@rpgengine/system-5e 0.0.0-stage → 0.10.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2789) hide show
  1. package/LICENSE.md +47 -0
  2. package/README.md +35 -2
  3. package/dist/dying.js +278 -0
  4. package/dist/index.js +3 -0
  5. package/dist/page-style.js +634 -0
  6. package/dist/page.js +166 -0
  7. package/dist/shown.js +23 -0
  8. package/images/abacus.svg +1 -0
  9. package/images/acid-blob.svg +1 -0
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  18. package/images/backpack.svg +1 -0
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  22. package/images/bandit.svg +1 -0
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  143. package/images/farmer.svg +1 -0
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  146. package/images/feline.svg +1 -0
  147. package/images/fire-bottle.svg +1 -0
  148. package/images/fire-gem.svg +1 -0
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  151. package/images/fish-monster.svg +1 -0
  152. package/images/fishing-hook.svg +1 -0
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  163. package/images/flute.svg +1 -0
  164. package/images/fly.svg +1 -0
  165. package/images/fox-head.svg +1 -0
  166. package/images/frankenstein-creature.svg +1 -0
  167. package/images/frog.svg +1 -0
  168. package/images/galleon.svg +1 -0
  169. package/images/gargoyle.svg +1 -0
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  217. package/images/hydra.svg +1 -0
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  2769. package/world/topics/Vicious Mockery.md +14 -0
  2770. package/world/topics/Wall of Fire.md +19 -0
  2771. package/world/topics/Wall of Force.md +15 -0
  2772. package/world/topics/Wall of Ice.md +19 -0
  2773. package/world/topics/Wall of Stone.md +23 -0
  2774. package/world/topics/Wall of Thorns.md +19 -0
  2775. package/world/topics/Warding Bond.md +14 -0
  2776. package/world/topics/Warlock Spells.md +99 -0
  2777. package/world/topics/Warlock.md +283 -0
  2778. package/world/topics/Water Breathing.md +13 -0
  2779. package/world/topics/Water Walk.md +15 -0
  2780. package/world/topics/Way of the Open Hand.md +25 -0
  2781. package/world/topics/Web.md +21 -0
  2782. package/world/topics/Weird.md +13 -0
  2783. package/world/topics/Wind Walk.md +14 -0
  2784. package/world/topics/Wind Wall.md +17 -0
  2785. package/world/topics/Wish.md +26 -0
  2786. package/world/topics/Wizard Spells.md +239 -0
  2787. package/world/topics/Wizard.md +141 -0
  2788. package/world/topics/Word of Recall.md +14 -0
  2789. package/world/topics/Zone of Truth.md +14 -0
package/system.yaml ADDED
@@ -0,0 +1,847 @@
1
+ # The fifth edition, from the System Reference Document 5.1, with the chapter Combat Encounters from the SRD 5.2.1: see LICENSE.md.
2
+ title: the fifth edition from the SRD 5.1, the 2014 rules
3
+ language: en
4
+ attribution: >-
5
+ This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at
6
+ https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License
7
+ available at https://creativecommons.org/licenses/by/4.0/legalcode.
8
+
9
+ This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
10
+ The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
11
+ # The coins, as config takes them (Standard Exchange Rates, p. 62): the first counts the totals, a rare one is never given as change.
12
+ coins: gp 100, pp 1000 rare, ep 50 rare, sp 10, cp 1
13
+ # What each coin is made of (p. 62), as the dashboard draws it.
14
+ coin-metals: {pp: platinum, gp: gold, ep: electrum, sp: silver, cp: copper}
15
+ # How long a round lasts (p. 84): in a scene with turns, a duration of up to a minute becomes rounds.
16
+ round: 6 seconds
17
+ # What the game's mile and foot are worth in metric (D-262), as the Italian books count them: the engine keeps every measure in metric, and its outputs in
18
+ # imperial give back the SRD's numbers, such as 3 miles an hour for the normal pace.
19
+ imperial: {mile: 1.5 km, foot: 0.3 m, pound: 0.5 kg}
20
+ # What a character carries (p. 80, Carrying Capacity and Size and Strength; Equipment, Coinage): the weight of each item, a limit of Strength times 15 by
21
+ # size, fifty coins to a pound (D-432, D-435); formulas read them as load and load-limit. What an extradimensional item holds weighs nothing, as in a Bag
22
+ # of Holding (p. 210). Its stages, as the speeds and rolls count them: past Str×5 and Str×10 under the rigor simulation (Variant: Encumbrance, p. 80),
23
+ # past the limit under the rigor rules or simulation, which caps the speeds at 5 ft.
24
+ load:
25
+ field: weight
26
+ limit: ["str * 15 * table(carry-by-size, size)", str * 15]
27
+ coins: 50
28
+ weightless: extradimensional
29
+ # Arrows (20) and the like: cost and weight are the bundle's, a count is in pieces (p. 69, STK-2).
30
+ bundle: bundle
31
+ stages:
32
+ - {name: Encumbered, when: "has(rigor, simulation) * ceil(best(load, 0) - 5 * best(str, 0))"}
33
+ - {name: Heavily encumbered, when: "has(rigor, simulation) * ceil(best(load, 0) - 10 * best(str, 0))"}
34
+ - {name: Over the limit, when: "min(1, has(rigor, rules) + has(rigor, simulation)) * ceil(best(load, 0) - best(load-limit, 0)) * min(1, best(load-limit, 0))"}
35
+ # The computed lengths, as the speeds, are in feet (SPD-1).
36
+ length-unit: ft
37
+ # How one travels (TRV-1–TRV-3, TRV-8; Adventuring › Travel Pace and Difficult Terrain): the paces of an hour (4, 3 and 2 miles), 8 hours of travel a day,
38
+ # beyond them a forced march; difficult terrain halves a pace. A river or the sea is travelled only in a waterborne vehicle, at its speed, up to 24 hours a
39
+ # day; going downstream adds the current, typically 3 miles an hour (Keelboat, Rowboat).
40
+ travel:
41
+ paces: {fast: 6 km, normal: 4.5 km, slow: 3 km}
42
+ pace: normal
43
+ hours: 8
44
+ rule: Travel Pace
45
+ beyond: Forced March
46
+ terrain: {difficult: 1/2}
47
+ vehicles: {category: drawn vehicle}
48
+ kinds:
49
+ road: {}
50
+ path: {}
51
+ river: {vehicle: {category: waterborne vehicle}, speed: speed, hours: 24, current: 4.5 km}
52
+ sea: {vehicle: {category: waterborne vehicle}, speed: speed, hours: 24}
53
+ # The map of a place (GRD-4, GRD-5; Combat › Movement and Position, Creature Size): a square is 5 feet; a diagonal step counts as one square (D-327);
54
+ # difficult terrain costs double. The walking speed is the first value of speed; a creature's space comes from its size, 10 feet for Large, 15 for Huge,
55
+ # 20 for Gargantuan. Who leaves the side of another reads Opportunity Attacks.
