prepared tick box.
- The DM runs the list and decides who learns what. Players can only prepare
and unprepare the spells they know.
- Unlike weapons and items, a spell has **no level of its own to raise**. Its
level is fixed, and so is its damage.
## 2. The spell list
The list is the "Spells" part of the campaign page (DM only). Each spell is a
short row: its name, level, damage and the start of what it does. The list
has a search box, shows ten to a page, and clicking a row opens the spell's
**pop-out**, which shows everything below and is where it is changed.
| Field | What it is |
|---|---|
| Name | Free text, up to 80 characters |
| Level | Cantrip, or level 1 to 9. Also the character level needed to use it (section 5) |
| School | Free text: Evocation, Illusion… |
| What it does | One sentence. Shown wherever the spell is shown |
| Damage | Picked from a list, or "No damage". Fixed; it does not grow |
| Starting option | Whether a brand-new character may pick it in the builder (section 9) |
| Revives | Whether it brings back the dead. A character who can cast one may revive a dead ally on their turn in a battle ([ENCOUNTERS.md](ENCOUNTERS.md), section 6). Ticked already on the library's Revivify and Raise Dead |
| Casting time, range, duration | Stored for library spells. Shown to the DM in the spell's pop-out on the campaign page, and nowhere else |
A cantrip is a spell of level 0. The app always calls it a **cantrip**, never
"level 0" or "level 1".
- **Adding:** by hand with "+ Add Spell" (name, level, school, damage, what
it does and the two tick boxes), or from the library. Both open in a
pop-out. A spell added by hand opens its own pop-out, and "+ Add another
spell" at its top goes straight back to an empty form.
- **Changing:** in the spell's pop-out: damage (the drop-down) and the Revives
and starting-option tick boxes, saved as they are changed. Name, level, school and description cannot be changed on screen
once created (the API accepts it); remove and re-add instead.
- **Damage choices:** the drop-down offers "No damage", then 1 to 6, 8 or 10
dice of d4, d6, d8, d10 or d12 (1d4 up to 10d12), plus the three unusual
values the library uses (`3d4+3`, `2d8+4d6`, `20`).
- **Removing:** the ✕ button. Every character who knows the spell forgets it.
There is no undo.
## 3. The built-in library
"📚 From Library" offers 131 standard spells to copy into the list:
| Level | Spells |
|---|---|
| Cantrips | 26 |
| 1 | 30 |
| 2 | 26 |
| 3 | 21 |
| 4 | 13 |
| 5 | 15 |
Before you add one, each row shows:
- whether it is a **cantrip** or its **level**, and who can use it;
- its **default damage**, or "no damage";
- its school;
- **what it does**, in a sentence.
Every library spell is listed in full in
[section 12](#12-the-complete-spell-library).
35 of the library spells deal damage and come with a default, taken from the
standard rules at the spell's own level. For example:
| Spell | Level | Default damage |
|---|---|---|
| Fire Bolt | Cantrip | 1d10 |
| Sacred Flame | Cantrip | 1d8 |
| Magic Missile | 1 | 3d4+3 (all three darts together) |
| Burning Hands | 1 | 3d6 |
| Scorching Ray | 2 | 2d6 (per ray; there are three) |
| Fireball | 3 | 8d6 |
| Ice Storm | 4 | 2d8+4d6 |
| Cone of Cold | 5 | 8d8 |
Spells that heal, protect or control (Cure Wounds, Shield, Hold Person…) have
no default. Pick a value from the Damage drop-down after adding if you want
one shown.
A spell added from the library is **not** a starting option until ticked. The
library has nothing above level 5; add higher spells by hand.
Each library spell can be added once. A spell the list already has by that
name is left out of the library list, and comes back if the campaign's spell
is renamed or deleted.
## 4. Granting spells to characters
On a character's sheet, the DM picks a spell from the list and clicks Grant.
- Any class can be granted any spell. Whether a non-spellcaster should have
one is the DM's call.
- The DM can remove a known spell with ✕.
- The owning player ticks **Prepared**. Prepared is a label: there is no limit
on how many spells are prepared.
- **Passing a spell on.** A character's owner (or the DM) can give a known
spell to another character in the campaign from the "Give to Another
Character" card on the sheet. The spell moves: the giver no longer knows
it. It cannot be given to someone who already knows it, and a recipient
below the spell's level knows it but cannot use it yet.
- The "Spells Known" card only appears on a sheet when the campaign's spell
list has at least one spell.
- Each known spell shows its level (or "Cantrip"), its damage, and what it
does.
## 5. Spell level and who can use it
This is a house rule of this app. In standard D&D a 3rd-level spell needs a
5th-level caster; here the two numbers are the same.
**A character must be at least the spell's level to use it.** Cantrips are
open to everyone.
| Spell | Who can use it |
|---|---|
| Cantrip | Any character |
| Level 1 | Any character (everyone starts at level 1) |
| Level 2 | Characters of level 2 and above |
| Level 3 | Characters of level 3 and above |
| … | … |
| Level 9 | Characters of level 9 and above |
A spell above the character's level can still be **known**, but it shows
"Requires level N", cannot be prepared, and is left out of encounters. If the
DM lowers a character's level, spells now out of reach are unprepared
automatically.
## 6. Damage
A spell's damage is whatever is picked in its Damage drop-down, shown beside
the spell on the sheet and in encounters. It does not change with the character's
level, and nothing is added to it.
## 7. Spellcasting numbers
Shown only for classes with a spellcasting ability:
| Class | Spellcasting ability |
|---|---|
| Wizard | Intelligence |
| Cleric, Druid, Ranger | Wisdom |
| Bard, Paladin, Sorcerer, Warlock | Charisma |
| Barbarian, Fighter, Monk, Rogue | None |
| Number | Formula | Used when |
|---|---|---|
| Spell save DC | 8 + proficiency bonus + spellcasting ability modifier | A target rolls to resist your spell |
| Spell attack bonus | Proficiency bonus + spellcasting ability modifier | You roll to hit with a spell |
A character without a spellcasting class can still be granted spells, but has
no save DC or attack bonus shown.
## 8. Spell slots
A spell slot is one casting of a spell of that level or lower. Cantrips never
use one. How many slots a character has is worked out from **class and
level**; the site keeps count of how many are spent.
**Where.** The tracker is in the Spellcasting card on the sheet and in the
character panel (the 🧙 button, on every page, so it is at hand in an
encounter). The party overview has a "Spell slots" column for the whole party.
Each slot level is a row of diamonds: filled is a slot still there to spend,
empty is one that is spent.
**Who does what.**
- The character's **player** (and the DM) presses **Use** on a row when a
spell is cast: one slot of that level is spent. That is all a player can do;
a slot once used stays used.
- Only the **DM** gives a slot back: by clicking a diamond (it sets how many
are left; clicking the last filled one empties it), with "All back", or with
a rest.
- Casting a low spell with a higher slot is spending the higher slot. Nothing
ties a slot to a spell: the site does not check which spell was cast.
**Getting them back.** The DM's 🛏 Rest… button ([CHARACTERS.md](CHARACTERS.md),
section 7): a **long rest** gives every slot back; a **short rest** gives a
warlock theirs. Levelling up with "⬆ Level Up…" gives a fresh set. Changing
the Level field keeps what was spent, as far as the new level has those slots.
**Bard, Cleric, Druid, Sorcerer, Wizard** (back on a long rest):
| Character level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — |
| 2 | 3 | — | — | — | — |
| 3 | 4 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | 2 | — | — |
| 6 | 4 | 3 | 3 | — | — |
| 7 | 4 | 3 | 3 | 1 | — |
| 8 | 4 | 3 | 3 | 2 | — |
| 9 | 4 | 3 | 3 | 3 | 1 |
| 10 | 4 | 3 | 3 | 3 | 2 |
**Paladin, Ranger** (back on a long rest; none at level 1):
| Character level | 1st | 2nd | 3rd |
|---|---|---|---|
| 1 | — | — | — |
| 2 | 2 | — | — |
| 3–4 | 3 | — | — |
| 5–6 | 4 | 2 | — |
| 7–8 | 4 | 3 | — |
| 9–10 | 4 | 3 | 2 |
**Warlock** (back on a short or long rest). All of a warlock's slots are the
same level, and every spell cast with one is cast at that level:
| Character level | Slots | Slot level |
|---|---|---|
| 1 | 1 | 1st |
| 2 | 2 | 1st |
| 3–4 | 2 | 2nd |
| 5–6 | 2 | 3rd |
| 7–8 | 2 | 4th |
| 9–10 | 2 | 5th |
Above level 10 the tables carry on as in standard 5e, up to 9th-level slots at
character level 17 (a warlock has 3 slots from level 11 and 4 from level 17).
Barbarians, fighters, monks and rogues have no slots, whatever spells they are
granted.
Slots do not decide what a character may **know or prepare**: that is still
section 5. A wizard of level 3 can be granted a 3rd-level spell and prepare it,
but has no 3rd-level slot to cast it with until level 5. Holding the players
to that is the DM's.
## 9. Starting spells
In the builder's equipment step a new character can pick spells that are:
- ticked as a **starting option** in the list,
- **cantrips or level 1** (a new character is level 1), and
- only if the character's **class has a spellcasting ability**.
The number allowed is the campaign's "starting spells" setting. Starting
spells arrive unprepared.
## 10. Permissions
| Action | DM | Owning player | Other players |
|---|---|---|---|
| See the spell list | Yes | Only what their own character holds, plus the starting options while they have a character to build | The same, for their own character |
| See the built-in library | Yes | No | No |
| Add, change or remove spells in the list | Yes | No | No |
| Grant a spell from the list, or remove one | Yes | No | No |
| Give a known spell to another character | Yes | Yes | No |
| Prepare or unprepare | Yes | Yes, if the character can use it | No |
| Spend a spell slot | Yes | Yes | No |
| Give a spell slot back | Yes | No | No |
| See a character's spells | Yes | Yes | Yes |
## 11. What is not modelled
- Which spell a slot was spent on, and what casting at a higher level adds
(the player adds the extra dice)
- Sorcery points, and Arcane or Natural Recovery (the DM gives those slots
back by hand)
- Cantrip damage increasing at higher character levels
- Limits on how many spells can be prepared or known
- Concentration, components, rituals
- Class spell lists (any spell can be granted to anyone)
- Healing amounts as a separate value (pick them in Damage if you want them
shown)
- Applying spell damage to a target automatically
## 12. The complete spell library
Every spell "📚 From Library" offers, with the damage it arrives with.
This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
<!-- BEGIN GENERATED: spell-library -->
### Cantrips (26)
Usable by any character.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Acid Splash | Conjuration | 1d6 | Hurl a bubble of acid at one or two creatures within 5 feet of each other. |
| Blade Ward | Abjuration | — | Resist bludgeoning, piercing, and slashing damage until your next turn. |
| Chill Touch | Necromancy | 1d8 | A ghostly hand deals necrotic damage and prevents healing. |
| Dancing Lights | Illusion | — | Create up to four torch-sized lights that you can move. |
| Druidcraft | Transmutation | — | A small, harmless nature-flavored effect: predict weather, sprout a seedling, and the like. |
| Eldritch Blast | Evocation | 1d10 | A beam of crackling energy strikes one creature for force damage. |
| Fire Bolt | Evocation | 1d10 | Hurl a mote of fire that deals fire damage on a hit. |
| Friends | Enchantment | — | Advantage on Charisma checks against one creature for the duration. |
| Guidance | Divination | — | Add 1d4 to one ability check of your choice. |
| Light | Evocation | — | An object sheds bright light in a 20-foot radius. |
| Mage Hand | Conjuration | — | A spectral hand manipulates objects, opens doors, and carries small items. |
| Mending | Transmutation | — | Repairs a single break or tear in an object. |
| Message | Transmutation | — | Whisper a message to a target that only they can hear, with a whispered reply. |
| Minor Illusion | Illusion | — | Create a sound or an image of an object for the duration. |
| Poison Spray | Conjuration | 1d12 | Project a puff of noxious gas that deals poison damage. |
| Prestidigitation | Transmutation | — | A minor magical trick — light a candle, clean an object, chill or warm food, and the like. |
| Produce Flame | Conjuration | 1d8 | A flickering flame in your hand sheds light and can be hurled for fire damage. |
| Ray of Frost | Evocation | 1d8 | A ray of freezing energy deals cold damage and slows the target. |
| Resistance | Abjuration | — | The target adds 1d4 to one saving throw of its choice. |
| Sacred Flame | Evocation | 1d8 | Radiant flame descends on a creature that must succeed a Dexterity save or take damage. |
| Shillelagh | Transmutation | — | Imbue a club or quarterstaff with magic, using Wisdom for its attack and damage. |
| Shocking Grasp | Evocation | 1d8 | Lightning springs from your hand, dealing damage and preventing reactions. |
| Spare the Dying | Necromancy | — | A creature you touch that has 0 hit points becomes stable. |
| Thorn Whip | Transmutation | 1d6 | A vine-like whip deals damage and drags the target closer. |
| True Strike | Divination | — | Gain advantage on your next attack roll against the target. |
| Vicious Mockery | Enchantment | 1d4 | A string of insults deals psychic damage and imposes disadvantage on the target’s next attack. |
### Level 1 (30 spells)
Needs character level 1.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Alarm | Abjuration | — | Set an audible or mental alarm against intruders. |
| Animal Friendship | Enchantment | — | Convince a beast that you mean it no harm. |
| Bane | Enchantment | — | Up to three creatures subtract 1d4 from attack rolls and saves. |
| Bless | Enchantment | — | Up to three creatures add 1d4 to attack rolls and saves. |
| Burning Hands | Evocation | 3d6 | A thin sheet of flame sweeps out from your hands. |
| Charm Person | Enchantment | — | A humanoid you can see regards you as a friendly acquaintance. |
| Color Spray | Illusion | — | A dazzling array of flashing colors can blind weak creatures. |
| Command | Enchantment | — | Speak a one-word command a creature must obey. |
| Comprehend Languages | Divination | — | Understand any spoken or written language. |
| Cure Wounds | Evocation | — | A creature you touch regains hit points. |
| Detect Magic | Divination | — | Sense the presence of magic within 30 feet. |
| Disguise Self | Illusion | — | Change your appearance, including clothing and gear. |
| Entangle | Conjuration | — | Grasping weeds and vines sprout in a 20-foot square. |
| Faerie Fire | Evocation | — | Objects in a 20-foot cube are outlined in light, granting attackers advantage. |
| Feather Fall | Transmutation | — | Falling creatures slow to a gentle descent. |
| Fog Cloud | Conjuration | — | A 20-foot-radius sphere of fog heavily obscures the area. |
| Guiding Bolt | Evocation | 4d6 | A flash of light streaks to a target, dealing radiant damage. |
| Healing Word | Evocation | — | A creature you can see regains hit points. |
| Hunter's Mark | Divination | 1d6 | Deal extra damage to a marked target and track it magically. |
| Identify | Divination | — | Learn the properties of a magic item or the nature of a spell affecting a creature. |
| Jump | Transmutation | — | A creature's jump distance triples. |
| Longstrider | Transmutation | — | A creature's speed increases by 10 feet. |
| Mage Armor | Abjuration | — | A protective magical force gives the target a base AC of 13 + Dex modifier. |
| Magic Missile | Evocation | 3d4+3 | Three darts of magical force each strike a target unerringly. |
| Protection from Evil and Good | Abjuration | — | Protect a creature from aberrations, celestials, elementals, fey, fiends, and undead. |
| Shield | Abjuration | — | An invisible barrier grants +5 AC until the start of your next turn. |
| Sleep | Enchantment | — | Creatures in a 20-foot radius fall unconscious, weakest hit points first. |
| Speak with Animals | Divination | — | Comprehend and verbally communicate with beasts. |
| Thunderwave | Evocation | 2d8 | A wave of thunderous force sweeps out, damaging and pushing creatures. |
| Witch Bolt | Evocation | 1d12 | A beam of lightning forms a sustained arc that damages the target each turn. |
### Level 2 (26 spells)
Needs character level 2.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Aid | Abjuration | — | Bolster allies with additional hit points. |
| Alter Self | Transmutation | — | Assume a variety of minor physical changes. |
| Animal Messenger | Enchantment | — | Send a tiny animal to deliver a short message. |
| Blindness/Deafness | Necromancy | — | Blind or deafen a creature that fails a Constitution save. |
| Blur | Illusion | — | Your outline blurs, giving attackers disadvantage. |
| Darkvision | Transmutation | — | Grant a creature darkvision out to 60 feet. |