56
+ grid:
57
+ square: 1.5 m
58
+ diagonal: 1
59
+ difficult: 2
60
+ speed: speed
61
+ size: size
62
+ footprints: {Large: 2, Huge: 3, Gargantuan: 4}
63
+ leaving: Opportunity Attacks
64
+ walking: walking
65
+ # What the setup asks for this system, with the campaign's settings (DAT-10, D-212): how the characters gain levels, with the experience points of the SRD
66
+ # (p. 56), or at the milestones the story reaches, where xp is neither asked nor shown.
67
+ # The versions of its rules (D-513 (5), VER-1): the SRD 5.1 alone for now, which every campaign plays. When the 5.2.1 comes, what differs between them moves
68
+ # from here to versions/srd-5.1/, so that a campaign of today reads the same then.
69
+ versions:
70
+ about: which rules of the fifth edition you play
71
+ srd-5.1: {means: "the SRD 5.1, the 2014 rules", player: "the 2014 rules"}
72
+ settings:
73
+ advancement:
74
+ about: how your character levels up
75
+ xp: {means: "experience points, as the SRD: scene close says those of the creatures overcome, and you give more with change, as you judge, for what the story rewards, to one character or to all", player: "your character levels up with experience points, for the foes overcome and what the story rewards"}
76
+ milestones: {means: "the characters rise when the story reaches a milestone, such as the end of an adventure or a great goal: agree with the player which kind, write it in table, and you say when", player: "your character levels up at the big moments of the story", without: [xp]}
77
+ # The character sheet, in groups (D-207, DAT-2): show gives a character so, and Page#Group one group with how each number is made. A field in parentheses
78
+ # is shown beside the one before it. Only what the system does not work out (computed, below) is written: status lists it until there is a player character,
79
+ # and reminds what a character still lacks; with ? a field written only when it applies, never reminded.
80
+ sheet:
81
+ Character: [creature?, size?, classes, subclasses?, background?, feats?, alignment?, factions?, level, xp, inspiration?]
82
+ Personality: [personality-traits?, ideal?, bond?, flaw?]
83
+ Appearance: [age?, height?, weight?, eyes?, skin?, hair?]
84
+ Abilities: [str (str-mod), dex (dex-mod), con (con-mod), int (int-mod), wis (wis-mod), cha (cha-mod), proficiency]
85
+ Saving Throws: [str-save, dex-save, con-save, int-save, wis-save, cha-save, save-notes?]
86
+ Skills: [acrobatics, animal-handling, arcana, athletics, deception, history, insight, intimidation, investigation, medicine, nature, perception, performance, persuasion, religion, sleight-of-hand, stealth, survival]
87
+ Combat: [ac, initiative, walking (speed), flying? (fly), swimming? (swim), climbing? (climb), burrowing? (burrow), equipped?, extra-attacks?, hp-base, hp, temp-hp?, hit-dice-d6?, hit-dice-d8?, hit-dice-d10?, hit-dice-d12?, passive-perception, passive-insight, passive-investigation, darkvision?, damage-resistances?, damage-immunities?, death-successes?, death-failures?, exhaustion?, days-without-food?, long-jump?, high-jump?, push-drag?, hold-breath?]
88
+ Proficiencies: [save-proficiencies, skill-proficiencies, expertise?, armor-proficiencies?, weapon-proficiencies, tool-proficiencies?, languages]
89
+ Features: [features, fighting-styles?, invocations?]
90
+ Attacks: [attack, damage-roll]
91
+ Equipment: [money?, lifestyle?, attuned?, inventory?]
92
+ Spells: [caster-level?, spell-save-dc?, spell-attack?, slots-1?, slots-2?, slots-3?, slots-4?, slots-5?, slots-6?, slots-7?, slots-8?, slots-9?, spell-slots?, mystic-arcanum-6?, mystic-arcanum-7?, mystic-arcanum-8?, mystic-arcanum-9?, signature-spell-1?, signature-spell-2?, max-prepared?, spells?, prepared?]
93
+ # The skills whose checks recall what a character knows, of lore, history, the body, nature and the gods (pp. 81–82): what a check reveals is told as
94
+ # knowledge.
95
+ sheet-knowledge: [arcana, history, medicine, nature, religion]
96
+ # The dice each number of the sheet is rolled with, for the dashboard's free roll (D-280): an ability check, a saving throw and an attack roll each roll a d20
97
+ # and add the number (pp. 77, 83, 94).
98
+ sheet-dice:
99
+ 1d20: [str-mod, dex-mod, con-mod, int-mod, wis-mod, cha-mod, str-save, dex-save, con-save, int-save, wis-save, cha-save, acrobatics, animal-handling, arcana, athletics, deception, history, insight, intimidation, investigation, medicine, nature, perception, performance, persuasion, religion, sleight-of-hand, stealth, survival, initiative, attack, spell-attack]
100
+ # The free roll of a number with advantage or disadvantage, which cancel out (pp. 77, 358–359, D-445): what the sheet and the effects know for sure;
101
+ # what depends on the moment, as Frightened in sight of its source or an attack on someone prone, the master says. Exhaustion 1 worsens ability checks, 3
102
+ # attacks and saving throws; Poisoned attacks and checks; Blinded, Prone and Restrained attacks, and Restrained Dexterity saves; Invisible betters attacks;
103
+ # an armor whose Stealth column says so worsens Stealth (p. 63); heavily encumbered under the rigor simulation worsens what Str, Dex and Con roll (p. 80).
104
+ sheet-odds:
105
+ better: 2d20kh1
106
+ worse: 2d20kl1
107
+ when:
108
+ # Each with why, a word of the system the dashboard shows beside the roll.
109
+ - {fields: [str-mod, dex-mod, con-mod, int-mod, wis-mod, cha-mod, acrobatics, animal-handling, arcana, athletics, deception, history, insight, intimidation, investigation, medicine, nature, perception, performance, persuasion, religion, sleight-of-hand, stealth, survival, initiative], worse: "min(1, best(exhaustion, 0))", why: Exhaustion}
110
+ - {fields: [str-mod, dex-mod, con-mod, int-mod, wis-mod, cha-mod, acrobatics, animal-handling, arcana, athletics, deception, history, insight, intimidation, investigation, medicine, nature, perception, performance, persuasion, religion, sleight-of-hand, stealth, survival, initiative, attack, spell-attack], worse: "has(effects, Poisoned)", why: Poisoned}
111
+ - {fields: [str-save, dex-save, con-save, int-save, wis-save, cha-save, attack, spell-attack], worse: "min(1, max(0, best(exhaustion, 0) - 2))", why: Exhaustion}
112
+ - {fields: [attack, spell-attack], worse: "has(effects, Blinded)", why: Blinded}
113
+ - {fields: [attack, spell-attack], worse: "has(effects, Prone)", why: Prone}
114
+ - {fields: [attack, spell-attack, dex-save], worse: "has(effects, Restrained)", why: Restrained}
115
+ - {fields: [attack, spell-attack], better: "has(effects, Invisible)", why: Invisible}
116
+ - {fields: [stealth], worse: "count(equipped, stealth-disadvantage = true)", why: Armor}
117
+ # Armor or a shield worn without proficiency worsens what Str and Dex roll (p. 62); its spells it cannot cast, the master knows.
118
+ - {fields: [str-mod, dex-mod, athletics, acrobatics, sleight-of-hand, stealth, initiative, str-save, dex-save, attack], worse: "count(equipped, category = light armor) * (1 - min(1, has(armor-proficiencies, light armor) + has(armor-proficiencies, all armor))) + count(equipped, category = medium armor) * (1 - min(1, has(armor-proficiencies, medium armor) + has(armor-proficiencies, all armor))) + count(equipped, category = heavy armor) * (1 - min(1, has(armor-proficiencies, heavy armor) + has(armor-proficiencies, all armor))) + count(equipped, category = shield) * (1 - has(armor-proficiencies, shields))", why: Armor without proficiency}
119
+ - {fields: [str-mod, dex-mod, con-mod, athletics, acrobatics, sleight-of-hand, stealth, initiative, str-save, dex-save, con-save, attack], worse: "has(rigor, simulation) * min(1, max(0, ceil(best(load, 0) - 10 * best(str, 0))))", why: Heavily encumbered}
120
+ # The names the game gives a roll, by language, which the dashboard writes on a check's button (D-399): a d20 rolled twice, the higher or the lower kept
121
+ # (Advantage and Disadvantage, pp. 76–77).
122
+ roll-names:
123
+ 2d20kh1: {en: with advantage, it: con vantaggio}
124
+ 2d20kl1: {en: with disadvantage, it: con svantaggio}
125
+ # What write says of a group once, when a character joins the party (D-206).
126
+ sheet-notes:
127
+ Appearance: "a player character's age, height, weight, eyes, skin and hair are the player's, in their words, the age in years: propose them from the race's Age and Size traits when they leave it to you, and keep the look they describe in the page's text too."
128
+ Personality: "a player character's personality traits, ideal, bond and flaw are the player's, in their words, with links to what they name: offer their background's tables, rolled or chosen, or propose some; never write one they did not choose. A companion's are yours to write in the companion's voice, from what the story has shown; ask the player only for a companion they made."
129
+ Proficiencies: "what the race gives (languages, skills, weapons, tools) comes with it: add what the class and background give with add, and never write a whole list over it. Armor and weapons by the names the class page uses, in English, such as weapon-proficiencies: [simple weapons, martial weapons]: the attacks read them."
130
+ Spells: "spells lists the spells the character knows, cantrips included, or keeps in a spellbook; prepared, those prepared today, for a cleric, druid, paladin or wizard: both as links, by the system's names, such as [[Cure Wounds]], [[Shield (spell)]]; a spell the system lacks gets its page first. A domain's or an oath's spells are always prepared and never written in prepared, which counts only those chosen. Slots, save DC and attack are worked out: never write them."
131
+ Combat: "hp-base is the hit points the class's hit dice gave at each level, without Constitution: the system adds con-mod, and hp-per-level when the race or class gives it, for every level. equipped lists the armor and shield worn, the weapons ready and the magic items worn or held, as a ring, whose bonuses count only so, among what the character carries: the system's kind, such as [[Chain Mail]], or an item of the campaign derived from it, as a magic one: the armor class and the attacks follow it. An effect on the armor class gives what it adds, bonus-ac, as Shield of Faith's 2, or the base without armor, unarmored-base, as Mage Armor's 13, to which the system adds Dex. A mithral armor writes what it lacks over its kind: item=[[Plate Armor]], magic=[[Mithral Armor]], strength-required=0, stealth-disadvantage=false."
132
+ Attacks: "Dueling's +2 is on every one-handed melee weapon, as on a sheet: leave it out of a roll with another weapon in hand, or with both hands on a versatile weapon, which rolls its larger die. Two-Weapon Fighting's attack with the other hand adds no ability modifier to its damage unless the style gives it. A monk weapon uses Dex, and rolls the Martial Arts die instead of its own when that is higher, only while the monk wears no armor and holds no shield. A campaign weapon whose dice differ from its kind's copies the kind's damage-roll with its own dice in place, such as 1d10 + str-mod + bonus + 2 * has(fighting-styles, Dueling) slashing. A companion's natural attacks, such as a wolf's bite, are in its stat block, beside the unarmed strike every sheet shows. A magic weapon or armor of the campaign derives from the system's kind and names its magic item: item=[[Longsword]], magic=[[Weapon, +1, +2, or +3]], bonus=1; ammunition's bonus is added to the roll by hand."
133
+ Features: "a choice a feature asks for goes in the list of its kind, by the name the class page gives it, in English, such as fighting-styles: [Archery] or invocations: [Thirsting Blade]; its bonuses follow. Thirsting Blade's second attack is only with the pact weapon."
134
+ # Where the dashboard puts the groups (D-295): in the rail, as on a paper sheet, the abilities, the saving throws and the skills; then the rest by how often
135
+ # play needs them; in a fight, at hand, the armor class, initiative, speed and hit points, the attacks and the spells (D-315).
136
+ sheet-cards:
137
+ rail: [Abilities, Saving Throws, Skills]
138
+ order: [Combat, Attacks, Spells, Features, Equipment, Proficiencies, Character, Personality, Appearance]
139
+ at-hand: [ac, initiative, walking, hp, temp-hp, Attacks, Spells]
140
+ # What the player does with the items of these fields on the dashboard, said as their own sentence to the master, who rules it (D-495): the first verb is
141
+ # a click's, the others a choice; preparing is from the spells a wizard keeps in a spellbook.
142
+ sheet-actions:
143
+ attack: [attack]
144
+ spells: [cast, prepare]
145
+ prepared: [cast]
146
+ features: [use]
147
+ inventory: [use, equip]
148
+ equipped: [use, unequip]
149
+ # Its own verbs beside the engine's (D-514), in English: its words translate them.
150
+ sheet-verbs:
151
+ cast:
152
+ label: Cast
153
+ title: "Cast {item}"
154
+ says: "I cast {item}."
155
+ says-on: "I cast {item} on {target}."
156
+ says-at: "I cast {item} at {square}."
157
+ says-self: "I cast {item} on myself."
158
+ prepare: {label: Prepare, title: "Prepare {item}", says: "I prepare {item}."}
159
+ # The line under a character's name on the dashboard (D-288).
160
+ sheet-headline: "Level {level} {classes}"
161
+ # The icon of each group on the dashboard (D-284): the d of an SVG path on a grid of 24, drawn as a line; drawn for rpg-engine.