| Enhance Ability | Transmutation | — | Grant advantage on checks with one chosen ability. |
| Enlarge/Reduce | Transmutation | — | A creature or object doubles or halves in size. |
| Flaming Sphere | Conjuration | 2d6 | A 5-foot-diameter sphere of fire rolls where you direct it. |
| Gust of Wind | Evocation | — | A line of strong wind pushes creatures and extinguishes flames. |
| Hold Person | Enchantment | — | Paralyze a humanoid that fails a Wisdom save. |
| Invisibility | Illusion | — | A creature you touch becomes invisible. |
| Lesser Restoration | Abjuration | — | End one disease or condition afflicting the target. |
| Levitate | Transmutation | — | A creature or object rises vertically and can be moved. |
| Mirror Image | Illusion | — | Three illusory duplicates of yourself spring into being. |
| Misty Step | Conjuration | — | Teleport up to 30 feet in a burst of silvery mist. |
| Moonbeam | Evocation | 2d10 | A silvery beam of pale light shines down in a 5-foot-radius cylinder. |
| Pass without Trace | Abjuration | — | The party becomes exceptionally difficult to track. |
| Scorching Ray | Evocation | 2d6 | Three rays of fire streak toward targets within range. |
| Shatter | Evocation | 3d8 | A sudden loud ringing noise deals thunder damage in a 10-foot-radius sphere. |
| Silence | Illusion | — | No sound can be created within or pass through a 20-foot-radius sphere. |
| Spider Climb | Transmutation | — | A creature gains the ability to move on vertical surfaces and ceilings. |
| Spiritual Weapon | Evocation | 1d8 | A spectral weapon attacks a target and can be moved each turn. |
| Suggestion | Enchantment | — | Plant a reasonable-sounding suggestion in a creature’s mind. |
| Web | Conjuration | — | Thick, sticky webs fill a 20-foot cube. |
| Zone of Truth | Enchantment | — | Creatures in a 15-foot-radius sphere can’t speak a deliberate lie. |
### Level 3 (21 spells)
Needs character level 3.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Animate Dead | Necromancy | — | Raise a skeleton or zombie from a corpse to fight for you. |
| Beacon of Hope | Abjuration | — | Bolster creatures against despair, granting advantage on saves and max healing. |
| Call Lightning | Conjuration | 3d10 | A storm cloud forms and you can call down bolts of lightning. |
| Counterspell | Abjuration | — | Interrupt a creature casting a spell. |
| Daylight | Evocation | — | A 60-foot-radius sphere of bright light spreads out. |
| Dispel Magic | Abjuration | — | End one active spell affecting a creature, object, or effect. |
| Fear | Illusion | — | Creatures in the cone become frightened and drop what they’re holding. |
| Fireball | Evocation | 8d6 | A bright streak explodes into flame, dealing fire damage in a 20-foot radius. |
| Fly | Transmutation | — | The target gains a flying speed of 60 feet. |
| Haste | Transmutation | — | Double the target’s speed and grant an extra action. |
| Lightning Bolt | Evocation | 8d6 | A stroke of lightning blasts out in a line, dealing lightning damage. |
| Mass Healing Word | Evocation | — | Up to six creatures you can see regain hit points. |
| Nondetection | Abjuration | — | Hide a target from divination magic. |
| Protection from Energy | Abjuration | — | Resistance to one damage type of your choice. |
| Remove Curse | Abjuration | — | Lift a curse from a creature or object. |
| Revivify | Necromancy | — | A creature that died within the last minute returns to life with 1 hit point. |
| Sleet Storm | Conjuration | — | Freezing rain falls in a 40-foot-radius cylinder, icing the ground. |
| Slow | Transmutation | — | Up to six creatures are hindered, halving their speed and worse. |
| Spirit Guardians | Conjuration | 3d8 | Protective spirits swirl around you, damaging enemies that enter. |
| Stinking Cloud | Conjuration | — | A 20-foot-radius sphere of yellow, nauseating gas spreads out. |
| Water Breathing | Transmutation | — | Up to ten creatures can breathe underwater. |
### Level 4 (13 spells)
Needs character level 4.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Banishment | Abjuration | — | Send a creature to a harmless demiplane. |
| Blight | Necromancy | 8d8 | Necromantic energy withers a creature, dealing necrotic damage. |
| Confusion | Enchantment | — | Creatures in a 10-foot-radius sphere act randomly. |
| Dimension Door | Conjuration | — | Teleport yourself (and possibly a companion) to a spot you can visualize. |
| Fire Shield | Evocation | 2d8 | Wreathe yourself in flame that damages attackers and grants resistance. |
| Freedom of Movement | Abjuration | — | The target’s movement is unaffected by difficult terrain and restraints. |
| Greater Invisibility | Illusion | — | The target becomes invisible even while attacking. |
| Guardian of Faith | Conjuration | 20 | A Large spectral guardian appears and attacks enemies near it. |
| Ice Storm | Evocation | 2d8+4d6 | Hail hammers a 20-foot-radius cylinder, dealing bludgeoning and cold damage. |
| Polymorph | Transmutation | — | Transform a creature into a new form. |
| Stone Shape | Transmutation | — | Reshape a chunk of stone into a form you desire. |
| Stoneskin | Abjuration | — | The target gains resistance to nonmagical bludgeoning, piercing, and slashing damage. |
| Wall of Fire | Evocation | 5d8 | Conjure a wall of fire that damages creatures passing through it. |
### Level 5 (15 spells)
Needs character level 5.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Animate Objects | Transmutation | — | Up to ten nonmagical objects animate and fight for you. |
| Cloudkill | Conjuration | 5d8 | A 20-foot-radius sphere of poisonous, yellow-green fog billows out. |
| Cone of Cold | Evocation | 8d8 | A blast of cold air deals cold damage to everything in the cone. |
| Contagion | Necromancy | — | Infect a creature with a magical disease. |
| Dispel Evil and Good | Abjuration | — | Protection and the ability to banish otherworldly creatures. |
| Dominate Person | Enchantment | — | Attempt to beguile a humanoid and control its actions. |
| Flame Strike | Evocation | 8d6 | A column of divine fire roars down, dealing fire and radiant damage. |
| Greater Restoration | Abjuration | — | Undo a debilitating effect: reduced ability score, exhaustion, or curse. |
| Hold Monster | Enchantment | — | Paralyze one creature that fails a Wisdom save. |
| Insect Plague | Conjuration | 4d10 | A swarm of biting, stinging insects fills a 20-foot-radius sphere. |
| Legend Lore | Divination | — | Learn what you know, or have heard, about a name, place, or object. |
| Mass Cure Wounds | Evocation | — | Up to six creatures in a 30-foot-radius sphere regain hit points. |
| Raise Dead | Necromancy | — | Return a dead creature to life, as long as its body is mostly intact. |
| Wall of Force | Evocation | — | An invisible wall of force springs into existence, impenetrable to physical force. |
| Wall of Stone | Evocation | — | A nonmagical wall of solid stone springs into existence. |
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# Weapons
How weapons work in this app: the campaign's weapon pool, how a character
comes to hold a weapon, weapon levels, and how attack and damage numbers are
worked out.
This describes the code as it stands. The formulas live in
`backend/src/game/calculations.js`; the built-in list is
`backend/src/game/data/weaponsLibrary.js`. Related: [ITEMS.md](ITEMS.md),
[SPELLS.md](SPELLS.md), [CHARACTERS.md](CHARACTERS.md).
## Contents
1. [The basics](#1-the-basics)
2. [The weapon pool](#2-the-weapon-pool)
3. [The built-in library](#3-the-built-in-library)
4. [Giving weapons to characters](#4-giving-weapons-to-characters)
5. [Weapon levels](#5-weapon-levels)
6. [How damage grows](#6-how-damage-grows)
7. [Attack and damage numbers](#7-attack-and-damage-numbers)
8. [Starting weapons](#8-starting-weapons)
9. [Weapons as rewards and for sale](#9-weapons-as-rewards-and-for-sale)
10. [Permissions](#10-permissions)
11. [What is not modelled](#11-what-is-not-modelled)
12. [The complete weapon library](#12-the-complete-weapon-library)
---
## 1. The basics
- Every campaign has its own **weapon pool**. A weapon exists in one campaign
only.
- A character never owns a free-standing weapon: it holds a **copy** of a pool
entry, with its own quantity, level and equipped flag.
- The DM runs the pool and decides who gets what. Players can only equip and
unequip what they hold.
## 2. The weapon pool
The pool is the "Weapons" part of the campaign page (DM only). It lists each
weapon as a short row: its name, base damage, starting level and what it does
while equipped. The list has a search box, shows ten to a page, and clicking a
row opens the weapon's **pop-out**, which shows everything below and is where
it is changed.
| Field | What it is |
|---|---|
| Name | Free text, up to 80 characters |
| Base damage | Dice such as `1d8` or `2d6` — the damage at the weapon's starting level |
| Damage type | Free text: slashing, piercing, fire… |
| Attack ability | Strength, Dexterity, or Finesse (whichever of the two is higher for the wielder) |
| Starts at level | 1 to 9. The lowest level this weapon can be (section 5) |
| Growth | Standard, Powerful or Legendary: how fast the dice climb per level (section 6) |
| Starting option | Whether a brand-new character may pick it in the builder (section 8) |
| Properties, range | Stored for library weapons (light, thrown, 20/60 ft…). Shown in the weapon's pop-out, and not used anywhere |
| Effects | What it does to whoever has it equipped: bonuses and penalties to the sheet's numbers, and a note. Works exactly as for items ([ITEMS.md](ITEMS.md), section 5) |
- **Adding:** by hand with "+ Add Weapon", or from the library. Both open in
a pop-out. A weapon added by hand opens its own pop-out straight away, to
set what it does; "+ Add another weapon" at its top goes straight back to
an empty form.
- **Effects:** under "While equipped" in the weapon's pop-out, saved with
"Save Effects". A defending blade can give +1 AC, a heavy maul −5 speed.
They count only while the weapon is equipped, and do not change its own
attack or damage.
- **Changing:** starting level, growth and the starting-option tick box are
changed in the pop-out, and saved as they are changed. Name, damage, type
and ability cannot be changed on screen once created (the API accepts it);
remove and re-add instead.
- **Removing:** "Remove from campaign" at the foot of the pop-out, after a
confirmation. This takes the weapon away from **every
character holding it** and off every encounter's reward list. There is no
undo.
- The same weapon can be added twice; nothing stops duplicate names.
## 3. The built-in library
"📚 From Library" offers 41 weapons to copy into the pool:
| Category | Count | Examples |
|---|---|---|
| Simple melee | 10 | Club 1d4, Dagger 1d4, Mace 1d6, Spear 1d6 |
| Simple ranged | 4 | Shortbow, Light Crossbow, Dart, Sling |
| Martial melee | 18 | Longsword 1d8, Rapier 1d8, Greataxe 1d12, Greatsword 2d6 |
| Martial ranged | 5 | Longbow, Heavy Crossbow, Hand Crossbow |
| Paired | 4 | Paired Daggers 2d4, Paired Shortswords 2d6, Paired Scimitars 2d6, Paired Handaxes 2d6 |
**Paired weapons.** A character has one weapon equipped at a time (section
4), so fighting with a weapon in each hand is not two weapons: it is **one
weapon made as a pair**, whose damage is both blades. The library has four,
and a DM makes others the same way with "+ Add Weapon" ("Twin Hammers",
2d4 bludgeoning).
A weapon added from the library arrives with starting level 1, Standard
growth, and **not** ticked as a starting option. Change those in the table
afterwards. Every library weapon is listed in
[section 12](#12-the-complete-weapon-library).
Each library weapon can be added once. A weapon the pool already has by that
name is left out of the library list, and comes back if the pool's weapon is
renamed or deleted.
## 4. Giving weapons to characters
On a character's sheet, the DM picks a weapon from the pool and clicks Give.
- It arrives at the weapon's starting level, quantity 1, unequipped.
- Giving a weapon the character already holds **adds to the stack**; the stack
keeps the level it has. A character holds one stack per weapon, so two
copies of the same weapon at different levels is not possible.
- The DM can take a weapon away with ✕ on the sheet.
- The owning player, or the DM, ticks **Equipped**.
- **Only what is equipped counts.** A weapon has to be equipped to be used
in an encounter, and gear only gives its effects while equipped. What is
not equipped stays in the pack: still the character's, still listed on the
sheet and in the character panel, but not in hand.
- **There is a limit on how much can be equipped at once**, set per campaign
in Campaign Settings ("Equipped at once"):
| Setting | Starts at | Means |
|---|---|---|
| Things equipped at once | 2 | Weapons and items together |
| Of which weapons | 1 | So: one weapon, or one weapon and one item, or two items |
Armor and shields are items and count toward the limit. With the starting
numbers a character can have a weapon and a shield, or a weapon and armor,
but not all three; a DM who wants armor, shield and weapon together sets
the first number to 3.
- **Putting something on when the limit is reached is refused**, with a
message naming what is already equipped. Take something off first.
- **Equipping can be changed at any time, including in the middle of an
encounter**, by the owning player or the DM: on the sheet, or in the
character panel (the 🧙 button, or "🎒 Inventory" on the character's
encounter card).
- Lowering the limits takes nothing off anyone. A character with more on
than the new limit keeps it until they change what they have equipped.
- Everything arrives unequipped: gear from the DM, from a reward, bought, or
given by another character.
**Passing a weapon on.** A character's owner (or the DM) can give a held
weapon to another character in the campaign from the "Give to Another
Character" card on the sheet. Some or all of the stack moves: it leaves the
giver and arrives with the recipient at the giver's level, unequipped. If the
recipient already holds that weapon, their stack grows and keeps its own
level. A recipient below the weapon's level holds it but cannot use it yet.
## 5. Weapon levels
This is a house rule of this app, not standard D&D.
- Each held copy has a **level from 1 to 9**. Two characters can hold the same
weapon at different levels.
- Only the DM changes a copy's level, with the level picker beside it on the
sheet. Each option shows the damage at that level.
- A copy can never go below the pool entry's **starting level**. Raising a
pool entry's starting level lifts any copies below it and unequips them.
**Who can use it.** A character must be at least the copy's level:
| Character level | Can use weapons of level |
|---|---|
| 1 | 1 |
| 2 | 1–2 |
| 5 | 1–5 |
| 9 and above | 1–9 |
A weapon above its holder's level is still held, but it shows "Requires level
N", cannot be equipped, and so is never on its holder's encounter card. The
character panel lists it, marked "needs level N". If the
DM levels a weapon past its holder, or lowers the character's level, it is
unequipped automatically.
## 6. How damage grows
The dice in the pool are the damage at the weapon's starting level. Each level
above that moves the dice up a fixed ladder, in the smallest steps dice allow:
| Rung | Dice | Average |
|---|---|---|
| 1 | 1d4 | 2.5 |
| 2 | 1d6 | 3.5 |
| 3 | 1d8 | 4.5 |
| 4 | 1d10 | 5.5 |
| 5 | 1d12 | 6.5 |
| 6 | 2d6 | 7 |
| 7 | 1d6+1d8 | 8 |
| 8 | 2d8 | 9 |
| 9 | 1d8+1d10 | 10 |
| 10 | 2d10 | 11 |
| 11 | 1d10+1d12 | 12 |
| 12 | 2d12 | 13 |
| 13 | 3d8 | 13.5 |
| … | adding a die each time the current dice max out | |
Every rung is +1 average damage over the last, or +0.5 where a die is added.
**Growth** sets how many rungs a weapon climbs per level:
| Growth | Rungs per level | A 1d6 weapon at levels 1, 2, 3, 4 | At level 9 |
|---|---|---|---|
| Standard | 1 | 1d6, 1d8, 1d10, 1d12 | 2d10 |
| Powerful | 2 | 1d6, 1d10, 2d6, 2d8 | 1d10+2d12 |
| Legendary | 3 | 1d6, 1d12, 2d8, 1d10+1d12 | 4d12 |
A weapon with a higher starting level counts from there: a 2d6 greatsword that
starts at level 3 with Standard growth is 2d6 at level 3, 1d6+1d8 at level 4
and 2d8 at level 5.
- At its starting level a weapon always shows its dice exactly as typed.
- Dice that are not on the ladder (`1d4+1`, `2d4+2`) climb from the highest
rung that is not stronger than them: `2d4+2` (average 7) continues from 2d6.
- Dice the app cannot read (free text such as "special") never change.
## 7. Attack and damage numbers
| Number | Formula |
|---|---|
| Attack bonus | Ability modifier + proficiency bonus |
| Damage | The dice at the copy's level + ability modifier |
- The ability modifier is Strength, Dexterity, or the higher of the two for a
Finesse weapon.
- The weapon's level changes the **dice only**, never the bonuses.
- Every character is treated as proficient with every weapon.
These numbers appear on the character sheet, in the quick-stats drawer, and
on the character's card in an encounter.
## 8. Starting weapons
In the builder's equipment step a new character can pick weapons that are:
- ticked as a **starting option** in the pool, and
- **starting level 1** (a new character is level 1).
Starting weapons and starting items share the campaign's "starting items"
allowance. They arrive at level 1, unequipped.
## 9. Weapons as rewards and for sale
On an encounter the DM can line up a weapon as a reward, at a chosen level
(not below its starting level) and quantity, and later award it to a
character. Awarding adds it to what the character holds, exactly as giving it
on the sheet would. See [ENCOUNTERS.md](ENCOUNTERS.md).
The DM can also put a weapon **up for sale**, at a level, a price (in gold,
silver, copper or cash) and an optional stock. An NPC can sell it, wherever
that NPC is met, or an encounter can sell it itself. Players see what is for
sale and buy it in an NPC quest that is in progress: the price leaves their
purse and the weapon joins what they hold, unequipped. See
[NPCS.md](NPCS.md), section 5, and [ENCOUNTERS.md](ENCOUNTERS.md), section 10.
## 10. Permissions
| Action | DM | Owning player | Other players |
|---|---|---|---|
| See the pool | Yes | Only what their own character holds, plus the starting options while they have a character to build | The same, for their own character |
| See the built-in library | Yes | No | No |
| Add, change or remove pool entries | Yes | No | No |
| Give a weapon from the pool, or take one away | Yes | No | No |
| Give a held weapon to another character | Yes | Yes | No |
| Put a weapon up for sale | Yes | No | No |
| Buy a weapon that is for sale, in a quest in progress | Yes, for any character in it | Yes, if the character is in it | No |
| Change a held weapon's level or quantity | Yes | No | No |
| Equip or unequip | Yes | Yes, if the character can use it | No |
| See a character's weapons | Yes | Yes | Yes |
## 11. What is not modelled
- Weapon proficiency by class (everyone is proficient with everything)
- Properties: two-handed, versatile, light, reach, loading, thrown (a
two-handed weapon counts as one thing equipped, like any other)
- Range and ammunition
- Critical hits, advantage, and rolling the attack itself (use the dice roller)
- Magic bonuses to a weapon's own attack or damage, such as +1 weapons (use a
higher level or growth instead)
- A price on the weapon itself (a price is set each time it is put up for sale), and weight
## 12. The complete weapon library
Every weapon "📚 From Library" offers. Base damage is the damage at level 1.
Properties and range are carried into the campaign but not shown or used.
"While equipped" is the weapon's effects and note, which are carried in too.
This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
<!-- BEGIN GENERATED: weapon-library -->
### Simple Melee (10)
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|---|---|---|---|---|---|---|
| Club | 1d4 | bludgeoning | Strength | light | — | — |
| Dagger | 1d4 | piercing | Strength or Dexterity (finesse) | finesse, light, thrown | 20/60 ft | — |
| Greatclub | 1d8 | bludgeoning | Strength | two-handed | — | — |
| Handaxe | 1d6 | slashing | Strength | light, thrown | 20/60 ft | — |
| Javelin | 1d6 | piercing | Strength | thrown | 30/120 ft | — |
| Light Hammer | 1d4 | bludgeoning | Strength | light, thrown | 20/60 ft | — |
| Mace | 1d6 | bludgeoning | Strength | — | — | — |
| Quarterstaff | 1d6 | bludgeoning | Strength | versatile (1d8) | — | — |
| Sickle | 1d4 | slashing | Strength | light | — | — |
| Spear | 1d6 | piercing | Strength | thrown, versatile (1d8) | 20/60 ft | — |
### Simple Ranged (4)
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|---|---|---|---|---|---|---|
| Light Crossbow | 1d8 | piercing | Dexterity | ammunition, loading, two-handed | 80/320 ft | — |
| Dart | 1d4 | piercing | Strength or Dexterity (finesse) | finesse, thrown | 20/60 ft | — |
| Shortbow | 1d6 | piercing | Dexterity | ammunition, two-handed | 80/320 ft | — |
| Sling | 1d4 | bludgeoning | Dexterity | ammunition | 30/120 ft | — |
### Martial Melee (18)
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|---|---|---|---|---|---|---|
| Battleaxe | 1d8 | slashing | Strength | versatile (1d10) | — | — |
| Flail | 1d8 | bludgeoning | Strength | — | — | — |
| Glaive | 1d10 | slashing | Strength | heavy, reach, two-handed | — | — |
| Greataxe | 1d12 | slashing | Strength | heavy, two-handed | — | — |
| Greatsword | 2d6 | slashing | Strength | heavy, two-handed | — | — |
| Halberd | 1d10 | slashing | Strength | heavy, reach, two-handed | — | — |
| Lance | 1d12 | piercing | Strength | reach, special | — | — |
| Longsword | 1d8 | slashing | Strength | versatile (1d10) | — | — |
| Maul | 2d6 | bludgeoning | Strength | heavy, two-handed | — | — |
| Morningstar | 1d8 | piercing | Strength | — | — | — |
| Pike | 1d10 | piercing | Strength | heavy, reach, two-handed | — | — |
| Rapier | 1d8 | piercing | Strength or Dexterity (finesse) | finesse | — | — |
| Scimitar | 1d6 | slashing | Strength or Dexterity (finesse) | finesse, light | — | — |
| Shortsword | 1d6 | piercing | Strength or Dexterity (finesse) | finesse, light | — | — |
| Trident | 1d6 | piercing | Strength | thrown, versatile (1d8) | 20/60 ft | — |
| War Pick | 1d8 | piercing | Strength | — | — | — |
| Warhammer | 1d8 | bludgeoning | Strength | versatile (1d10) | — | — |
| Whip | 1d4 | slashing | Strength or Dexterity (finesse) | finesse, reach | — | — |
### Martial Ranged (5)
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|---|---|---|---|---|---|---|
| Blowgun | 1 | piercing | Dexterity | ammunition, loading | 25/100 ft | — |
| Hand Crossbow | 1d6 | piercing | Dexterity | ammunition, light, loading | 30/120 ft | — |
| Heavy Crossbow | 1d10 | piercing | Dexterity | ammunition, heavy, loading, two-handed | 100/400 ft | — |
| Longbow | 1d8 | piercing | Dexterity | ammunition, heavy, two-handed | 150/600 ft | — |
| Net | - | special | Dexterity | special, thrown | 5/15 ft | — |
### Paired (4)
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|---|---|---|---|---|---|---|
| Paired Daggers | 2d4 | piercing | Strength or Dexterity (finesse) | finesse, light, paired | — | A dagger in each hand: takes both hands. |
| Paired Shortswords | 2d6 | piercing | Strength or Dexterity (finesse) | finesse, light, paired | — | A shortsword in each hand: takes both hands. |
| Paired Scimitars | 2d6 | slashing | Strength or Dexterity (finesse) | finesse, light, paired | — | A scimitar in each hand: takes both hands. |
| Paired Handaxes | 2d6 | slashing | Strength | light, paired | — | A handaxe in each hand: takes both hands. |
<!-- END GENERATED: weapon-library -->
+4 -2
View File
@@ -1,7 +1,7 @@
{
"name": "frontend",
"private": true,
"version": "0.0.0",
"version": "1.22.0",
"type": "module",
"scripts": {
"dev": "vite",
@@ -18,12 +18,14 @@
"socket.io-client": "^4.8.3"
},
"devDependencies": {
"@types/compression": "^1.8.1",
"@types/node": "^24.13.3",
"@types/react": "^19.2.18",
"@types/react-dom": "^19.2.7",
"@vitejs/plugin-react": "^6.1.1",
"compression": "^1.8.2",
"oxlint": "^1.81.0",
"typescript": "~6.0.2",
"typescript": "~7.0.2",
"vite": "^8.3.0"
}
}
+30 -20
View File
@@ -1,31 +1,41 @@
import { lazy, Suspense } from 'react';
import { Navigate, Route, Routes } from 'react-router-dom';
import { Layout } from './components/Layout';
import { ProtectedRoute } from './components/ProtectedRoute';
import { LoginPage } from './pages/LoginPage';
import { RegisterPage } from './pages/RegisterPage';
import { CampaignListPage } from './pages/CampaignListPage';
import { CampaignHomePage } from './pages/CampaignHomePage';
import { CharacterSheetPage } from './pages/CharacterSheetPage';
import { CharacterBuilderPage } from './pages/CharacterBuilderPage';
import { EncounterPage } from './pages/EncounterPage';
// Each page is its own file to download, fetched the first time it is opened,
// so signing in does not wait on the encounter tracker or the character builder.
const RegisterPage = lazy(() => import('./pages/RegisterPage').then((m) => ({ default: m.RegisterPage })));
const CampaignListPage = lazy(() => import('./pages/CampaignListPage').then((m) => ({ default: m.CampaignListPage })));
const CampaignHomePage = lazy(() => import('./pages/CampaignHomePage').then((m) => ({ default: m.CampaignHomePage })));
const PartyOverviewPage = lazy(() => import('./pages/PartyOverviewPage').then((m) => ({ default: m.PartyOverviewPage })));
const CharacterSheetPage = lazy(() => import('./pages/CharacterSheetPage').then((m) => ({ default: m.CharacterSheetPage })));
const CharacterBuilderPage = lazy(() => import('./pages/CharacterBuilderPage').then((m) => ({ default: m.CharacterBuilderPage })));
const EncounterPage = lazy(() => import('./pages/EncounterPage').then((m) => ({ default: m.EncounterPage })));
const AccountPage = lazy(() => import('./pages/AccountPage').then((m) => ({ default: m.AccountPage })));
function App() {
return (
<Routes>
<Route path="/login" element={<LoginPage />} />
<Route path="/register" element={<RegisterPage />} />
<Route element={<ProtectedRoute />}>
<Route element={<Layout />}>
<Route path="/" element={<Navigate to="/campaigns" replace />} />
<Route path="/campaigns" element={<CampaignListPage />} />
<Route path="/campaigns/:campaignId" element={<CampaignHomePage />} />
<Route path="/characters/:characterId" element={<CharacterSheetPage />} />
<Route path="/characters/:characterId/build" element={<CharacterBuilderPage />} />
<Route path="/encounters/:encounterId" element={<EncounterPage />} />
<Suspense fallback={null}>
<Routes>
<Route path="/login" element={<LoginPage />} />
<Route path="/register" element={<RegisterPage />} />
<Route element={<ProtectedRoute />}>
<Route element={<Layout />}>
<Route path="/" element={<Navigate to="/campaigns" replace />} />
<Route path="/campaigns" element={<CampaignListPage />} />
<Route path="/campaigns/:campaignId" element={<CampaignHomePage />} />
<Route path="/campaigns/:campaignId/party" element={<PartyOverviewPage />} />
<Route path="/characters/:characterId" element={<CharacterSheetPage />} />
<Route path="/characters/:characterId/build" element={<CharacterBuilderPage />} />
<Route path="/encounters/:encounterId" element={<EncounterPage />} />
<Route path="/account" element={<AccountPage />} />
</Route>
</Route>
</Route>
<Route path="*" element={<Navigate to="/" replace />} />
</Routes>
<Route path="*" element={<Navigate to="/" replace />} />
</Routes>
</Suspense>
);
}
+708 -26
View File
@@ -1,16 +1,29 @@
import { useMutation, useQuery, useQueryClient } from '@tanstack/react-query';
import { useMutation, useQuery, useQueryClient, type QueryClient } from '@tanstack/react-query';
import { apiClient } from './client';
import type {
BuildOptions,
Campaign,
CampaignLibrary,
CampaignMemberSummary,
CharacterDetail,
CharacterSummary,
Currency,
DiceMode,
Encounter,
EncounterMode,
EncounterParticipant,
InventoryItem,
GearEffect,
GoldTransaction,
Item,
LevelUpPlan,
Location,
Monster,
Note,
Npc,
SaleOffer,
QuickStats,
RestResult,
RestType,
Spell,
Weapon,
} from './types';
@@ -52,10 +65,20 @@ export function useCreateCampaign() {
});
}
// A ready-made world (a seed file on the server) as a new campaign, by its code.
export function useCreateCampaignFromSeed() {
const qc = useQueryClient();
return useMutation({
mutationFn: async (code: string) =>
(await apiClient.post<{ campaign: Campaign }>('/campaigns/from-seed', { code })).data.campaign,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaigns'] }),
});
}
export function useUpdateCampaign(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: Partial<Campaign>) =>
mutationFn: async (data: Partial<Campaign> & { archived?: boolean }) =>
(await apiClient.patch<{ campaign: Campaign }>(`/campaigns/${campaignId}`, data)).data.campaign,
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId] });
@@ -64,6 +87,31 @@ export function useUpdateCampaign(campaignId: string) {
});
}
// Archived campaigns stay whole; they only move off the main list.
export function useSetCampaignArchived() {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ campaignId, archived }: { campaignId: string; archived: boolean }) =>
(await apiClient.patch<{ campaign: Campaign }>(`/campaigns/${campaignId}`, { archived })).data.campaign,
onSuccess: (campaign) => {
qc.invalidateQueries({ queryKey: ['campaign', campaign.id] });
qc.invalidateQueries({ queryKey: ['campaigns'] });
},
});
}
// Permanent: takes every character, encounter and note in the campaign with it.
export function useDeleteCampaign() {
const qc = useQueryClient();
return useMutation({
mutationFn: async (campaignId: string) => apiClient.delete(`/campaigns/${campaignId}`),
onSuccess: (_res, campaignId) => {
qc.removeQueries({ queryKey: ['campaign', campaignId] });
qc.invalidateQueries({ queryKey: ['campaigns'] });
},
});
}
export function useJoinCampaign() {
const qc = useQueryClient();
return useMutation({
@@ -117,10 +165,11 @@ export function useCharacter(characterId: string | undefined) {
});
}
// `gold` is deliberately not patchable — it only moves through useAdjustGold.
export function usePatchCharacter(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: Partial<CharacterDetail>) =>
mutationFn: async (data: Partial<Omit<CharacterDetail, 'gold'>> & { hitDiceUsed?: number }) =>
(await apiClient.patch<{ character: CharacterDetail }>(`/characters/${characterId}`, data)).data.character,
onSuccess: (character) => {
qc.setQueryData(['character', characterId], character);
@@ -129,6 +178,117 @@ export function usePatchCharacter(characterId: string) {
});
}
// What can be done for a character at 0 HP: enter a death save (what the d20
// showed), steady them, or — the DM only — set the tallies by hand or bring
// back the dead.
export type DeathSaveAction =
| { action: 'roll'; roll: number }
| { action: 'stabilize' }
| { action: 'set'; successes: number; failures: number }
| { action: 'revive' };
export function useDeathSave(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: DeathSaveAction) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/death-saves`, data)).data.character,
onSuccess: (character) => {
invalidateCharacter(qc, characterId); // the sheet and its quick stats
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows the sheet's HP
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
},
});
}
// The slot tracker. Spending a slot is the player's (or the DM's); setting how
// many are spent, and giving them all back, are the DM's alone.
export type SpellSlotAction = { action: 'use'; level: number } | { action: 'set'; level: number; used: number } | { action: 'restore' };
export function useSpellSlots(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: SpellSlotAction) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/spell-slots`, data)).data.character,
onSuccess: (character) => {
invalidateCharacter(qc, characterId); // the sheet and its quick stats
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
},
});
}
// The class counters. Spending is for the character's own player and the DM,
// one use at a time or `amount` from a pool; setting how many are spent, and
// giving them all back, are the DM's alone.
export type ResourceAction = { action: 'use'; key: string; amount?: number } | { action: 'set'; key: string; used: number } | { action: 'restore' };
export function useResources(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: ResourceAction) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/resources`, data)).data.character,
onSuccess: (character) => {
invalidateCharacter(qc, characterId);
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows its counters
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
},
});
}
// Inspiration, exhaustion and conditions. The DM sets all three; the
// character's own player may spend inspiration (set it to false).
export function useCharacterState(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { inspiration?: boolean; exhaustion?: number; conditions?: string[] }) =>
(await apiClient.patch<{ character: CharacterDetail }>(`/characters/${characterId}`, data)).data.character,
onSuccess: (character) => {
invalidateCharacter(qc, characterId);
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows all of it
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
},
});
}
// What a character's next level brings. DM only.
export function useLevelUpPlan(characterId: string, enabled: boolean) {
return useQuery({
queryKey: ['character', characterId, 'level-up'],
enabled,
gcTime: 0, // never open on the plan for a level the character has already reached
queryFn: async () => (await apiClient.get<{ plan: LevelUpPlan }>(`/characters/${characterId}/level-up`)).data.plan,
});
}
// Takes the character up one level, with the choices that go with it.
export function useLevelUp(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { subclass?: string; boon?: string; weaponId?: string | null; spellIds?: string[] }) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/level-up`, data)).data.character,
onSuccess: (character) => {
invalidateCharacter(qc, characterId);
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows the sheet's HP
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
},
});
}
// A short or long rest for any of the party at once. On a short rest each
// character spends `hitDice` Hit Dice; `rolled` is what they added up to at
// the table, and left out the site rolls them.
export function useRest(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { type: RestType; characters: { characterId: string; hitDice?: number; rolled?: number | null }[] }) =>
(await apiClient.post<{ type: RestType; results: RestResult[] }>(`/campaigns/${campaignId}/rest`, data)).data,
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['encounter'] });
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'characters'] });
},
});
}
export function useDeleteCharacter(campaignId: string) {
const qc = useQueryClient();
return useMutation({
@@ -137,6 +297,38 @@ export function useDeleteCharacter(campaignId: string) {
});
}
// What one character can hand to another. Whatever is given leaves the giver.
export type Gift =
| { kind: 'gold'; amount: number; currency?: Currency }
| { kind: 'weapon' | 'item'; id: string; quantity: number }
| { kind: 'spell'; id: string };
export function useGive(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (gift: Gift & { toCharacterId: string }) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/give`, gift)).data.character,
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['character'] }); // both sheets, and both money logs
qc.invalidateQueries({ queryKey: ['campaign'] });
},
});
}
export function useCopyCharacter(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (targetCampaignId: string) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/copy`, { targetCampaignId })).data
.character,
onSuccess: (character) => {
qc.setQueryData(['character', character.id], character);
// The copy can add missing weapons/spells to the target campaign's pools.