162
+ sheet-icons:
163
+ Character: "M12 3.5a4 4 0 1 1 0 8a4 4 0 1 1 0-8Z M4.5 20.5c.6-3.9 3.7-6.5 7.5-6.5s6.9 2.6 7.5 6.5Z"
164
+ Personality: "M4.5 4.5c5 1.3 10 1.3 15 0V11a7.5 7.5 0 0 1-15 0Z M8 9.6c.7-.6 1.8-.6 2.5 0 M13.5 9.6c.7-.6 1.8-.6 2.5 0 M8.8 13.8a4 4 0 0 0 6.4 0"
165
+ Appearance: "M2.5 12s3.5-6 9.5-6 9.5 6 9.5 6-3.5 6-9.5 6-9.5-6-9.5-6Z M12 9.5a2.5 2.5 0 1 1 0 5a2.5 2.5 0 1 1 0-5Z"
166
+ Abilities: "M4.5 13.5h3v6h-3Z M10.5 5.5h3v14h-3Z M16.5 9.5h3v10h-3Z"
167
+ Saving Throws: "M12 3 19 5.5V11c0 4.6-3 8.1-7 9.5-4-1.4-7-4.9-7-9.5V5.5Z M9 12l2.2 2.2 4-4.2"
168
+ Skills: "M11 5a8 8 0 1 0 8 8 M11 9a4 4 0 1 0 4 4 M11 13l8-8 M15.5 4.5v4h4"
169
+ Combat: "M3.5 3.5h3l10 10 M3.5 3.5v3l10 10 M13 17l4-4 M15 15l4 4 M18 20l2-2 M20.5 3.5h-3L12 9 M20.5 3.5v3L15 12 M7 13l4 4 M9 15l-4 4 M4 18l2 2"
170
+ Proficiencies: "M2.5 9.5 12 5l9.5 4.5L12 14Z M6.5 11.5V16c1.5 1.6 3.5 2.5 5.5 2.5s4-.9 5.5-2.5v-4.5 M21.5 9.5V15"
171
+ Features: "M12 9.5a5.5 5.5 0 1 0 0 11a5.5 5.5 0 1 0 0-11Z M8.5 10.8 5.5 3.5h4l2.5 6 M15.5 10.8l3-7.3h-4l-1.4 3.4 M12 12.8l.8 1.6 1.8.3-1.3 1.2.3 1.8-1.6-.9-1.6.9.3-1.8-1.3-1.2 1.8-.3Z"
172
+ Attacks: "M20.5 3.5h-3l-10 10 M20.5 3.5v3l-10 10 M7 13l4 4 M9 15l-4 4 M4 18l2 2"
173
+ Spells: "M4 20 12.5 11.5 M17 3.5c.4 2 1.5 3.1 3.5 3.5-2 .4-3.1 1.5-3.5 3.5-.4-2-1.5-3.1-3.5-3.5 2-.4 3.1-1.5 3.5-3.5Z M7.5 4v3 M6 5.5h3 M19 14v3 M17.5 15.5h3"
174
+ # The symbol on the token of one of the party (D-414): by their first class, the d of an SVG path on a grid of 24, drawn as a line; drawn for rpg-engine.
175
+ token-icons:
176
+ field: classes
177
+ icons:
178
+ Barbarian: "M12 2.5v19 M12 6c2.6 0 4.9-.9 6.6-2.5 1.3 2 2 4.2 2 6.5s-.7 4.5-2 6.5C16.9 14.9 14.6 14 12 14 M12 6C9.4 6 7.1 5.1 5.4 3.5 4.1 5.5 3.4 7.7 3.4 10s.7 4.5 2 6.5C7.1 14.9 9.4 14 12 14"
179
+ Bard: "M9 18a2.5 2.5 0 1 1-5 0a2.5 2.5 0 1 1 5 0Z M20 15.5a2.5 2.5 0 1 1-5 0a2.5 2.5 0 1 1 5 0Z M9 18V6l11-2.5v12 M9 9.5l11-2.5"
180
+ Cleric: "M12 8a4 4 0 1 0 0 8a4 4 0 1 0 0-8Z M12 2.5v2.5 M12 19v2.5 M2.5 12H5 M19 12h2.5 M5.3 5.3l1.8 1.8 M16.9 16.9l1.8 1.8 M18.7 5.3l-1.8 1.8 M7.1 16.9l-1.8 1.8"
181
+ Druid: "M4.75 19.25C4.75 10.25 9.75 5.25 19.25 4.75 18.75 14.25 13.75 19.25 4.75 19.25Z M4.75 19.25l8.5-8.5"
182
+ Fighter: "M4 4.25l11 11 M12.5 17.75l5-5 M15 15.25l4.5 4.5 M20 4.25 9 15.25 M6.5 12.75l5 5 M9 15.25l-4.5 4.5"
183
+ Monk: "M6.5 12.5V6.5 M10.5 11V4.5 M14.5 12V6.5 M6.5 12.5c0 4.5 1.8 7 4.8 7s4.7-2.3 4.7-6V11.5l2.2-2.6"
184
+ Paladin: "M12 3.25 19 5.75V11.25c0 4.6-3 8.1-7 9.5-4-1.4-7-4.9-7-9.5V5.75Z M12 7.75v9 M8.5 11.25h7"
185
+ Ranger: "M8.5 3c7 4 7 14 0 18 M8.5 3v18 M4 12h16 M17 9l3 3-3 3"
186
+ Rogue: "M12 3.5c1.5 2 2 5 2 9.5h-4c0-4.5 .5-7.5 2-9.5Z M7.5 13h9 M12 13v5.5 M12 20.5h.01"
187
+ Sorcerer: "M12 2.85c.5 4 6 6 6 11.5a6 6 0 0 1-12 0c0-2.8 1.4-4.5 2.7-5.5 .2 2.2 1.2 3.4 2.6 4C11 9.55 10.8 6.35 12 2.85Z"
188
+ Warlock: "M2.5 12C5 7.5 8.5 5.5 12 5.5s7 2 9.5 6.5c-2.5 4.5-6 6.5-9.5 6.5S5 16.5 2.5 12Z M12 8.5c-1 1-1.5 2.2-1.5 3.5s.5 2.5 1.5 3.5c1-1 1.5-2.2 1.5-3.5S13 9.5 12 8.5Z"
189
+ Wizard: "M12 6.5C10 5 7 4.5 3.5 5v13c3.5-.5 6.5 0 8.5 1.5 2-1.5 5-2 8.5-1.5V5C17 4.5 14 5 12 6.5Z M12 6.5v13"
190
+ # The names a list takes (pp. 77, 83): write refuses others, giving these, and validate reports those written by hand. Only lists the game closes:
191
+ # expertise is open, since a feature may give it in any tool (D-216).
192
+ values:
193
+ # The alignments (pp. 58–59): the nine of a character, and those the SRD's creatures have.
194
+ alignment: [lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, chaotic evil, unaligned, any alignment, any chaotic alignment, any evil alignment, any non-good alignment, any non-lawful alignment, "neutral good (50%) or neutral evil (50%)"]
195
+ # The sizes (p. 92, Size Categories): the space on the map and the load come from them (D-435).
196
+ size: [Tiny, Small, Medium, Large, Huge, Gargantuan]
197
+ save-proficiencies: [str, dex, con, int, wis, cha]
198
+ skill-proficiencies: [Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival]
199
+ # The names a list takes on the sheet of the player character and of a companion, where the master writes them (D-435): the languages (p. 59, and the
200
+ # Primordial's dialects the creatures speak), the tools (pp. 70–71; vehicles, land or water in parentheses) and the damage types (p. 97). A campaign adds
201
+ # its own with config values; a creature's stat block keeps the SRD's words, as "slashing from nonmagical attacks".