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId] });
},
});
}
export function useQuickStats(characterId: string | undefined, enabled: boolean) {
return useQuery({
queryKey: ['character', characterId, 'quick-stats'],
@@ -146,20 +338,49 @@ export function useQuickStats(characterId: string | undefined, enabled: boolean)
});
}
// Changes `amount` coins of one kind into another at their fixed worth.
export function useExchangeCoins(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { from: Currency; to: Currency; amount: number }) =>
(await apiClient.post<{ character: CharacterDetail; received: number }>(`/characters/${characterId}/gold/exchange`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
// --------------------------------------------------------------------------
// Character build flow
// --------------------------------------------------------------------------
export function useBuildOptions() {
return useQuery({
queryKey: ['build-options'],
staleTime: Infinity, // fixed lists — they never change while the app is open
queryFn: async () => (await apiClient.get<BuildOptions>('/characters/build/options')).data,
});
}
function invalidateCharacter(qc: ReturnType<typeof useQueryClient>, characterId: string) {
qc.invalidateQueries({ queryKey: ['character', characterId] });
}
export function usePatchDiceMode(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (diceMode: DiceMode) =>
(await apiClient.patch<{ diceMode: DiceMode }>(`/characters/${characterId}/build/dice-mode`, { diceMode })).data
.diceMode,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function useBuildRoll(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async () =>
mutationFn: async (body?: { value?: number; abilitySets?: number[][] }) =>
(await apiClient.post<{ buildStage: string; buildState: Record<string, unknown> }>(
`/characters/${characterId}/build/roll`
`/characters/${characterId}/build/roll`,
body
)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
@@ -177,6 +398,16 @@ export function useBuildChoose(characterId: string) {
});
}
// Steps back one step so its choice can be changed. Dice are never re-rolled.
export function useBuildBack(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async () =>
(await apiClient.post<{ buildStage: string; buildState: Record<string, unknown> }>(`/characters/${characterId}/build/back`)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function useBuildFinalize(characterId: string) {
const qc = useQueryClient();
return useMutation({
@@ -194,6 +425,8 @@ export function useBuildFinalize(characterId: string) {
// Weapons / inventory / spells on a character
// --------------------------------------------------------------------------
// Handing out, removing and re-counting gear is DM-only on the server; the
// owning player can only toggle equipped / prepared.
export function useAssignWeapon(characterId: string) {
const qc = useQueryClient();
return useMutation({
@@ -203,20 +436,29 @@ export function useAssignWeapon(characterId: string) {
});
}
export function useRemoveCharacterWeapon(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (weaponId: string) => apiClient.delete(`/characters/${characterId}/weapons/${weaponId}`),
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function usePatchCharacterWeapon(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ weaponId, ...data }: { weaponId: string; equipped?: boolean; quantity?: number }) =>
mutationFn: async ({ weaponId, ...data }: { weaponId: string; equipped?: boolean; quantity?: number; level?: number }) =>
(await apiClient.patch(`/characters/${characterId}/weapons/${weaponId}`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function useAddInventoryItem(characterId: string) {
// itemId here is the campaign pool item's id, as with weapons and spells.
export function useAssignItem(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { name: string; description?: string; quantity?: number }) =>
(await apiClient.post<{ item: InventoryItem }>(`/characters/${characterId}/inventory`, data)).data.item,
mutationFn: async (data: { itemId: string; quantity?: number }) =>
(await apiClient.post(`/characters/${characterId}/inventory`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
@@ -224,13 +466,13 @@ export function useAddInventoryItem(characterId: string) {
export function usePatchInventoryItem(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ itemId, ...data }: { itemId: string; quantity?: number; equipped?: boolean }) =>
mutationFn: async ({ itemId, ...data }: { itemId: string; quantity?: number; equipped?: boolean; level?: number }) =>
(await apiClient.patch(`/characters/${characterId}/inventory/${itemId}`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function useDeleteInventoryItem(characterId: string) {
export function useRemoveInventoryItem(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (itemId: string) => apiClient.delete(`/characters/${characterId}/inventory/${itemId}`),
@@ -256,6 +498,39 @@ export function usePatchCharacterSpell(characterId: string) {
});
}
export function useRemoveCharacterSpell(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (spellId: string) => apiClient.delete(`/characters/${characterId}/spells/${spellId}`),
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
// --------------------------------------------------------------------------
// Money tracker
// --------------------------------------------------------------------------
// Only the character's own player and the DM may read it.
export function useGoldLedger(characterId: string | undefined, enabled = true) {
return useQuery({
queryKey: ['character', characterId, 'gold'],
enabled: Boolean(characterId) && enabled,
queryFn: async () =>
(await apiClient.get<{ gold: number; transactions: GoldTransaction[] }>(`/characters/${characterId}/gold`)).data
.transactions,
});
}
// amount is signed: positive = gained, negative = spent.
export function useAdjustGold(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { amount: number; currency?: Currency; reason?: string }) =>
(await apiClient.post<{ transaction: GoldTransaction }>(`/characters/${characterId}/gold`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId), // prefix match also refreshes the ledger
});
}
// --------------------------------------------------------------------------
// Campaign weapons / spells / monsters pools
// --------------------------------------------------------------------------
@@ -277,6 +552,68 @@ export function useCreateWeapon(campaignId: string) {
});
}
// Edits (or, with useDeletePoolEntry, removes) one entry of a campaign pool.
// Used for the "starting option" toggle on weapons, spells and items.
type Pool = 'weapons' | 'spells' | 'items' | 'npcs';
export function usePatchPoolEntry(campaignId: string, pool: Pool) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({
id,
...data
}: {
id: string;
isStartingOption?: boolean;
damageDice?: string | null;
damageScaling?: number;
revives?: boolean;
minLevel?: number;
name?: string;
description?: string | null;
exchangeGold?: number | null;
exchangeCash?: number | null;
effects?: GearEffect[];
effectNote?: string | null;
}) =>
(await apiClient.patch(`/campaigns/${campaignId}/${pool}/${id}`, data)).data,
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, pool] });
// What an entry does while equipped changes the sheet of whoever holds it.
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'characters'] });
},
});
}
export function useDeletePoolEntry(campaignId: string, pool: Pool) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (id: string) => apiClient.delete(`/campaigns/${campaignId}/${pool}/${id}`),
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, pool] });
qc.invalidateQueries({ queryKey: ['character'] }); // characters holding it just lost it
},
});
}
export function useCampaignItems(campaignId: string | undefined) {
return useQuery({
queryKey: ['campaign', campaignId, 'items'],
enabled: Boolean(campaignId),
queryFn: async () => (await apiClient.get<{ items: Item[] }>(`/campaigns/${campaignId}/items`)).data.items,
});
}
export function useCreateItem(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: Omit<Item, 'id' | 'campaignId'>) =>
(await apiClient.post<{ item: Item }>(`/campaigns/${campaignId}/items`, data)).data.item,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'items'] }),
});
}
export function useCampaignSpells(campaignId: string | undefined) {
return useQuery({
queryKey: ['campaign', campaignId, 'spells'],
@@ -294,10 +631,11 @@ export function useCreateSpell(campaignId: string) {
});
}
export function useCampaignMonsters(campaignId: string | undefined) {
// Monster stat blocks are DM-only on the server, so only the DM asks for them.
export function useCampaignMonsters(campaignId: string | undefined, isDM: boolean) {
return useQuery({
queryKey: ['campaign', campaignId, 'monsters'],
enabled: Boolean(campaignId),
enabled: Boolean(campaignId) && isDM,
queryFn: async () =>
(await apiClient.get<{ monsters: Monster[] }>(`/campaigns/${campaignId}/monsters`)).data.monsters,
});
@@ -312,6 +650,20 @@ export function useCreateMonster(campaignId: string) {
});
}
// Changes a monster's stat block. Encounters read it live, so copies already
// in a scene show the new numbers (their HP stays as it was).
export function useUpdateMonster(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ id, ...data }: { id: string } & Partial<Omit<Monster, 'id' | 'campaignId'>>) =>
(await apiClient.patch<{ monster: Monster }>(`/campaigns/${campaignId}/monsters/${id}`, data)).data.monster,
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'monsters'] });
qc.invalidateQueries({ queryKey: ['encounter'] });
},
});
}
export function useDeleteMonster(campaignId: string) {
const qc = useQueryClient();
return useMutation({
@@ -320,6 +672,86 @@ export function useDeleteMonster(campaignId: string) {
});
}
// --------------------------------------------------------------------------
// Default content library — search/browse, "add to campaign"
// --------------------------------------------------------------------------
export function useCampaignLibrary(campaignId: string | undefined, enabled = true) {
return useQuery({
queryKey: ['campaign', campaignId, 'library'],
enabled: Boolean(campaignId) && enabled, // DM only
staleTime: Infinity, // static reference data — never changes under a campaign
queryFn: async () => (await apiClient.get<CampaignLibrary>(`/campaigns/${campaignId}/library`)).data,
});
}
export function useAddWeaponFromLibrary(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (key: string) =>
(await apiClient.post<{ weapon: Weapon }>(`/campaigns/${campaignId}/weapons/from-library`, { key })).data
.weapon,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'weapons'] }),
});
}
export function useAddItemFromLibrary(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (key: string) => (await apiClient.post<{ item: Item }>(`/campaigns/${campaignId}/items/from-library`, { key })).data.item,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'items'] }),
});
}
export function useAddSpellFromLibrary(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (key: string) =>
(await apiClient.post<{ spell: Spell }>(`/campaigns/${campaignId}/spells/from-library`, { key })).data.spell,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'spells'] }),
});
}
export function useAddMonsterFromLibrary(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (key: string) =>
(await apiClient.post<{ monster: Monster }>(`/campaigns/${campaignId}/monsters/from-library`, { key })).data
.monster,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'monsters'] }),
});
}
// --------------------------------------------------------------------------
// Locations
// --------------------------------------------------------------------------
export function useCampaignLocations(campaignId: string | undefined) {
return useQuery({
queryKey: ['campaign', campaignId, 'locations'],
enabled: Boolean(campaignId),
queryFn: async () =>
(await apiClient.get<{ locations: Location[] }>(`/campaigns/${campaignId}/locations`)).data.locations,
});
}
export function useCreateLocation(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { name: string; description?: string | null }) =>
(await apiClient.post<{ location: Location }>(`/campaigns/${campaignId}/locations`, data)).data.location,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'locations'] }),
});
}
export function useDeleteLocation(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (locationId: string) => apiClient.delete(`/campaigns/${campaignId}/locations/${locationId}`),
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'locations'] }),
});
}
// --------------------------------------------------------------------------
// Encounters
// --------------------------------------------------------------------------
@@ -336,13 +768,58 @@ export function useCampaignEncounters(campaignId: string | undefined) {
export function useCreateEncounter(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (name: string) =>
(await apiClient.post<{ encounter: Encounter }>(`/campaigns/${campaignId}/encounters`, { name })).data
.encounter,
// Where it goes in the campaign's order: the top, the bottom (the default), or straight after another.
mutationFn: async (data: { name: string; mode?: EncounterMode; position?: 'TOP' | 'BOTTOM'; afterEncounterId?: string }) =>
(await apiClient.post<{ encounter: Encounter }>(`/campaigns/${campaignId}/encounters`, data)).data.encounter,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'encounters'] }),
});
}
// Sets the campaign's own encounter order to the ids given, first to last.
export function useReorderEncounters(campaignId: string) {
const qc = useQueryClient();
const key = ['campaign', campaignId, 'encounters'];
return useMutation({
mutationFn: async (encounterIds: string[]) => apiClient.put(`/campaigns/${campaignId}/encounters/order`, { encounterIds }),
// Show the move straight away; the refetch below confirms or undoes it.
onMutate: (encounterIds) => {
qc.setQueryData<Encounter[]>(key, (old) => {
if (!old) return old;
const byId = new Map(old.map((e) => [e.id, e]));
return encounterIds.flatMap((id, sortOrder) => {
const encounter = byId.get(id);
return encounter ? [{ ...encounter, sortOrder }] : [];
});
});
},
onSettled: () => qc.invalidateQueries({ queryKey: key }),
});
}
export function useSetEncounterArchived(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ encounterId, archived }: { encounterId: string; archived: boolean }) =>
(await apiClient.patch(`/encounters/${encounterId}`, { archived })).data,
onSuccess: (_data, { encounterId }) => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'encounters'] });
qc.invalidateQueries({ queryKey: ['encounter', encounterId] });
},
});
}
// Permanent. Rewards already handed out stay with the characters.
export function useDeleteEncounter(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (encounterId: string) => apiClient.delete(`/encounters/${encounterId}`),
onSuccess: (_res, encounterId) => {
qc.removeQueries({ queryKey: ['encounter', encounterId] });
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'encounters'] });
},
});
}
export function useEncounter(encounterId: string | undefined) {
return useQuery({
queryKey: ['encounter', encounterId],
@@ -351,12 +828,21 @@ export function useEncounter(encounterId: string | undefined) {
});
}
// Every change to an encounter is answered with the encounter as this viewer
// sees it, so the cache takes that as it is: no second request for what just
// came back.
function keepEncounter(qc: QueryClient, encounterId: string, data: unknown) {
const encounter = (data as { encounter?: Encounter } | undefined)?.encounter;
if (encounter) qc.setQueryData(['encounter', encounterId], encounter);
else qc.invalidateQueries({ queryKey: ['encounter', encounterId] });
}
export function useAddParticipant(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { characterId?: string; monsterId?: string; displayName?: string; initiative?: number }) =>
mutationFn: async (data: { characterId?: string; monsterId?: string; npcId?: string; displayName?: string; initiativeRoll?: number; count?: number }) =>
(await apiClient.post(`/encounters/${encounterId}/participants`, data)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
onSuccess: (data) => keepEncounter(qc, encounterId, data),
});
}
@@ -365,7 +851,7 @@ export function usePatchParticipant(encounterId: string) {
return useMutation({
mutationFn: async ({ participantId, ...data }: Partial<EncounterParticipant> & { participantId: string }) =>
(await apiClient.patch(`/encounters/${encounterId}/participants/${participantId}`, data)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
onSuccess: (data) => keepEncounter(qc, encounterId, data),
});
}
@@ -373,8 +859,17 @@ export function useRemoveParticipant(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (participantId: string) =>
apiClient.delete(`/encounters/${encounterId}/participants/${participantId}`),
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
(await apiClient.delete(`/encounters/${encounterId}/participants/${participantId}`)).data,
onSuccess: (data) => keepEncounter(qc, encounterId, data),
});
}
// Rolls a d20 for every monster and NPC that has no initiative roll yet. DM only.
export function useRollInitiative(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async () => (await apiClient.post<{ rolled: number }>(`/encounters/${encounterId}/roll-initiative`)).data,
onSuccess: (data) => keepEncounter(qc, encounterId, data),
});
}
@@ -382,20 +877,207 @@ export function useAdvanceRound(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async () => (await apiClient.post(`/encounters/${encounterId}/advance-round`)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
onSuccess: (data) => keepEncounter(qc, encounterId, data),
});
}
export function usePatchEncounter(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { status?: EncounterStatusInput; name?: string }) =>
(await apiClient.patch(`/encounters/${encounterId}`, data)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
mutationFn: async (data: {
status?: EncounterStatusInput;
mode?: EncounterMode;
name?: string;
description?: string | null;
dmNotes?: string | null;
locationId?: string | null;
}) => (await apiClient.patch(`/encounters/${encounterId}`, data)).data,
onSuccess: (data, variables) => {
keepEncounter(qc, encounterId, data);
// The campaign page lists encounters by name, mode and status, and an
// encounter in progress carries its characters to its location.
if (variables.status || variables.mode || variables.name || variables.locationId !== undefined) {
qc.invalidateQueries({ queryKey: ['campaign'] });
qc.invalidateQueries({ queryKey: ['character'] });
}
},
});
}
type EncounterStatusInput = 'PLANNING' | 'ACTIVE' | 'COMPLETE';
// Sets which combatants are marked as targets (an empty list clears them).
// The DM at any time; a player while their own character is on turn.
export function useSetTargets(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (participantIds: string[]) => (await apiClient.put(`/encounters/${encounterId}/targets`, { participantIds })).data,
onSuccess: (data) => keepEncounter(qc, encounterId, data),
});
}
// The character on turn trying to bring a dead ally back; the server decides
// whether they have the means.
export function useReviveParticipant(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (participantId: string) => (await apiClient.post(`/encounters/${encounterId}/participants/${participantId}/revive`)).data,
onSuccess: (data) => {
keepEncounter(qc, encounterId, data);
qc.invalidateQueries({ queryKey: ['character'] }); // the revived character's sheet
},
});
}
export function useNextTurn(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async () => (await apiClient.post(`/encounters/${encounterId}/next-turn`)).data,
onSuccess: (data) => keepEncounter(qc, encounterId, data),
});
}
// --------------------------------------------------------------------------
// Encounter rewards — DM lines loot up, then awards it to a character
// --------------------------------------------------------------------------
export type NewReward =
| { type: 'GOLD'; gold: number; currency?: Currency; note?: string }
| { type: 'WEAPON'; weaponId: string; quantity?: number; level?: number; note?: string }
| { type: 'ITEM'; itemId: string; quantity?: number; level?: number; note?: string };
export function useAddReward(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: NewReward) => (await apiClient.post(`/encounters/${encounterId}/rewards`, data)).data,
onSuccess: (data) => keepEncounter(qc, encounterId, data),
});
}
export function useDeleteReward(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (rewardId: string) => (await apiClient.delete(`/encounters/${encounterId}/rewards/${rewardId}`)).data,
onSuccess: (data) => keepEncounter(qc, encounterId, data),
});
}
// Awarding is what actually changes the character: a gold ledger entry, or
// the weapon/item added to what they hold.
// Hands out the encounter's XP, shared evenly between the characters in it:
// what its monsters are worth, or the amount given. Once only. DM only.
export function useAwardXp(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (xp?: number) =>
(await apiClient.post<{ xp: number; share: number; awardedTo: string[] }>(`/encounters/${encounterId}/award-xp`, xp ? { xp } : {})).data,
onSuccess: (data) => {
keepEncounter(qc, encounterId, data);
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['campaign'] });
},
});
}
export function useAwardReward(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ rewardId, ...target }: { rewardId: string } & ({ characterId: string } | { split: true })) =>
(await apiClient.post(`/encounters/${encounterId}/rewards/${rewardId}/award`, target)).data,
onSuccess: (data) => {
keepEncounter(qc, encounterId, data);
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['campaign'] });
},
});
}
// --------------------------------------------------------------------------
// NPCs — a DM-only pool; players meet them through encounters
// --------------------------------------------------------------------------
export function useCampaignNpcs(campaignId: string | undefined, isDM: boolean) {
return useQuery({
queryKey: ['campaign', campaignId, 'npcs'],
enabled: Boolean(campaignId) && isDM,
queryFn: async () => (await apiClient.get<{ npcs: Npc[] }>(`/campaigns/${campaignId}/npcs`)).data.npcs,
});
}
export function useCreateNpc(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: Partial<Omit<Npc, 'id'>> & { name: string }) =>
(await apiClient.post<{ npc: Npc }>(`/campaigns/${campaignId}/npcs`, data)).data.npc,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'npcs'] }),
});
}
// --------------------------------------------------------------------------
// Trade — an NPC's exchange rate and wares are set up by the DM; in a quest
// in progress, characters in the scene change money and buy
// --------------------------------------------------------------------------
export type NewWare = ({ npcId: string } | { encounterId: string }) &
({ weaponId: string } | { itemId: string }) & { price: number; currency: Currency; level?: number; stock: number | null };
// Wares reach the screen inside the NPC list and inside each encounter.
function invalidateWares(qc: QueryClient, campaignId: string) {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'npcs'] });
qc.invalidateQueries({ queryKey: ['encounter'] });
}
export function useCreateWare(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: NewWare) => (await apiClient.post<{ ware: SaleOffer }>(`/campaigns/${campaignId}/wares`, data)).data.ware,
onSuccess: () => invalidateWares(qc, campaignId),
});
}
// The price and what is left can change; what is sold, and by whom, cannot.
export function usePatchWare(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ id, ...data }: { id: string; price?: number; currency?: Currency; stock?: number | null }) =>
(await apiClient.patch<{ ware: SaleOffer }>(`/campaigns/${campaignId}/wares/${id}`, data)).data.ware,
onSuccess: () => invalidateWares(qc, campaignId),
});
}
export function useDeleteWare(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (wareId: string) => apiClient.delete(`/campaigns/${campaignId}/wares/${wareId}`),
onSuccess: () => invalidateWares(qc, campaignId),
});
}
// Both change what a character holds, so the sheet and the party list refresh too.
function invalidateAfterTrade(qc: QueryClient, encounterId: string, data: unknown) {
keepEncounter(qc, encounterId, data);
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['campaign'] });
}
// Changes gold into cash or cash into gold with an NPC in the scene, at their rate.
export function useExchangeWithNpc(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { characterId: string; npcId: string; from: 'GOLD' | 'CASH'; amount: number }) =>
(await apiClient.post<{ received: number; currency: Currency }>(`/encounters/${encounterId}/exchange`, data)).data,
onSuccess: (data) => invalidateAfterTrade(qc, encounterId, data),
});
}
export function useBuyWare(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ wareId, ...data }: { wareId: string; characterId: string; quantity?: number }) =>
(await apiClient.post(`/encounters/${encounterId}/wares/${wareId}/buy`, data)).data,
onSuccess: (data) => invalidateAfterTrade(qc, encounterId, data),
});
}
// --------------------------------------------------------------------------
// Notes
// --------------------------------------------------------------------------
+609 -15
View File
@@ -33,9 +33,56 @@ export type BuildStage =
| 'ROLLING_MOTIVATION'
| 'ASSIGNING_SCORES'
| 'ASSIGNING_PROFICIENCIES'
| 'CHOOSING_ABILITIES'
| 'CHOOSING_BACKGROUND'
| 'CHOOSING_APPEARANCE'
| 'CHOOSING_EQUIPMENT'
| 'COMPLETE';
export type DiceMode = 'DIGITAL' | 'PHYSICAL';
// The campaign's dice: BOTH leaves it to each character, and any roll can be typed in.
export type CampaignDiceMode = DiceMode | 'BOTH';
export type HpMethod = 'AVERAGE' | 'ROLL';
export type ScoreMethod = 'ROLL_4D6' | 'STANDARD_ARRAY' | 'POINT_BUY';
export type RollVisibility = 'ALL' | 'OWN';
export type CritRule = 'DOUBLE_DICE' | 'MAX_PLUS_ROLL';
// The fixed lists the builder's story steps are made of (served by the API so
// the page never keeps its own copy).
export interface NamedAbility {
name: string;
text: string;
}
export interface PickOption {
key: string;
label: string;
text?: string;
}
// One question in the background or appearance step; the player picks between
// `min` and `max` of its options.
export interface PickGroup {
key: string;
label: string;
prompt: string;
min: number;
max: number;
options: PickOption[];
}
export type Picks = Record<string, string[]>;
export interface BuildOptions {
motivations: { key: number; label: string }[];
speciesTraits: Record<Species, NamedAbility[]>;
classFeatures: Record<CharacterClass, NamedAbility[]>;
talents: (NamedAbility & { key: string })[];
talentPicks: number;
background: PickGroup[];
appearance: PickGroup[];
}
export interface User {
id: string;
email: string;
@@ -46,12 +93,33 @@ export interface Campaign {
id: string;
name: string;
description: string | null;
inviteCode: string;
inviteCode?: string; // DM only
startingGold: number;
startingItemCount: number;
startingSpellCount: number;
skipMotivationRoll: boolean;
showMonsterHp: boolean; // off: players get a health bar for monsters and NPCs, no numbers
// Added to each target's AC for every target beyond the first in an area attack; 0 is off.
areaAttackAcPenalty: number;
// Off: nobody chooses a subclass; each class follows its first one, unnamed.
subclassesEnabled: boolean;
// How many weapons and items a character can have equipped together, and
// how many of those can be weapons. Only equipped gear is used in a fight.
maxEquipped: number;
maxEquippedWeapons: number;
multiclassEnabled: boolean;
diceMode: CampaignDiceMode;
// On: a monster's (or NPC's) turn comes with its attack already rolled, for the DM to accept or change.
autoRollMonsters: boolean;
autoRollNpcs: boolean;
trackXp: boolean; // off: no XP anywhere, nobody shown as due a level
hpOnLevelUp: HpMethod;
abilityScoreMethod: ScoreMethod;
rollVisibility: RollVisibility;
hideMonsterRolls: boolean; // the DM's monster and NPC rolls stay with the DM until put into play
critRule: CritRule;
ownerId: string;
archivedAt: string | null; // set while the campaign is archived
role: 'DM' | 'PLAYER';
createdAt: string;
}
@@ -62,7 +130,87 @@ export interface CampaignMemberSummary {
role: 'DM' | 'PLAYER';
}
export interface CharacterSummary {
// The coins a character carries. 1 gold = 10 silver = 100 copper.
export type Coin = 'GOLD' | 'SILVER' | 'COPPER';
// Coins, plus cash ($): modern money for crossover worlds, with no worth in coins.
export type Currency = Coin | 'CASH';
// Where a character stands at 0 HP. UP: on their feet. DYING: rolling death
// saves, three of either kind settles it. STABLE: at 0 HP but no longer
// rolling. DEAD: three failures, or one blow too big to survive.
export type LifeState = 'UP' | 'DYING' | 'STABLE' | 'DEAD';
export interface DeathSaves {
state: LifeState;
successes: number;
failures: number;
}
// One slot level on the slot tracker: how many slots there are, and how many
// are spent.
export interface SpellSlotLevel {
level: number; // 1 is a 1st-level slot
max: number;
used: number;
remaining: number;
}
// A character's spell slots, from class and level. A warlock's (PACT) are all
// of one slot level and come back on a short rest; everyone else's on a long one.
export interface SpellSlots {
kind: 'FULL' | 'HALF' | 'PACT';
restoresOn: 'SHORT' | 'LONG';
levels: SpellSlotLevel[];
}
// One Hit Die per level, of the class's size, spent on short rests to heal.
export interface HitDice {
size: number;
count: number;
used: number;
remaining: number;
}
// A class counter (Rage, Ki, Channel Divinity...): how many uses there are,
// how many are spent, and the rest that gives them back.
export interface ClassResource {
key: string;
name: string;
max: number;
used: number;
remaining: number;
restoresOn: 'SHORT' | 'LONG';
}
// How a character is doing beyond hit points. Reminders for the table: none
// of it changes a number on the sheet.
export interface CharacterCondition {
inspiration: boolean;
exhaustion: number; // 0 to 6
conditions: string[];
}
// Where a character's XP puts them: what the next level takes (null at level
// 20), and whether they have it. Levelling is still the DM's to do.
export interface XpProgress {
nextLevelAt: number | null;
levelUpDue: boolean;
}
// How hard an encounter is for the characters in it (DM only). `xp` is what
// its monsters are worth; `adjustedXp` is that multiplied for their number,
// and is what the rating is judged on.
export interface EncounterDifficulty {
xp: number;
adjustedXp: number;
multiplier: number;
rating: 'TRIVIAL' | 'EASY' | 'MEDIUM' | 'HARD' | 'DEADLY' | null; // null with no party, or nothing rated to fight
thresholds: { easy: number; medium: number; hard: number; deadly: number } | null; // the party's; null with no party
monsters: number; // how many have a challenge rating
unrated: number; // and how many do not, left out of the rest
}
export interface CharacterSummary extends CharacterCondition {
id: string;
campaignId: string;
userId: string | null;
@@ -70,13 +218,40 @@ export interface CharacterSummary {
name: string;
species: Species | null;
characterClass: CharacterClass | null;
subclassName: string | null;
level: number;
xp: number;
xpProgress: XpProgress;
buildStage: BuildStage;
currentHp: number;
tempHp: number;
deathSaves: DeathSaves;
// The purse; all four are null for another player's character.
gold: number | null;
silver: number | null;
copper: number | null;
cash: number | null;
maxHp: number | null;
armorClass: number | null;
// Passive scores and the spell save DC; null until built (the DC also for a non-caster).
passives: { perception: number; investigation: number; insight: number } | null;
spellSaveDC: number | null;
// What the character rolls with; null until built.
checks: { abilities: Record<Ability, AbilityDetail>; saves: SaveBonuses; skills: SkillBonuses } | null;
// What is left before the next rest; both null until the character is built.
spellSlots: SpellSlots | null; // also null for a character with no spell slots
hitDice: (HitDice & { conModifier: number }) | null; // each die heals its roll plus this
resources: ClassResource[]; // the class counters; empty until built
currentLocationId: string | null;
currentLocationName: string | null;
}
export interface Location {
id: string;
campaignId: string;
name: string;
description: string | null;
createdAt: string;
}
export interface AbilityDetail {
@@ -85,6 +260,24 @@ export interface AbilityDetail {
modifier: number;
}
// One thing a weapon or item does to whoever has it equipped: a signed amount
// on one of the sheet's numbers ("AC", "SPEED", "STR", "SAVE_DEX",
// "SKILL_STEALTH"...). The full list is GEAR_STATS on the server.
export interface GearEffect {
stat: string;
amount: number;
}
// What a character's equipped gear is doing right now. The sheet's numbers
// already include it; this says where each change comes from.
export interface ActiveGear {
effects: (GearEffect & { source: string })[];
notes: { source: string; note: string }[];
}
export type SaveBonuses = Record<Ability, { proficient: boolean; bonus: number }>;
export type SkillBonuses = Record<string, { ability: Ability; proficient: boolean; expertise: boolean; bonus: number }>;
export interface CharacterSheet {
abilities: Record<Ability, AbilityDetail>;
proficiencyBonus: number;
@@ -92,11 +285,16 @@ export interface CharacterSheet {
initiative: number;
speed: number;
hp: { max: number };
hitDice: { size: number; count: number };
saves: Record<Ability, { proficient: boolean; bonus: number }>;
skills: Record<string, { ability: Ability; proficient: boolean; expertise: boolean; bonus: number }>;
hitDice: HitDice;
saves: SaveBonuses;
skills: SkillBonuses;
passivePerception: number;
passiveInvestigation: number;
passiveInsight: number;
spellcasting: { ability: Ability; saveDC: number; attackBonus: number } | null;
spellSlots: SpellSlots | null; // null for a character with no spell slots
resources: ClassResource[]; // the class counters, with how many of each are left
gear: ActiveGear;
}
export interface Weapon {
@@ -109,6 +307,14 @@ export interface Weapon {
properties: string[];
rangeNormal: number | null;
rangeLong: number | null;
// damageDice is the damage at minLevel (the level the weapon starts at); a
// held copy climbs this many rungs of the damage ladder per level above
// that (1 standard, 2 powerful, 3 legendary).
damageScaling: number;
minLevel: number;
isStartingOption: boolean;
effects: GearEffect[]; // what it does to whoever has it equipped
effectNote: string | null; // and what it does that is not a number
}
export interface CharacterWeapon {
@@ -117,6 +323,11 @@ export interface CharacterWeapon {
weaponId: string;
quantity: number;
equipped: boolean;
level: number;
scaledDamageDice: string; // the dice at this copy's level
attackBonus: number; // what this character adds to the d20 with it
damageBonus: number; // and to its dice
usable: boolean; // false while the character is below this copy's level
weapon: Weapon;
}
@@ -130,6 +341,9 @@ export interface Spell {
range: string | null;
duration: string | null;
description: string | null;
damageDice: string | null;
isStartingOption: boolean;
revives: boolean; // brings back the dead: lets its caster revive a dead ally in a battle
}
export interface CharacterSpell {
@@ -137,16 +351,45 @@ export interface CharacterSpell {
characterId: string;
spellId: string;
prepared: boolean;
usable: boolean; // false while the character is below the spell's level
spell: Spell;
}
// An entry in the campaign's DM-managed item pool.