202
+ sheet-values:
203
+ lifestyle: [Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, Aristocratic]
204
+ languages: [Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc, Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, Aquan, Auran, Ignan, Terran, Sylvan, Undercommon, Druidic, Thieves' Cant]
205
+ tool-proficiencies: [alchemist's supplies, brewer's supplies, calligrapher's supplies, carpenter's tools, cartographer's tools, cobbler's tools, cook's utensils, glassblower's tools, jeweler's tools, leatherworker's tools, mason's tools, painter's supplies, potter's tools, smith's tools, tinker's tools, weaver's tools, woodcarver's tools, disguise kit, forgery kit, dice set, playing card set, herbalism kit, bagpipes, drum, dulcimer, flute, lute, lyre, horn, pan flute, shawm, viol, navigator's tools, poisoner's kit, thieves' tools, vehicles]
206
+ damage-resistances: [acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder]
207
+ damage-immunities: [acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder]
208
+ damage-vulnerabilities: [acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder]
209
+ # The classes give the row of their table at the character's level in each (pp. 8–55, D-201, D-219): its columns as values of the sheet, such as Rage Damage,
210
+ # and the features gained up to that level, a subclass adding those it lists at the level of its class. The proficiency bonus is worked out from the
211
+ # character's level (p. 56), and the spell slots come with the spells.
212
+ progression:
213
+ list: classes
214
+ level: level
215
+ features: Features
216
+ skip: [Proficiency Bonus, 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th]
217
+ # A subclass adds to prepared the spells it lists by its class's level, always prepared and not counted: a domain's or an oath's (pp. 16, 32; PRO-7).
218
+ parts: {list: subclasses, field: class, lists: [prepared]}
219
+ # The experience points each level needs (p. 56, D-205, PRO-6): the line says how many the next one needs, and status when one is due.
220
+ experience: {field: xp, table: xp-by-level, rules: Beyond 1st Level}
221
+ # The fields whose value on the page of each item of a list is a formula worked out on the character, once for each item (PRO-5, D-227): a class's save DC,
222
+ # attack and prepared spells, since each spell uses its class's ability (p. 58).
223
+ item-formulas:
224
+ classes: [spell-save-dc, spell-attack, max-prepared, unarmored-ac]
225
+ # What an armor, a shield and a weapon give who has it equipped (pp. 63, 65, D-231): the armor class and its bonus, the attack and the damage.
226
+ equipped: [armor-class, armor-class-bonus, attack, damage-roll, speed-slowed]
227
+ # What every character with a sheet has in a list without writing it there (DAT-13, D-235): the unarmed strike, always ready, among the attacks as on a sheet (p. 95).
228
+ always-in:
229
+ equipped: [Unarmed Strike]
230
+ # The lists that mark the numbers of the sheet that read them (D-217): a proficiency, and expertise beside it, as on the paper sheet.
231
+ marks: [save-proficiencies, skill-proficiencies, expertise]
232
+ # What the line of the player character and the companions shows, in status and in scenes, in order; with ? a field usually at zero: shown, and reported by a recipe, only when it is not.
233
+ status-line: [level, xp, hp, temp-hp?, ac, passive-perception, hit-dice-d6, hit-dice-d8, hit-dice-d10, hit-dice-d12, slots-1, slots-2, slots-3, slots-4, slots-5, slots-6, slots-7, slots-8, slots-9, inspiration?, exhaustion?, death-successes?, death-failures?]
234
+ # A counter of the player character or a companion at a value, or at every change: the rule to read (pp. 97–98, 358).
235
+ thresholds:
236
+ hp 0: Dropping to 0 Hit Points
237
+ death-failures 3: Death Saving Throws
238
+ death-successes 3: Stabilizing a Creature
239
+ exhaustion: Exhaustion
240
+ # Temporary hit points, named when they come and when they go (p. 98, D-266, D-268); damage takes them first (shields, below).
241
+ temp-hp 0: Temporary Hit Points
242
+ # The rests (pp. 87, 99, 100): the fields they bring to their maximum or to a value, the effects they end, and the titles of the rules for what they leave to the master.
243
+ # The uses below come back with the rests they name; a long rest brings back up to half the hit dice, at least one, of any kind (pp. 57, 87).
244
+ recipes:
245
+ long rest:
246
+ set: { hp: max, temp-hp: 0, slots-*: max }
247
+ regain: { hit-dice-*: "max(1, floor(level / 2))" }
248
+ # And a level of exhaustion less, after a day with food (p. 358; water is the master's to know, rules Exhaustion); nothing for who begins it at 0 hit
249
+ # points (p. 87).
250
+ lower: { exhaustion: "1 - min(1, best(days-without-food, 0))" }
251
+ needs: hp
252
+ # At most one long rest in 24 hours (p. 87), from the last one, of 8 hours, taken with hit points; the engine does not know whether the master advanced
253
+ # its hours before or after, so two may be 16 hours apart between the calls.
254
+ once-per: 24h
255
+ lasts: 8h
256
+ ends: [long rest, short rest]
257
+ rules: [Long Rest]
258
+ short rest:
259
+ # Hit dice spent to heal (p. 87, D-449): each rolled with the Constitution modifier, the total back to hit points; a die gives at least 0, which the SRD 5.1 does not say.
260
+ spend: { hit-dice-*: {gives: hp, adds: con-mod} }
261
+ ends: [short rest]
262
+ rules: [Short Rest]
263
+ # What the creatures overcome in a scene give the party (D-205, DAT-11): scene close says the xp of those at 0 hit points (p. 258), shared among the party there,
264
+ # as the game is played (the SRD 5.1 does not write it).
265
+ rewards:
266
+ xp: {from: xp-value, overcome: hp 0}
267
+ # The conditions (Appendix PH-A, pp. 358–359): an effect with one of these names shows its rule.
268
+ conditions: [Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious]
269
+ # The drawing of each condition on the dashboard's tokens and in Combat (D-419), and of a few frequent effects in their chips (D-516): the d of an SVG path on
270
+ # a grid of 24, drawn as a line; drawn for rpg-engine.