export interface Item {
id: string;
campaignId: string;
name: string;
description: string | null;
damageDice: string | null; // optional dice (damage, healing…) at its starting level
damageScaling: number;
minLevel: number;
isStartingOption: boolean;
effects: GearEffect[]; // armor is an item with an AC effect
effectNote: string | null;
}
export interface InventoryItem {
id: string;
characterId: string;
name: string;
description: string | null;
itemId: string;
quantity: number;
equipped: boolean;
level: number;
scaledDamageDice: string | null;
usable: boolean;
item: Item;
}
export interface GoldTransaction {
id: string;
characterId: string;
currency: Currency; // which coin this entry is in
amount: number; // signed: positive = gained, negative = spent
balanceAfter: number; // that coin's balance afterwards
reason: string | null;
createdAt: string;
createdBy: { displayName: string } | null;
}
export interface SkillProficiency {
@@ -160,7 +403,7 @@ export interface SaveProficiency {
proficient: boolean;
}
export interface CharacterDetail {
export interface CharacterDetail extends CharacterCondition {
id: string;
campaignId: string;
userId: string | null;
@@ -168,17 +411,40 @@ export interface CharacterDetail {
name: string;
species: Species | null;
characterClass: CharacterClass | null;
// The path within the class: its key and name, null until one is chosen;
// what there is to choose from, and the level the class chooses at.
subclass: string | null;
subclassName: string | null;
subclassLevel: number | null;
subclassOptions: { key: string; name: string; summary: string }[];
level: number;
xp: number;
xpProgress: XpProgress;
motivation: string | null;
halfElfBonusAbility1: Ability | null;
halfElfBonusAbility2: Ability | null;
rolledScores: Record<Ability, number>;
currentHp: number;
tempHp: number;
deathSaves: DeathSaves;
armorBonus: number;
specialAbilities: string | null;
gold: number;
background: string | null;
appearance: string | null;
// Absent entirely (not null) in the API response for anyone but the
// owning player — a real server-enforced privacy boundary, not a UI hide.
privateNotes?: string | null;
diceMode: DiceMode; // the dice this character rolls with: the campaign's, or their own pick when the campaign leaves it to them
diceModeChoosable: boolean;
currentLocationId: string | null;
currentLocation: Location | null;
gold: number | null;
silver: number | null;
copper: number | null;
cash: number | null;
// True when this is another player's character: no gold, inventory or
// location is sent, only what the party can see across the table.
restricted: boolean;
buildStage: BuildStage;
buildState: Record<string, unknown> | null;
skillProficiencies: SkillProficiency[];
@@ -210,6 +476,125 @@ export interface Monster {
}
export type EncounterStatus = 'PLANNING' | 'ACTIVE' | 'COMPLETE';
export type EncounterMode = 'BATTLE' | 'QUEST';
export type NpcDisposition = 'FRIENDLY' | 'NEUTRAL' | 'HOSTILE';
// Something for sale: a weapon or item from the campaign pools, at a price.
// It is an NPC's (on offer wherever they are met) or an encounter's own.
export interface SaleOffer {
id: string;
campaignId: string;
npcId: string | null;
encounterId: string | null;
weaponId: string | null;
itemId: string | null;
price: number; // for one, in `currency`
currency: Currency;
level: number; // the gear level it is handed over at
stock: number | null; // how many are left; null is no limit
weapon: Weapon | null;
item: Item | null;
}
// What players see of an NPC in an encounter.
export interface NpcPublic {
id: string;
name: string;
role: string | null;
disposition: NpcDisposition;
description: string | null;
// A money changer's rate: exchangeGold gold for exchangeCash cash, either
// way. Both null for an NPC who does not change money.
exchangeGold: number | null;
exchangeCash: number | null;
wares?: SaleOffer[]; // what they have for sale
}
// The DM's full record. dmNotes and the combat stats never reach a player.
export interface Npc extends NpcPublic {
dmNotes: string | null;
ac: number | null;
maxHp: number | null;
attackBonus: number | null;
damageDice: string | null;
}
export interface EncounterReward {
id: string;
encounterId: string;
type: 'GOLD' | 'WEAPON' | 'ITEM';
gold: number | null; // for a GOLD reward: how many coins...
currency: Currency; // ...and which coin
weaponId: string | null;
itemId: string | null;
quantity: number;
level: number;
note: string | null;
awardedTo: string | null;
awardedAt: string | null;
weapon: Weapon | null;
item: Item | null;
}
export interface CombatWeapon {
characterWeaponId: string;
name: string;
level: number;
equipped: boolean;
quantity: number;
attackBonus: number;
damageBonus: number;
damageDice: string;
damageType: string;
}
// An item a character has equipped, as everyone in an encounter sees it.
export interface CombatItem {
inventoryItemId: string;
name: string;
level: number;
quantity: number;
damageDice: string | null;
}
export interface CombatSpell {
characterSpellId: string;
name: string;
level: number;
description: string | null;
damageDice: string | null;
prepared: boolean;
}
export interface CharacterCombatInfo {
level: number;
species: Species | null;
characterClass: CharacterClass | null;
subclassName: string | null;
armorClass: number;
tempHp: number;
deathSaves: DeathSaves;
canRevive: boolean; // has a spell that brings back the dead, at a level they can cast
speed: number;
initiativeBonus: number;
passivePerception: number;
passiveInvestigation: number;
passiveInsight: number;
proficiencyBonus: number;
abilities: Record<Ability, AbilityDetail>;
saves: SaveBonuses;
skills: SkillBonuses;
spellSlots: SpellSlots | null;
resources: ClassResource[];
inspiration: boolean;
exhaustion: number;
specialAbilities: string | null;
gear: ActiveGear;
weapons: CombatWeapon[]; // the equipped ones: a weapon has to be in hand to be used
items: CombatItem[]; // likewise
spells: CombatSpell[];
spellcasting: { ability: Ability; saveDC: number; attackBonus: number } | null;
}
export interface EncounterParticipant {
id: string;
@@ -217,23 +602,59 @@ export interface EncounterParticipant {
characterId: string | null;
monsterId: string | null;
displayName: string;
// The d20 rolled for initiative (1–20), null until rolled. `initiative` is
// that roll plus the combatant's bonus, and is what the order sorts on.
initiativeRoll: number | null;
initiative: number;
currentHp: number;
maxHp: number;
initiativeBonus?: number; // a monster's or NPC's is sent to the DM only
// Null for a player when the campaign hides monster hit points; hpPercent
// (0–100) is sent in their place to draw the health bar.
currentHp: number | null;
maxHp: number | null;
hpPercent?: number | null;
conditions: string[];
// Rounds left on the conditions that wear off by themselves.
conditionRounds: Record<string, number>;
isMonster: boolean;
character?: { id: string; name: string } | null;
monster?: { id: string; name: string } | null;
kind: 'CHARACTER' | 'MONSTER' | 'NPC';
// Out of the fight (a dead character, or a monster or NPC at 0 HP) and so
// hidden from the players. Only the DM is ever sent one of these.
hidden: boolean;
npcId: string | null;
character?: { id: string; name: string; userId: string | null } | null;
// The DM gets the whole stat block; players only the id and name.
monster?: ({ id: string; name: string } & Partial<Monster>) | null;
npc?: (NpcPublic & Partial<Npc>) | null;
characterCombatInfo?: CharacterCombatInfo;
}
export interface Encounter {
id: string;
campaignId: string;
name: string;
mode: EncounterMode;
status: EncounterStatus;
currentRound: number;
activeParticipantId: string | null;
// The combatants marked as targets right now, for everyone to see, in the
// order they were picked. More than one is an area attack.
targetParticipantIds: string[];
description: string | null;
dmNotes?: string | null; // DM only
// Where the scene is. A player is only told once their character has been there.
locationId: string | null;
location?: Pick<Location, 'id' | 'name' | 'description'> | null;
archivedAt: string | null; // archived encounters only reach the DM's list
sortOrder: number; // place in the campaign's own order, lowest first
xpAwarded?: number | null; // the XP handed out for it, in all; null until awarded
difficulty?: EncounterDifficulty; // DM only
createdAt: string;
participants?: EncounterParticipant[];
participants?: EncounterParticipant[]; // a player's list leaves out the fallen
// The dead characters in the scene. Players do not get their cards, only
// this, so that an ally can try to revive them.
fallen?: { participantId: string; characterId: string; name: string }[];
rewards?: EncounterReward[]; // players only receive the awarded ones
wares?: SaleOffer[]; // for sale at the scene itself, not by an NPC in it
}
export interface Note {
@@ -247,28 +668,201 @@ export interface Note {
author?: { displayName: string };
}
export interface LibraryWeapon {
key: string;
name: string;
category: string;
damageDice: string;
damageType: string;
attackAbility: 'STR' | 'DEX' | 'FINESSE';
properties: string[];
rangeNormal: number | null;
rangeLong: number | null;
effects?: GearEffect[];
effectNote?: string | null;
}
export interface LibraryItem {
key: string;
name: string;
category: string;
description: string | null;
damageDice: string | null;
effects: GearEffect[];
effectNote: string | null;
}
export interface LibrarySpell {
key: string;
name: string;
level: number;
school: string | null;
castingTime: string | null;
range: string | null;
duration: string | null;
description: string | null;
damageDice?: string; // default damage; absent for spells that deal none
revives?: boolean; // brings back the dead
classes: CharacterClass[];
}
export interface LibraryMonster {
key: string;
name: string;
challengeRating: string | null;
ac: number;
maxHp: number;
speed: number;
strScore: number;
dexScore: number;
conScore: number;
intScore: number;
wisScore: number;
chaScore: number;
attackBonus: number;
damageDice: string | null;
specialTrait: string | null;
notes: string | null;
}
export interface CampaignLibrary {
weapons: LibraryWeapon[];
items: LibraryItem[];
spells: LibrarySpell[];
monsters: LibraryMonster[];
}
export interface QuickStatsWeapon {
characterWeaponId: string;
weaponId: string;
name: string;
level: number;
equipped: boolean;
quantity: number;
usable: boolean; // false while the character is below this copy's level
effects: GearEffect[];
effectNote: string | null;
attackBonus: number;
damageBonus: number;
damageDice: string;
damageType: string;
}
export interface QuickStats {
export interface QuickStatsItem {
inventoryItemId: string;
itemId: string;
name: string;
description: string | null;
level: number;
equipped: boolean;
quantity: number;
usable: boolean;
damageDice: string | null; // at this copy's level
effects: GearEffect[];
effectNote: string | null;
}
export interface QuickStatsSpell {
characterSpellId: string;
name: string;
level: number;
damageDice: string | null;
description: string | null;
prepared: boolean;
usable: boolean;
}
// A character at a glance, with everything it holds. The pack, the spell
// list and the purse are only sent to the owning player and the DM
// (`restricted` is true for anyone else).
export interface QuickStats extends CharacterCondition {
id: string;
name: string;
level: number;
species: Species | null;
characterClass: CharacterClass | null;
subclassName: string | null;
currentHp: number;
maxHp: number;
tempHp: number;
deathSaves: DeathSaves;
armorClass: number;
initiative: number;
speed: number;
proficiencyBonus: number;
spellcasting: { ability: Ability; saveDC: number; attackBonus: number } | null;
spellSlots: SpellSlots | null;
hitDice: HitDice;
resources: ClassResource[];
passivePerception: number;
passiveInvestigation: number;
passiveInsight: number;
abilities: Record<Ability, AbilityDetail>;
saves: SaveBonuses;
skills: SkillBonuses;
specialAbilities: string | null;
gear: ActiveGear;
weapons: QuickStatsWeapon[];
restricted: boolean;
inventory: QuickStatsItem[];
spells: QuickStatsSpell[];
purse: { gold: number; silver: number; copper: number; cash: number } | null;
}
// One of the four Boons that stand in for an ability score increase.
export interface BoonOption {
key: string;
name: string;
text: string; // the line taking it now would write
taken: number; // how many times this character already has
max: number;
available: boolean;
}
// The checklist for a character's next level (GET /characters/:id/level-up).
export interface LevelUpPlan {
fromLevel: number;
toLevel: number;
maxHp: { from: number; to: number };
// Set when a subclass has to be picked on the way to this level: the level
// the class chooses at, and each option with everything it would write.
subclass: { level: number; options: { key: string; name: string; summary: string; features: { name: string; text: string }[] }[] } | null;
// In a campaign without subclasses: the one taken without asking at this
// level, its features already among `features`. Null otherwise.
subclassTaken: string | null;
// What the class gains. An upgrade rewrites the line that has its name.
features: { name: string; text: string; upgrade: boolean }[];
boon: BoonOption[] | null; // null at a level that grants no Boon
// What the book lets a caster be granted now; null for a class with no spells.
spells: { maxSpellLevel: number; unlocksSpellLevel: number | null; newSpells: number; newCantrips: number } | null;
spellSlots: SpellSlots | null; // the slots at the new level
// Held weapons that can take the free upgrade of one level.
weapons: { weaponId: string; name: string; equipped: boolean; level: number; damageDice: string; nextDamageDice: string }[];
beyondTables: boolean; // past level 10, where the class tables stop
}
export type RestType = 'SHORT' | 'LONG';
// What a rest did for one character (POST /campaigns/:id/rest).
export interface RestResult {
characterId: string;
name: string;
skipped: string | null; // why the rest did nothing for them; the rest is absent then
hpBefore: number;
hpAfter: number;
maxHp: number;
tempHp: number;
hitDice: {
size: number;
spent: number;
rolls: number[] | null; // what each die showed, when the site rolled them
total: number;
conBonus: number;
healed: number;
left: number;
of: number;
regained: number;
};
slotsRestored: boolean;
notes: string[];
}
+5 -22
View File
@@ -1,28 +1,17 @@
import { createContext, useContext, useEffect, useMemo, useState, type ReactNode } from 'react';
import { useEffect, useMemo, useState, type ReactNode } from 'react';
import { apiClient, getStoredToken, setAuthToken } from '../api/client';
import type { User } from '../api/types';
interface AuthContextValue {
user: User | null;
token: string | null;
loading: boolean;
login: (token: string, user: User) => void;
logout: () => void;
}
const AuthContext = createContext<AuthContextValue | undefined>(undefined);
import { AuthContext } from './useAuth';
export function AuthProvider({ children }: { children: ReactNode }) {
const [token, setToken] = useState<string | null>(getStoredToken());
const [user, setUser] = useState<User | null>(null);
const [loading, setLoading] = useState(true);
// With no stored token there is nothing to check, so nothing to wait for.
const [loading, setLoading] = useState(() => getStoredToken() !== null);
useEffect(() => {
const stored = getStoredToken();
if (!stored) {
setLoading(false);
return;
}
if (!stored) return;
setAuthToken(stored);
apiClient
.get<{ user: User }>('/auth/me')
@@ -53,9 +42,3 @@ export function AuthProvider({ children }: { children: ReactNode }) {
return <AuthContext.Provider value={value}>{children}</AuthContext.Provider>;
}
export function useAuth() {
const ctx = useContext(AuthContext);
if (!ctx) throw new Error('useAuth must be used within AuthProvider');
return ctx;
}
+18
View File
@@ -0,0 +1,18 @@
import { createContext, useContext } from 'react';
import type { User } from '../api/types';
export interface AuthContextValue {
user: User | null;
token: string | null;
loading: boolean;
login: (token: string, user: User) => void;
logout: () => void;
}
export const AuthContext = createContext<AuthContextValue | undefined>(undefined);
export function useAuth() {
const ctx = useContext(AuthContext);
if (!ctx) throw new Error('useAuth must be used within AuthProvider');
return ctx;
}
+358
View File
@@ -0,0 +1,358 @@
import { Link, useMatch } from 'react-router-dom';
import { useCampaign, useCampaignCharacters, usePatchCharacterWeapon, usePatchInventoryItem, useQuickStats } from '../api/queries';
import { useAuth } from '../auth/useAuth';
import { useLastCampaignId } from '../lib/lastCampaign';
import { closeCharacterPanel, openCharacterPanel, useCharacterPanelId } from '../lib/characterPanel';
import { SPECIES_LABELS, classLabel, fmtMod, formatPurse, spellLevelLabel } from '../lib/format';
import { effectLabel, effectsSummary } from '../lib/gear';
import { speciesIcon } from '../lib/speciesIcons';
import { Spinner, ErrorBanner } from './Spinner';
import { HpBar } from './HpBar';
import { DeathSaves } from './DeathSaves';
import { SpellSlotTracker } from './SpellSlots';
import { SheetNumbers } from './SheetNumbers';
import { CharacterState } from './CharacterState';
import { Rollable } from './Rollable';
import { withBonus } from '../lib/diceRoller';
import { useState } from 'react';
import { extractErrorMessage } from '../lib/format';
import type { ActiveGear } from '../api/types';
// What equipped gear is doing, one line per thing: "Chain Mail: +6 AC · −10 Speed".