271
+ condition-icons:
272
+ Bless: "M6.5 4.5a5.5 2 0 1 0 11 0a5.5 2 0 1 0-11 0Z M12 9a3.25 3.25 0 1 0 0 6.5a3.25 3.25 0 1 0 0-6.5Z M5.5 21c.7-3 3.3-4.75 6.5-4.75s5.8 1.75 6.5 4.75"
273
+ Shield of Faith: "M12 3.25 19 5.75V11.25c0 4.6-3 8.1-7 9.5-4-1.4-7-4.9-7-9.5V5.75Z M12 8.5v7 M9 11h6"
274
+ Blinded: "M3 12c2.5-4 5.5-6 9-6s6.5 2 9 6c-2.5 4-5.5 6-9 6s-6.5-2-9-6Z M4.5 19.5l15-15"
275
+ Charmed: "M12 19.5s-7.5-4.6-7.5-9.6a4 4 0 0 1 7.5-2a4 4 0 0 1 7.5 2c0 5-7.5 9.6-7.5 9.6Z"
276
+ Deafened: "M4 9.5h3l4.5-4v13l-4.5-4H4Z M15 9.5l5 5 M20 9.5l-5 5"
277
+ Frightened: "M6 19.75V10.25a6 6 0 0 1 12 0v9.5l-2-1.5-2 1.5-2-1.5-2 1.5-2-1.5Z M10 9.75v1 M14 9.75v1"
278
+ Grappled: "M3 12h6 M6.5 9l2.5 3-2.5 3 M21 12h-6 M17.5 9 15 12l2.5 3"
279
+ Incapacitated: "M4.5 12a7.5 7.5 0 1 0 15 0a7.5 7.5 0 1 0-15 0Z M6.7 6.7l10.6 10.6"
280
+ Invisible: "M8.71 6.8A3.5 3.5 0 0 1 10.8 4.71 M13.2 4.71A3.5 3.5 0 0 1 15.29 6.8 M15.29 9.2A3.5 3.5 0 0 1 13.2 11.29 M10.8 11.29A3.5 3.5 0 0 1 8.71 9.2 M5 20.5c.3-2 1.2-3.5 2.6-4.5 M10 14.9c1.3-.4 2.7-.4 4 0 M16.4 16c1.4 1 2.3 2.5 2.6 4.5"
281
+ Paralyzed: "M13.5 3 6 13.5h5.5L10.5 21 18 10.5h-5.5Z"
282
+ Petrified: "M5 19.5 3.5 13 7 6.5 13 4.5 19 7.5 20.5 14 17 19.5Z M11.5 4.8 13 9.5 10.5 12.5 12.5 16.5"
283
+ Poisoned: "M12 3.5c3.2 4.6 5.5 7.6 5.5 10.8a5.5 5.5 0 0 1-11 0c0-3.2 2.3-6.2 5.5-10.8Z M10 15.5a2 2 0 0 0 2 2"
284
+ Prone: "M12 4v10.5 M8 10.5l4 4 4-4 M4 20h16"
285
+ Restrained: "M10 14l4-4 M8.5 11.5l-2 2a3 3 0 0 0 4.2 4.2l2-2 M15.5 12.5l2-2a3 3 0 0 0-4.2-4.2l-2 2"
286
+ Stunned: "M12 12.75a1.5 1.5 0 0 1 3 0a3 3 0 0 1-6 0a4.5 4.5 0 0 1 9 0a6 6 0 0 1-12 0a7.5 7.5 0 0 1 7.5-7.5"
287
+ Unconscious: "M4.5 7.5h5l-5 6h5 M13 12h6.5l-6.5 8h6.5"
288
+ # What a character uses up each day (Food and Water, pp. 86–87; D-435): under the rigor rules, a ration a day outside a settlement, the days without food it can go,
289
+ # 3 + Constitution modifier (at least 1), and then a level of exhaustion each day; water as a word, for the story keeps where to drink. In a settlement,
290
+ # a day of the lifestyle chosen, paid from money (Lifestyle Expenses, pp. 72–73; D-449): an aristocratic one costs at least 10 gp, a wretched one nothing.
291
+ upkeep:
292
+ daily: Rations
293
+ short: days-without-food
294
+ grace: 3 + con-mod
295
+ worsens: exhaustion
296
+ water: "a gallon each, two if the weather is hot"
297
+ lifestyle: {field: lifestyle, costs: {Wretched: "—", Squalid: 1 sp, Poor: 2 sp, Modest: 1 gp, Comfortable: 2 gp, Wealthy: 4 gp, Aristocratic: 10 gp}, rules: Lifestyle Expenses}
298
+ rules: Food and Water
299
+ # What burns (Adventuring Gear, pp. 67–68): an effect named after it spends one, or a flask of oil for a lamp or a lantern, and lasts as long as it burns.
300
+ burning:
301
+ Torch: {lasts: 1h}
302
+ Candle: {lasts: 1h}
303
+ Lamp: {lasts: 6h, spends: Oil}
304
+ Hooded Lantern: {lasts: 6h, spends: Oil}
305
+ Bullseye Lantern: {lasts: 6h, spends: Oil}
306
+ # What the pages one is attuned to and one's feats give, added up as effects are (D-449): a page, of the system or the campaign, writes its bonus fields
307
+ # as numbers, such as bonus-ac: 1 on a Ring of Protection, or bonus-speed: 10 on a feat; an ability score it sets rises to it, as str: 19 on Gauntlets of
308
+ # Ogre Power (p. 223), and stays when higher.
309
+ bonus-lists: [attuned, feats]
310
+ # Attunement (p. 206): at most three magic items at once, each one whose attunement asks for it; who may attune, as by a paladin, the master checks (D-435);
311
+ # their bonuses count while worn or held, in equipped too (D-456).
312
+ bonds:
313
+ attuned: {most: 3, needs: attunement, while: equipped, rules: Attunement}
314
+ # What one does in a turn (Combat, pp. 90–91, 93; D-453): an action, a bonus action and a reaction, back at the start of one's own turn, the reaction usable in
315
+ # any turn; the attacks of the Attack action within it; Sneak Attack once a turn, in any (p. 39); a legendary creature's actions.
316
+ turn-uses:
317
+ action: {}
318
+ bonus action: {note: "If it cast a spell, only a cantrip of one action follows this turn.", note-when: "count(spells) + count(prepared)"}
319
+ reaction: {any-turn: true}
320
+ attack: {within: action, most: "(1 + best(extra-attacks, 0)) / min(1, count(classes))"}
321
+ sneak attack: {needs: "has(features, Sneak Attack)", any-turn: true, resets: each turn}
322
+ # A legendary creature's actions, at the end of another's turn, back at the start of its own (p. 260).
323
+ legendary action: {needs: legendary-actions, most: legendary-actions, any-turn: true}
324
+ # The most a sheet holds (D-449): an ability score 20 (p. 76), Primal Champion's Strength and Constitution 24 (p. 9), more by what raises the most, as
325
+ # a manual or a tome, given with an effect without end; no more spells prepared than the class allows.
326
+ at-most:
327
+ str: 20 + 4 * has(features, Primal Champion) + bonus-str-max
328
+ dex: 20 + bonus-dex-max
329
+ con: 20 + 4 * has(features, Primal Champion) + bonus-con-max
330
+ int: 20 + bonus-int-max
331
+ wis: 20 + bonus-wis-max
332
+ cha: 20 + bonus-cha-max
333
+ prepared: max-prepared
334
+ # The conditions a creature does not take, as a zombie poisoned (its stat block, D-454).
335
+ immune: condition-immunities
336
+ # Damage of a type (p. 97, D-449): immunity takes none, resistance halves it, rounded down as the game is played (the SRD 5.1 does not
337
+ # write it), then vulnerability doubles it; one instance of each counts.
338
+ damage: {counter: hp, halves: damage-resistances, ignores: damage-immunities, doubles: damage-vulnerabilities, rules: Damage Resistance and Vulnerability}
339
+ # What breaks a spell someone concentrates on (p. 102, D-266, EFF-14): damage, being incapacitated (the last four incapacitate, pp. 358–359), dying.
340
+ keeping: {counter: hp, conditions: [Incapacitated, Paralyzed, Petrified, Stunned, Unconscious], rules: Concentration}
341
+ # What a fight follows on the dashboard's Combat (D-314): hit points, a foe's told in words, full, more than half, half or less, 0 (D-238); who cannot act
342
+ # (p. 358), never a turn skipped.
343
+ combat: {track: hp, in-words: [unhurt, hurt, bloodied, down], inactive: [Incapacitated, Paralyzed, Petrified, Stunned, Unconscious]}
344
+ # Down at 0 hit points (p. 98); the death saves, what they do and how the dashboard draws them, are the 5e's code (src/dying.ts, src/page.tsx, D-448, D-516).
345
+ down: {at: hp 0}
346
+ # Its widgets, as an extension's (D-511, D-514), drawn by its page module (src/page.tsx): on each of the party at 0 hit points the word of their state and
347
+ # their death saves, with the line of the heart; the card a death save is asked in, and the card the hit dice of a rest are spent in.
348
+ icons:
349
+ heartbeat: "M3 12.5h4.5l2-5 3 10 2.5-5H21"
350
+ widgets:
351
+ dying: {title: Death Saves, icon: heartbeat, place: person}
352
+ death-save: {title: Death Saving Throw, icon: heartbeat, place: card}
353
+ hit-dice: {title: Hit Dice, place: card}
354
+ figures:
355
+ heartbeat: {width: 420, height: 60}
356
+ death-save: {width: 760, height: 220}
357
+ hit-dice: {width: 760, height: 220}
358
+ # What cannot be true together, which the engine says to the master (CHK-2, D-473): the death saves and Stable hold only at 0 hit points (p. 98).
359
+ checks:
360
+ - {when: Stable, needs: hp <= 0, say: "{page} is Stable with {hp}: Stable holds only at 0 hit points; effect end {page} Stable."}
361
+ - {when: death-failures > 0, needs: hp <= 0, say: "{page} has {death-failures} with {hp}: the death saves count only at 0 hit points; change {page} death-failures to 0."}
362
+ - {when: death-successes > 0, needs: hp <= 0, say: "{page} has {death-successes} with {hp}: the death saves count only at 0 hit points; change {page} death-successes to 0."}
363
+ # How the engine reads each field: only counters are counted; numbers, text and lists never are, nor are they money.
364
+ fields:
365
+ size: text
366
+ category: text
367
+ alignment: text
368
+ # The look of a character, as the second page of the character sheet has it: the age in years, the rest in the player's words.
369
+ age: number
370
+ height: text
371
+ # The lifestyle a character keeps in a settlement (p. 72).
372
+ lifestyle: text
373
+ eyes: text
374
+ skin: text
375
+ hair: text
376
+ ac: number
377
+ # The Armor Class of an armor and a shield as formulas on who wears them (p. 63): "11 + dex-mod + bonus", the bonus a magic one adds; what the Armor table
378
+ # says of Strength and Stealth (p. 63). A weapon's attack and damage, with its ability, its proficiency and its bonus (pp. 65, 94, 250).
379
+ armor-class: text
380
+ armor-class-bonus: bonus
381
+ strength-required: number
382
+ stealth-disadvantage: text
383
+ attack: modifier
384
+ damage-roll: text
385
+ # A character's armor class without armor (pp. 8, 26, 45): what a class gives, as Unarmored Defense; what an effect gives, as Mage Armor's 13
386
+ # (unarmored-base); what effects add, as a Ring of Protection (bonus-ac); the fighting styles chosen (p. 24).
387
+ unarmored-ac: number
388
+ unarmored-base: number
389
+ bonus-ac: bonus
390
+ fighting-styles: list
391
+ # A warlock's Eldritch Invocations, by their names (p. 48).
392
+ invocations: list
393
+ armor: text
394
+ hp: counter
395
+ hp-dice: text
396
+ speed: text
397
+ fly: text
398
+ swim: text
399
+ climb: text
400
+ burrow: text
401
+ str: at-least
402
+ dex: at-least
403
+ con: at-least
404
+ int: at-least
405
+ wis: at-least
406
+ cha: at-least
407
+ saves: list
408
+ skills: list
409
+ damage-vulnerabilities: list
410
+ damage-resistances: list
411
+ damage-immunities: list
412
+ condition-immunities: list
413
+ # A legendary creature's actions a round and its Legendary Resistance a day (pp. 259–260, D-454).
414
+ legendary-actions: number
415
+ legendary-resistance: counter
416
+ darkvision: text
417
+ blindsight: text
418
+ tremorsense: text
419
+ truesight: text
420
+ passive-perception: number
421
+ passive-insight: number
422
+ passive-investigation: number
423
+ languages: list
424
+ cr: text
425
+ # The experience points a creature is worth, as its stat block gives them beside its challenge (p. 258): what overcoming it gives the party (DAT-11).
426
+ xp-value: number
427
+ slots-1: counter
428
+ slots-2: counter
429
+ slots-3: counter
430
+ slots-4: counter
431
+ slots-5: counter
432
+ slots-6: counter
433
+ slots-7: counter
434
+ slots-8: counter
435
+ slots-9: counter
436
+ # The character sheet (pp. 56, 97–99, 358): xp has no maximum, the death saves and exhaustion count up to 3 and 6.
437
+ level: number
438
+ xp: counter
439
+ # A character's classes with their levels, such as [[Fighter]] 3, and subclasses (pp. 8-55); hit dice by the die of each class (p. 56).
440
+ classes: list
441
+ subclasses: list
442
+ # A character's background and feats (pp. 60, 75), as links to their pages, of the system or the campaign's.
443
+ background: text
444
+ feats: list
445
+ # The days a character has gone without food (Food and Water, UPK-2).
446
+ days-without-food: number
447
+ # The magic items a character is attuned to (p. 206, BND-1).
448
+ attuned: list
449
+ hit-die: text
450
+ # The features of a character, which its classes give; on a subclass, those it gives with the level of its class, and the class it belongs to (D-219).
451
+ features: list
452
+ class: text
453
+ # The columns of the classes' tables (pp. 8–55), at the character's level in each.
454
+ rages: counter
455
+ rage-damage: modifier
456
+ martial-arts: text
457
+ ki-points: counter
458
+ unarmored-movement: text
459
+ # The speeds now in each mode, worked out from the written ones (D-445, SPD-1), and what changes them: effects add to bonus-speed and multiply
460
+ # speed-factor; a heavy armor's page gives speed-slowed; a race that heavy armor does not slow gives armor-unhindered.
461
+ walking: length
462
+ extra-attacks: number
463
+ long-jump: length
464
+ high-jump: length
465
+ push-drag: weight
466
+ hold-breath: duration
467
+ flying: length
468
+ swimming: length
469
+ climbing: length
470
+ burrowing: length
471
+ bonus-speed: bonus
472
+ speed-factor: factor
473
+ speed-slowed: bonus
474
+ armor-unhindered: bonus
475
+ sneak-attack: text
476
+ sorcery-points: counter
477
+ cantrips-known: number
478
+ spells-known: number
479
+ spell-slots: counter
480
+ slot-level: text
481
+ invocations-known: number
482
+ # Uses of features and traits (D-204, D-220), named after them.