export function GearInForce({ gear }: { gear: ActiveGear }) {
const sources = [...new Set([...gear.effects.map((e) => e.source), ...gear.notes.map((n) => n.source)])];
if (sources.length === 0) return null;
return (
<>
{sources.map((source) => (
<div key={source} className="detail-row">
<strong>{source}</strong>
<span>
{[...gear.effects.filter((e) => e.source === source).map(effectLabel), ...gear.notes.filter((n) => n.source === source).map((n) => n.note)].join(' · ')}
</span>
</div>
))}
</>
);
}
function Flags({ equipped, usable, level }: { equipped: boolean; usable: boolean; level: number }) {
return (
<>
{equipped && <span className="badge badge-live" style={{ marginLeft: 6 }}>equipped</span>}
{!usable && <span className="badge badge-hostile" style={{ marginLeft: 6 }}>needs level {level}</span>}
</>
);
}
// One character at a glance: the numbers for a fight, and everything they
// hold. The pack, spells and purse are there for the character's own player
// and the DM, who can also put gear on and take it off from here.
function PanelBody({ characterId, isDM }: { characterId: string; isDM: boolean }) {
const { data, isLoading, error } = useQuickStats(characterId, true);
const patchWeapon = usePatchCharacterWeapon(characterId);
const patchItem = usePatchInventoryItem(characterId);
// Why something could not be equipped: too much on already.
const [equipError, setEquipError] = useState<string | null>(null);
const equip = { onError: (err: unknown) => setEquipError(extractErrorMessage(err)), onSuccess: () => setEquipError(null) };
if (isLoading) return <Spinner label="Reading the sheet…" />;
if (error || !data) return <ErrorBanner message="Could not load this character." />;
const canEquip = !data.restricted;
const stats: [string, string | number][] = [
['AC', data.armorClass],
['Initiative', fmtMod(data.initiative)],
['Speed', data.speed],
['Prof.', fmtMod(data.proficiencyBonus)],
['Passive Perc.', data.passivePerception],
['Hit Dice', `${data.hitDice.remaining}/${data.hitDice.count} d${data.hitDice.size}`],
];
return (
<div className="mt-md">
<div className="flex-between flex-wrap">
<div>
<h3 style={{ margin: 0 }}>
<span aria-hidden="true">{speciesIcon(data.species)}</span> {data.name}
</h3>
<div className="combatant-sub">
{data.species && SPECIES_LABELS[data.species]} {classLabel(data.characterClass, data.subclassName)} · Level {data.level}
</div>
</div>
<Link to={`/characters/${data.id}`} className="btn" onClick={closeCharacterPanel}>
Full sheet
</Link>
</div>
<div className="stat-chips mt-sm">
<span className="stat-chip">
<span>HP</span>
<b>
{data.currentHp}/{data.maxHp}
{data.tempHp > 0 && ` +${data.tempHp}`}
</b>
</span>
{stats.map(([label, value]) => (
<span key={label} className="stat-chip">
<span>{label}</span>
<b>{value}</b>
</span>
))}
</div>
<div className="mt-sm">
<HpBar current={data.currentHp} max={data.maxHp} temp={data.tempHp} />
</div>
{/* Read-only here; the saves are rolled on the sheet or in the encounter. */}
<DeathSaves characterId={characterId} name={data.name} deathSaves={data.deathSaves} canAct={false} isDM={false} />
<div className="stat-chips mt-sm">
{(Object.keys(data.abilities) as (keyof typeof data.abilities)[]).map((a) => (
<span key={a} className="stat-chip">
<span>{a}</span>
<b>
{data.abilities[a].final} ({fmtMod(data.abilities[a].modifier)})
</b>
</span>
))}
</div>
<div className="mt-sm">
<CharacterState
characterId={characterId}
name={data.name}
inspiration={data.inspiration}
exhaustion={data.exhaustion}
conditions={data.conditions}
resources={data.resources}
canUse={!data.restricted}
isDM={isDM}
onError={(err) => setEquipError(extractErrorMessage(err))}
/>
</div>
<details className="card mt-md" open>
<summary className="card-title">Saves and skills</summary>
<SheetNumbers
who={data.name}
saves={data.saves}
skills={data.skills}
passives={{ perception: data.passivePerception, investigation: data.passiveInvestigation, insight: data.passiveInsight }}
/>
</details>
{data.specialAbilities && (
<details className="card mt-md" open>
<summary className="card-title">Special Abilities</summary>
<p style={{ margin: 0, whiteSpace: 'pre-wrap' }}>{data.specialAbilities}</p>
</details>
)}
{(data.gear.effects.length > 0 || data.gear.notes.length > 0) && (
<div className="card mt-md">
<div className="card-title">From equipped gear</div>
<GearInForce gear={data.gear} />
<p className="combatant-sub" style={{ margin: '0.4rem 0 0' }}>Already counted in the numbers above.</p>
</div>
)}
{data.spellcasting && (
<div className="card mt-md">
<div className="card-title">Spellcasting</div>
<p style={{ margin: 0 }}>
Save DC {data.spellcasting.saveDC} ·{' '}
<Rollable label={`${data.name}: spell attack`} modifier={data.spellcasting.attackBonus}>
Attack {fmtMod(data.spellcasting.attackBonus)}
</Rollable>
</p>
{/* The character's own player and the DM spend slots here; the DM can also give them back. */}
{data.spellSlots && (
<SpellSlotTracker
characterId={characterId}
name={data.name}
slots={data.spellSlots}
canUse={!data.restricted}
isDM={isDM}
onError={(err) => setEquipError(extractErrorMessage(err))}
/>
)}
</div>
)}
{canEquip && (
<p className="combatant-sub mt-md" style={{ marginBottom: 0 }}>
Tick what is equipped. Only equipped weapons can be used in an encounter, and only equipped gear gives its effects.
</p>
)}
{equipError && <ErrorBanner message={equipError} />}
<div className="card mt-md">
<div className="card-title">Weapons · {data.weapons.length}</div>
{data.weapons.length === 0 && <p className="combatant-sub" style={{ margin: 0 }}>No weapons.</p>}
{data.weapons.map((w) => (
<div key={w.characterWeaponId} className="reward-row">
<div className="flex-between">
<div>
<strong>{w.name}</strong>
{w.quantity > 1 && <span className="combatant-sub"> ×{w.quantity}</span>}
<Flags equipped={w.equipped} usable={w.usable} level={w.level} />
<div className="combatant-sub">
Lv {w.level} ·{' '}
<Rollable label={`${data.name}: ${w.name} attack`} modifier={w.attackBonus}>
attack {fmtMod(w.attackBonus)}
</Rollable>{' '}
·{' '}
<Rollable label={`${data.name}: ${w.name} damage`} dice={withBonus(w.damageDice, w.damageBonus)}>
{w.damageDice} {fmtMod(w.damageBonus)}
</Rollable>{' '}
{w.damageType}
</div>
{effectsSummary(w.effects, w.effectNote) && <div className="combatant-sub">✦ {effectsSummary(w.effects, w.effectNote)}</div>}
</div>
{canEquip && (
<input
type="checkbox"
aria-label={`${w.name} is equipped`}
title="Equipped"
checked={w.equipped}
disabled={!w.usable || patchWeapon.isPending}
onChange={(e) => patchWeapon.mutate({ weaponId: w.weaponId, equipped: e.target.checked }, equip)}
/>
)}
</div>
</div>
))}
</div>
{data.restricted ? (
<p className="combatant-sub mt-md">Their pack, spells and purse are their own business.</p>
) : (
<>
<details className="card mt-md" open>
<summary className="card-title">Inventory · {data.inventory.length}</summary>
{data.inventory.length === 0 && <p className="combatant-sub" style={{ margin: 0 }}>Nothing carried.</p>}
{data.inventory.map((item) => (
<div key={item.inventoryItemId} className="reward-row">
<div className="flex-between">
<div>
<strong>{item.name}</strong>
<span className="combatant-sub"> ×{item.quantity}</span>
<Flags equipped={item.equipped} usable={item.usable} level={item.level} />
<div className="combatant-sub">
Lv {item.level}
{item.damageDice && ` · ${item.damageDice}`}
</div>
{effectsSummary(item.effects, item.effectNote) && <div className="combatant-sub">✦ {effectsSummary(item.effects, item.effectNote)}</div>}
{item.description && <div className="combatant-sub">{item.description}</div>}
</div>
<input
type="checkbox"
aria-label={`${item.name} is equipped`}
title="Equipped"
checked={item.equipped}
disabled={!item.usable || patchItem.isPending}
onChange={(e) => patchItem.mutate({ itemId: item.itemId, equipped: e.target.checked }, equip)}
/>
</div>
</div>
))}
</details>
<div className="card mt-md">
<div className="card-title">
<span>Money</span>
{data.purse && <span className="mono">{formatPurse(data.purse)}</span>}
</div>
</div>
{data.spells.length > 0 && (
<details className="card mt-md" open>
<summary className="card-title">Spells · {data.spells.length}</summary>
{data.spells.map((s) => (
<div key={s.characterSpellId} className="reward-row">
<strong>{s.name}</strong>
<span className="combatant-sub">
{' '}
{spellLevelLabel(s.level)}
{s.damageDice && (
<>
{' · '}
<Rollable label={`${data.name}: ${s.name}`} dice={s.damageDice}>
{s.damageDice}
</Rollable>
</>
)}
</span>
{s.prepared && <span className="badge badge-live" style={{ marginLeft: 6 }}>prepared</span>}
{!s.usable && <span className="badge badge-hostile" style={{ marginLeft: 6 }}>needs level {s.level}</span>}
{s.description && <div className="combatant-sub">{s.description}</div>}
</div>
))}
</details>
)}
</>
)}
</div>
);
}
// The floating character button, on every page, and the panel it opens. A
// player gets their own characters in the campaign they are in; the DM gets
// everyone's. Other pages can open the panel for a particular character with
// openCharacterPanel (lib/characterPanel.ts).
export function CharacterPanel() {
const { user } = useAuth();
const campaignId = useLastCampaignId() ?? undefined;
const { data: campaignData } = useCampaign(campaignId);
const { data: characters } = useCampaignCharacters(campaignId);
const onSheet = useMatch('/characters/:characterId');
const openId = useCharacterPanelId();
const isDM = campaignData?.campaign.role === 'DM';
const choices = (characters ?? []).filter((c) => c.buildStage === 'COMPLETE' && (isDM || c.userId === user?.id));
if (choices.length === 0 && !openId) return null;
// On a character's own sheet the button opens that character; otherwise the first of yours.
const fallback = choices.find((c) => c.id === onSheet?.params.characterId) ?? choices.find((c) => c.userId === user?.id) ?? choices[0];
const shown = openId ?? undefined;
return (
<>
{fallback && (
<button
className="fab-quickstats"
onClick={() => openCharacterPanel(fallback.id)}
title={isDM ? 'Characters: stats, skills and inventory' : 'Your character: stats, skills and inventory'}
aria-label="Open the character panel"
>
🧙
</button>
)}
{shown && (
<>
<div className="drawer-backdrop" onClick={closeCharacterPanel} />
<div className="drawer" role="dialog" aria-label="Character panel">
<div className="flex-between">
{choices.length > 1 && choices.some((c) => c.id === shown) ? (
<select aria-label="Which character" value={shown} onChange={(e) => openCharacterPanel(e.target.value)} style={{ flex: 1, minWidth: 0 }}>
{choices.map((c) => (
<option key={c.id} value={c.id}>
{c.name}
{isDM && c.userId === user?.id ? ' (yours)' : ''}
</option>
))}
</select>
) : (
<h2 style={{ margin: 0 }}>Character</h2>
)}
<button className="btn btn-ghost" onClick={closeCharacterPanel} aria-label="Close the character panel">
✕
</button>
</div>
<PanelBody key={shown} characterId={shown} isDM={isDM} />
</div>
</>
)}
</>
);
}
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import { useState } from 'react';
import { useCharacterState, useResources } from '../api/queries';
import { CONDITIONS, MAX_EXHAUSTION, conditionRule, exhaustionRule } from '../lib/conditions';
import { NumberInput } from './NumberInput';
import type { ClassResource } from '../api/types';
// A counter with more uses than this is a pool (Lay on Hands, a high-level
// monk's Ki): it gets a number to spend in place of a row of pips.
const MOST_PIPS = 10;
// One condition, with its rule a hover away. `onRemove` adds the ✕.
export function ConditionChip({ name, note, onRemove }: { name: string; note?: string; onRemove?: () => void }) {
return (
<span className="condition-chip" title={conditionRule(name) || undefined}>
{name}
{note && <span className="condition-note">{note}</span>}
{onRemove && (
<button aria-label={`Remove ${name}`} onClick={onRemove}>
✕
</button>
)}
</span>
);
}
// The "+ Condition" menu: every condition not already in force.
export function ConditionPicker({ who, current, onAdd }: { who: string; current: string[]; onAdd: (condition: string) => void }) {
return (
<select aria-label={`Add a condition to ${who}`} value="" onChange={(e) => e.target.value && onAdd(e.target.value)} style={{ width: 'auto' }}>
<option value="">+ Condition</option>
{CONDITIONS.filter((c) => !current.includes(c)).map((c) => (
<option key={c} value={c} title={conditionRule(c)}>
{c}
</option>
))}
</select>
);
}
// Inspiration and exhaustion as badges, for places that only show them.
export function StateBadges({ inspiration, exhaustion }: { inspiration: boolean; exhaustion: number }) {
return (
<>
{inspiration && (
<span className="badge badge-live" title="Inspiration: spend it for advantage on one attack, check or save">
✨ Inspired
</span>
)}
{exhaustion > 0 && (
<span className="badge badge-hostile" title={exhaustionRule(exhaustion)}>
Exhaustion {exhaustion}
</span>
)}
</>
);
}
// The class counters (Rage, Ki, Channel Divinity...): pips that are filled
// while a use is left, and "Use" to spend one. `canUse` is the character's own
// player or the DM. Getting a use back is the DM's alone: for them each pip
// sets how many are left, and "All back" refills the lot.
export function ResourceTracker({
characterId,
name,
resources,
canUse,
isDM,
onError,
}: {
characterId: string;
name: string;
resources: ClassResource[];
canUse: boolean;
isDM: boolean;
onError?: (err: unknown) => void;
}) {
const mutation = useResources(characterId);
const send = (action: Parameters<typeof mutation.mutate>[0]) => mutation.mutate(action, { onError });
// What is typed into a pool's box, by counter.
const [amounts, setAmounts] = useState<Record<string, string>>({});
if (resources.length === 0) return null;
return (
<div className="resource-tracker">
{isDM && resources.some((r) => r.used > 0) && (
<div className="flex-between">
<span />
<button className="btn btn-ghost" onClick={() => send({ action: 'restore' })} disabled={mutation.isPending} title={`Give ${name} every use back`}>
All back
</button>
</div>
)}
{resources.map((r) => {
const rest = r.restoresOn === 'SHORT' ? 'short or long rest' : 'long rest';
const isPool = r.max > MOST_PIPS;
const amount = Math.max(1, Math.floor(Number(amounts[r.key])) || 1);
return (
<div key={r.key} className="slot-row">
<span className="resource-name" title={`Back on a ${rest}`}>
{r.name}
<span className="resource-rest">{r.restoresOn === 'SHORT' ? 'short rest' : 'long rest'}</span>
</span>
{isPool ? (
<span className="slot-pips" />
) : (
<span className="slot-pips" role="group" aria-label={`${r.remaining} of ${r.max} ${r.name} left`}>
{Array.from({ length: r.max }, (_, i) => i + 1).map((n) => {
const className = `slot-pip${n <= r.remaining ? ' is-filled' : ''}`;
const left = n === r.remaining ? n - 1 : n;
return isDM ? (
<button
key={n}
type="button"
className={className}
aria-label={`Set ${r.name} left to ${left}`}
disabled={mutation.isPending}
onClick={() => send({ action: 'set', key: r.key, used: r.max - left })}
/>
) : (
<span key={n} className={className} />
);
})}
</span>
)}
<span className="mono slot-count">
{r.remaining}/{r.max}
</span>
{canUse && isPool && (
<NumberInput
min={1}
max={r.max}
placeholder="1"
aria-label={`How much ${r.name} to spend`}
value={amounts[r.key] ?? ''}
onChange={(e) => setAmounts({ ...amounts, [r.key]: e.target.value })}
style={{ width: 60 }}
/>
)}
{canUse && (
<button
className="btn"
onClick={() => send({ action: 'use', key: r.key, amount: isPool ? amount : 1 })}
disabled={r.remaining === 0 || mutation.isPending}
title={r.remaining === 0 ? `None left. Back on a ${rest}` : `Spend ${isPool ? amount : 'one'}. Back on a ${rest}`}
aria-label={`Use ${r.name}`}
>
Use
</button>
)}
{isDM && isPool && (
<button
className="btn btn-ghost"
onClick={() => send({ action: 'set', key: r.key, used: Math.max(0, r.used - amount) })}
disabled={r.used === 0 || mutation.isPending}
title={`Give ${amount} back`}
aria-label={`Give ${r.name} back`}
>
+ Back
</button>
)}
</div>
);
})}
{canUse && !isDM && <p className="combatant-sub" style={{ margin: '0.3rem 0 0' }}>Once used, a rest or the DM gives it back.</p>}
</div>
);
}
// How a character is doing beyond hit points: inspiration, exhaustion,
// conditions and class counters. The DM gives and takes away all of it. The
// character's own player spends inspiration and counters. Everyone else reads.
// With `conditions` left out that row is not drawn (an encounter card has its
// own).
export function CharacterState({
characterId,
name,
inspiration,
exhaustion,
conditions,
resources,
canUse,
isDM,
onError,
}: {
characterId: string;
name: string;
inspiration: boolean;
exhaustion: number;
conditions?: string[];
resources: ClassResource[];
canUse: boolean;
isDM: boolean;
onError?: (err: unknown) => void;
}) {
const state = useCharacterState(characterId);
const set = (data: Parameters<typeof state.mutate>[0]) => state.mutate(data, { onError });
return (
<div className="character-state">
<div className="flex-row flex-wrap gap-sm">
{isDM ? (
<button
className={`btn btn-target${inspiration ? ' is-lit' : ''}`}
aria-pressed={inspiration}
disabled={state.isPending}
title={inspiration ? `Take ${name}'s inspiration away` : `Give ${name} inspiration: advantage on one attack, check or save of their choice`}
onClick={() => set({ inspiration: !inspiration })}
>
✨ {inspiration ? 'Inspired' : 'Give inspiration'}
</button>
) : inspiration ? (
<>
<StateBadges inspiration exhaustion={0} />
{canUse && (
<button className="btn btn-target" disabled={state.isPending} title="Spend it for advantage on one attack, check or save" onClick={() => set({ inspiration: false })}>
Spend
</button>
)}
</>
) : (
<span className="combatant-sub">No inspiration</span>
)}
{isDM ? (
<label className="flex-row gap-sm" title={exhaustionRule(exhaustion)}>
Exhaustion
<select
value={exhaustion}
disabled={state.isPending}
onChange={(e) => set({ exhaustion: Number(e.target.value) })}
style={{ width: 'auto' }}
>
{Array.from({ length: MAX_EXHAUSTION + 1 }, (_, level) => (
<option key={level} value={level}>
{level === 0 ? 'None' : `Level ${level}`}
</option>
))}
</select>
</label>
) : (
<StateBadges inspiration={false} exhaustion={exhaustion} />
)}
</div>
{exhaustion > 0 && <p className="combatant-sub" style={{ margin: '0.3rem 0 0', whiteSpace: 'pre-wrap' }}>{exhaustionRule(exhaustion)}</p>}
{conditions && (conditions.length > 0 || isDM) && (
<div className="flex-row flex-wrap gap-sm mt-sm">
{conditions.map((c) => (
<ConditionChip key={c} name={c} onRemove={isDM ? () => set({ conditions: conditions.filter((x) => x !== c) }) : undefined} />
))}
{isDM && <ConditionPicker who={name} current={conditions} onAdd={(c) => set({ conditions: [...conditions, c] })} />}
</div>
)}
<ResourceTracker characterId={characterId} name={name} resources={resources} canUse={canUse} isDM={isDM} onError={onError} />
</div>
);
}
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import { useState } from 'react';
import { useDeathSave } from '../api/queries';
import { InfoTip } from './InfoTip';
import { NumberInput } from './NumberInput';
import type { DeathSaves as DeathSavesInfo } from '../api/types';
const STATE_LABELS = { DYING: 'Dying', STABLE: 'Stable', DEAD: '☠ Dead' } as const;
// Nothing for a character on their feet; otherwise where they stand at 0 HP.
export function LifeBadge({ deathSaves }: { deathSaves: DeathSavesInfo }) {
if (deathSaves.state === 'UP') return null;
return <span className={`badge ${deathSaves.state === 'STABLE' ? '' : 'badge-hostile'}`}>{STATE_LABELS[deathSaves.state]}</span>;
}
// Three pips for one tally. For the DM each is a button: clicking a pip sets
// the tally to it, and clicking the last filled one takes it back off.
function Pips({ kind, count, onSet }: { kind: 'success' | 'failure'; count: number; onSet?: (count: number) => void }) {
const noun = kind === 'success' ? 'successes' : 'failures';
return (
<span className="death-pips" role="group" aria-label={`${count} of 3 ${noun}`}>
{[1, 2, 3].map((n) => {
const className = `death-pip is-${kind}${n <= count ? ' is-filled' : ''}`;
return onSet ? (
<button key={n} type="button" className={className} aria-label={`Set ${noun} to ${n === count ? n - 1 : n}`} onClick={() => onSet(n === count ? n - 1 : n)} />
) : (
<span key={n} className={className} />
);
})}
</span>
);
}
// What happens to a character at 0 HP: the death-save tallies, and the ways
// out of them. `canAct` is the character's own player or the DM; setting the
// tallies by hand and raising the dead from here are the DM's alone.
export function DeathSaves({
characterId,
name,
deathSaves,
canAct,
isDM,
onError,
}: {
characterId: string;
name: string;
deathSaves: DeathSavesInfo;
canAct: boolean;
isDM: boolean;
onError?: (err: unknown) => void;
}) {
const deathSave = useDeathSave(characterId);
const [roll, setRoll] = useState('');
const { state, successes, failures } = deathSaves;
if (state === 'UP') return null;
const send = (action: Parameters<typeof deathSave.mutate>[0]) => deathSave.mutate(action, { onError });
function handleRoll() {
const value = Number(roll);
if (!roll || !Number.isInteger(value)) return;
send({ action: 'roll', roll: value });
setRoll('');
}
return (
<div className={`death-saves is-${state.toLowerCase()}`}>
<div className="flex-row flex-wrap">
<LifeBadge deathSaves={deathSaves} />
{state === 'DYING' && (
<>
<span className="death-tally">
Saved <Pips kind="success" count={successes} onSet={isDM ? (n) => send({ action: 'set', successes: n, failures }) : undefined} />
</span>
<span className="death-tally">
Failed <Pips kind="failure" count={failures} onSet={isDM ? (n) => send({ action: 'set', successes, failures: n }) : undefined} />
</span>
<InfoTip term="DEATH_SAVES" />
</>
)}
{state === 'STABLE' && <span className="combatant-sub">Out cold at 0 HP, but no longer rolling. Any healing wakes them; damage starts the saves again.</span>}
{state === 'DEAD' && <span className="combatant-sub">{isDM ? 'Healing does nothing now.' : 'The DM can bring them back, or an ally with a reviving spell on their turn in a battle.'}</span>}
</div>
{state === 'DYING' && canAct && (
<div className="flex-row flex-wrap gap-sm mt-sm">
<NumberInput
min={1}
max={20}
placeholder="d20"
aria-label={`Death save roll for ${name}`}
title="Type what the d20 showed (1 to 20)."
value={roll}
onChange={(e) => setRoll(e.target.value)}
onKeyDown={(e) => e.key === 'Enter' && handleRoll()}
style={{ width: 64 }}
/>
<button className="btn" onClick={handleRoll} disabled={!roll || deathSave.isPending}>
Death save
</button>
<button
className="btn btn-ghost"
title="Someone steadied them: a Medicine check, a healer's kit or a spell. They stay at 0 HP but stop rolling."
onClick={() => send({ action: 'stabilize' })}
disabled={deathSave.isPending}
>
Stabilise
</button>
</div>
)}
{state === 'DEAD' && isDM && (
<button className="btn mt-sm" onClick={() => send({ action: 'revive' })} disabled={deathSave.isPending}>
Revive at 1 HP
</button>
)}
</div>
);
}
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import { useEffect, useRef, useState } from 'react';
import { fmtMod } from '../lib/format';
import { onRollRequest, parseDice, rollD20, rollDie, type RollMode, type RollRequest } from '../lib/diceRoller';
const DICE = [4, 6, 8, 10, 12, 20, 100];
const MAX_DICE = 20;
const HISTORY_LENGTH = 8;
const MODES: { mode: RollMode; label: string; title: string }[] = [
{ mode: 'DISADVANTAGE', label: 'Disadv.', title: 'Disadvantage: roll two d20s and keep the lower' },
{ mode: 'NORMAL', label: 'Normal', title: 'One d20' },
{ mode: 'ADVANTAGE', label: 'Adv.', title: 'Advantage: roll two d20s and keep the higher' },
];
interface Roll {
id: number;
label?: string; // what it was for, when it was asked for from a sheet
notation: string; // "1d20+3", "1d8+1d6+2"
dice: number[]; // every die rolled, in order
modifier: number;
total: number;
// The d20 that counted, for a roll of a single d20 (a natural 20 or 1 means something).
natural: number | null;
mode: RollMode; // how a single d20 was rolled
}
function notation(count: number, sides: number, modifier: number): string {
return `${count}d${sides}${modifier ? fmtMod(modifier) : ''}`;
}
// A d20 plus a bonus, with advantage or disadvantage as chosen.
function d20Roll(modifier: number, mode: RollMode, label?: string): Omit<Roll, 'id'> {
const { kept, dice } = rollD20(mode);
return { label, notation: notation(1, 20, modifier), dice, modifier, total: kept + modifier, natural: kept, mode };
}
// What a request from a sheet comes to; null for dice that cannot be read.
function answer(request: RollRequest, mode: RollMode): Omit<Roll, 'id'> | null {
if (request.kind === 'check') return d20Roll(request.modifier, mode, request.label);
const parsed = parseDice(request.expression);
if (!parsed) return null;
const dice: number[] = [];
let total = parsed.flat;
for (const term of parsed.dice) {
for (let i = 0; i < term.count; i++) {
const die = rollDie(term.sides);
dice.push(die);
total += term.sign * die;
}
}
return { label: request.label, notation: request.expression.replace(/\s+/g, ''), dice, modifier: parsed.flat, total, natural: null, mode: 'NORMAL' };
}
// A table-side dice roller, reachable from every page. It rolls what is set
// up here, and whatever is clicked on a sheet or an encounter card (a skill,
// a save, an attack, damage: lib/diceRoller.ts), with the bonus already in.
// These rolls are for the table: they are not sent to the server and do not
// feed the character builder, whose dice stay locked in server-side.
export function DiceRoller() {
const [open, setOpen] = useState(false);
const [sides, setSides] = useState(20);
const [count, setCount] = useState(1);
const [modifier, setModifier] = useState(0);
const [mode, setMode] = useState<RollMode>('NORMAL');
const [history, setHistory] = useState<Roll[]>([]);
const push = (roll: Omit<Roll, 'id'>) => setHistory((prev) => [{ ...roll, id: (prev[0]?.id ?? 0) + 1 }, ...prev].slice(0, HISTORY_LENGTH));
// A roll asked for from elsewhere on the page: rolled, and shown. It is
// rolled the way the roller is set at that moment.
const currentMode = useRef(mode);
useEffect(() => {
currentMode.current = mode;
});
useEffect(
() =>
onRollRequest((request) => {
const roll = answer(request, currentMode.current);
if (!roll) return;
push(roll);
setOpen(true);
}),
[]
);
useEffect(() => {
if (!open) return;
const onKey = (e: KeyboardEvent) => e.key === 'Escape' && setOpen(false);
window.addEventListener('keydown', onKey);
return () => window.removeEventListener('keydown', onKey);
}, [open]);
const latest = history[0];
const singleD20 = sides === 20 && count === 1;
function roll() {
if (singleD20) return push(d20Roll(modifier, mode));
const dice = Array.from({ length: count }, () => rollDie(sides));
push({ notation: notation(count, sides, modifier), dice, modifier, total: dice.reduce((sum, d) => sum + d, 0) + modifier, natural: null, mode: 'NORMAL' });
}
const natural = latest?.natural ?? null;
const modeNote = (r: Roll) => (r.mode === 'ADVANTAGE' ? 'advantage' : r.mode === 'DISADVANTAGE' ? 'disadvantage' : '');
return (
<>
<button
className="fab-dice"
onClick={() => setOpen((o) => !o)}
title="Roll dice"
aria-label={open ? 'Close the dice roller' : 'Open the dice roller'}
aria-expanded={open}
>
🎲
</button>
{open && (
<div className="dice-panel" role="dialog" aria-label="Dice roller">
<div className="flex-between">
<div className="card-title" style={{ margin: 0 }}>
Roll Dice
</div>
<button className="btn btn-ghost" onClick={() => setOpen(false)} aria-label="Close the dice roller">
✕
</button>
</div>
<div className="dice-choices mt-sm" role="group" aria-label="Which die">
{DICE.map((d) => (
<button key={d} className={`die-btn${d === sides ? ' is-selected' : ''}`} aria-pressed={d === sides} onClick={() => setSides(d)}>
d{d}
</button>
))}
</div>
<div className="flex-between mt-sm">
<div className="flex-row gap-sm">
<span className="dice-label">Dice</span>
<button className="btn" aria-label="One fewer die" disabled={count <= 1} onClick={() => setCount(count - 1)}>
−
</button>
<span className="mono" aria-live="polite" style={{ minWidth: '1.5ch', textAlign: 'center' }}>
{count}
</span>
<button className="btn" aria-label="One more die" disabled={count >= MAX_DICE} onClick={() => setCount(count + 1)}>
+
</button>
</div>
<label className="flex-row gap-sm">
<span className="dice-label">Bonus</span>
<input
type="number"
min={-99}
max={99}
value={modifier}
onChange={(e) => setModifier(Math.max(-99, Math.min(99, Math.trunc(Number(e.target.value)) || 0)))}
style={{ width: 70 }}
/>
</label>
</div>
{/* For any single d20: one rolled here, and every check, save and attack clicked on a sheet. */}
<div className="dice-choices mt-sm" role="group" aria-label="How a d20 is rolled">
{MODES.map((m) => (
<button key={m.mode} className={`die-btn${m.mode === mode ? ' is-selected' : ''}`} aria-pressed={m.mode === mode} title={m.title} onClick={() => setMode(m.mode)}>
{m.label}
</button>
))}
</div>
<button className="btn btn-primary btn-block btn-lg mt-sm" onClick={roll}>
🎲 Roll {notation(count, sides, modifier)}
{singleD20 && mode !== 'NORMAL' && ` (${modeNote({ mode } as Roll)})`}
</button>
<div className="dice-result" aria-live="polite">
{latest ? (
<>
{latest.label && <div className="dice-label roll-label">{latest.label}</div>}
{/* Keyed on the roll so the pop animation replays every time, even on a repeat result. */}
<div key={latest.id} className={`roll-result animate${natural === 20 ? ' is-crit' : natural === 1 ? ' is-fumble' : ''}`}>
{latest.total}
</div>
{natural === 20 && <div className="dice-callout">Natural 20!</div>}
{natural === 1 && <div className="dice-callout is-fumble">Natural 1</div>}
{(latest.dice.length > 1 || latest.modifier !== 0 || latest.label) && (
<div className="dice-breakdown mono">
{latest.natural != null && latest.dice.length > 1
? `${latest.dice.join(' / ')} → ${latest.natural} (${modeNote(latest)})`
: latest.natural != null
? latest.natural
: `${latest.notation}: ${latest.dice.join(', ')}`}
{latest.modifier !== 0 && ` ${latest.modifier > 0 ? '+' : '−'} ${Math.abs(latest.modifier)}`} = {latest.total}
</div>
)}
</>
) : (
<p className="subtitle" style={{ margin: 0 }}>
Pick a die and roll, or click a skill, save or attack on a sheet.
</p>
)}
</div>
{history.length > 1 && (
<>
<div className="flex-between">
<span className="dice-label">Earlier rolls</span>
<button className="btn btn-ghost" onClick={() => setHistory([])}>
Clear
</button>
</div>
{history.slice(1).map((r) => (
<div key={r.id} className="flex-between dice-history-row">
<span>
{r.label ? `${r.label} · ` : ''}
{r.notation}
{r.dice.length > 1 && <span className="dice-history-dice"> ({r.dice.join(', ')})</span>}
</span>
<strong className="mono">{r.total}</strong>
</div>
))}
</>
)}
</div>
)}
</>
);
}

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