483
+ channel-divinity: counter
484
+ action-surge: counter
485
+ second-wind: counter
486
+ indomitable: counter
487
+ wild-shape: counter
488
+ bardic-inspiration: counter
489
+ divine-sense: counter
490
+ lay-on-hands: counter
491
+ cleansing-touch: counter
492
+ arcane-recovery: counter
493
+ natural-recovery: counter
494
+ wholeness-of-body: counter
495
+ holy-nimbus: counter
496
+ dark-ones-own-luck: counter
497
+ hurl-through-hell: counter
498
+ stroke-of-luck: counter
499
+ eldritch-master: counter
500
+ breath-weapon: counter
501
+ relentless-endurance: counter
502
+ hit-dice-d6: counter
503
+ hit-dice-d8: counter
504
+ hit-dice-d10: counter
505
+ hit-dice-d12: counter
506
+ temp-hp: counter
507
+ exhaustion: counter
508
+ death-successes: counter
509
+ death-failures: counter
510
+ spell-save-dc: number
511
+ spell-attack: modifier
512
+ max-prepared: number
513
+ caster-level: number
514
+ mystic-arcanum-6: counter
515
+ mystic-arcanum-7: counter
516
+ mystic-arcanum-8: counter
517
+ mystic-arcanum-9: counter
518
+ signature-spell-1: counter
519
+ signature-spell-2: counter
520
+ spellcasting: text
521
+ spells: list
522
+ prepared: list
523
+ cost: text
524
+ damage: text
525
+ weight: text
526
+ properties: list
527
+ length: text
528
+ # What is sold by the bundle and counted in pieces, as Arrows (20) (p. 69, STK-2): cost and weight are the bundle's.
529
+ bundle: number
530
+ # An item whose contents weigh nothing, as a Bag of Holding, a Handy Haversack or a Portable Hole (pp. 210, 224, 233): true.
531
+ extradimensional: text
532
+ uses: counter
533
+ # A magic item's charges, as a wand's 7 (p. 249): a counter of one thing, which no stack keeps (STK-1).
534
+ charges: counter
535
+ # A magic item's rarity, and the attunement it requires: true, or what it asks, as the SRD writes it, such as by a paladin (p. 206).
536
+ rarity: text
537
+ attunement: text
538
+ magic: text
539
+ bonus: bonus
540
+ # A spell (pp. 114–194): its level, 0 for a cantrip, its school and the lines of its header as the SRD writes them; ritual and concentration only when
541
+ # true; the classes whose spell list names it (pp. 105–113). Never level or classes, which are a character's.
542
+ spell-level: number
543
+ school: text
544
+ ritual: text
545
+ casting-time: text
546
+ range: text
547
+ components: text
548
+ duration: text
549
+ concentration: text
550
+ spell-lists: list
551
+ # Inspiration, which a character has or has not (p. 60), and the personality (p. 60), as the player says it.
552
+ inspiration: counter
553
+ personality-traits: text
554
+ ideal: text
555
+ bond: text
556
+ flaw: text
557
+ # The sheet as choices (pp. 12, 15, 77–78): the hit points the dice gave without Constitution, and what the character is proficient in, by the SRD's names.
558
+ hp-base: number
559
+ # Hit points at every level from a race or a class, such as a hill dwarf's Dwarven Toughness (p. 4) or Draconic Resilience (p. 45).
560
+ hp-per-level: bonus
561
+ save-proficiencies: list
562
+ # What a race or a class gives beside the numbers (pp. 3–7): advantages on saving throws, as the race says them, and the proficiencies it grants.
563
+ save-notes: list
564
+ armor-proficiencies: list
565
+ weapon-proficiencies: list
566
+ tool-proficiencies: list
567
+ skill-proficiencies: list
568
+ expertise: list
569
+ # Worked out, shown with their sign (D-199).
570
+ str-mod: modifier
571
+ dex-mod: modifier
572
+ con-mod: modifier
573
+ int-mod: modifier
574
+ wis-mod: modifier
575
+ cha-mod: modifier
576
+ proficiency: modifier
577
+ str-save: modifier
578
+ dex-save: modifier
579
+ con-save: modifier
580
+ int-save: modifier
581
+ wis-save: modifier
582
+ cha-save: modifier
583
+ acrobatics: modifier
584
+ animal-handling: modifier
585
+ arcana: modifier
586
+ athletics: modifier
587
+ deception: modifier
588
+ history: modifier
589
+ insight: modifier
590
+ intimidation: modifier
591
+ investigation: modifier
592
+ medicine: modifier
593
+ nature: modifier
594
+ perception: modifier
595
+ performance: modifier
596
+ persuasion: modifier
597
+ religion: modifier
598
+ sleight-of-hand: modifier
599
+ stealth: modifier
600
+ survival: modifier
601
+ initiative: modifier
602
+ # What effects add, such as a ring and a cloak of protection together (pp. 104, 214, 237): different effects add up (D-200).
603
+ bonus-saves: bonus
604
+ bonus-skills: bonus
605
+ # What an item adds to the save DC and the attack of every spell, as a Robe of the Archmagi to both and a Wand of the War Mage to the attack (pp. 239, 249).
606
+ bonus-spell-dc: bonus
607
+ bonus-spell-attack: bonus
608
+ bonus-initiative: bonus
609
+ # What an Ioun Stone of Mastery adds to the proficiency bonus (p. 227).
610
+ bonus-proficiency: bonus
611
+ # What raises an ability score's most, as a Manual of Bodily Health's 2 to Constitution (pp. 229–230; tomes pp. 247–248; D-449).
612
+ bonus-str-max: bonus
613
+ bonus-dex-max: bonus
614
+ bonus-con-max: bonus
615
+ bonus-int-max: bonus
616
+ bonus-wis-max: bonus
617
+ bonus-cha-max: bonus
618
+ # The proficiency bonus by level (p. 56).
619
+ tables:
620
+ # What a size does to how much one carries (p. 80, Size and Strength).
621
+ carry-by-size: {Tiny: 0.5, Small: 1, Medium: 1, Large: 2, Huge: 4, Gargantuan: 8}
622
+ proficiency-by-level: {1: 2, 5: 3, 9: 4, 13: 5, 17: 6}
623
+ # The experience points each level needs (Character Advancement, p. 56).
624
+ xp-by-level: {1: 0, 2: 300, 3: 900, 4: 2700, 5: 6500, 6: 14000, 7: 23000, 8: 34000, 9: 48000, 10: 64000, 11: 85000, 12: 100000, 13: 120000, 14: 140000, 15: 165000, 16: 195000, 17: 225000, 18: 265000, 19: 305000, 20: 355000}
625
+ # The uses of Action Surge and Indomitable by fighter level (pp. 24–25).
626
+ action-surge-uses: {0: 0, 2: 1, 17: 2}
627
+ indomitable-uses: {0: 0, 9: 1, 13: 2, 17: 3}
628
+ # Paladins and rangers cast from 2nd level (pp. 31, 36): before it a class's spellcasting formulas have no value.
629
+ half-caster-start: {2: 0}
630
+ # The Multiclass Spellcaster table (p. 58), by caster level; for a single class it gives the class's own table.
631
+ slots-1-by-caster-level: {1: 2, 2: 3, 3: 4}
632
+ slots-2-by-caster-level: {3: 2, 4: 3}
633
+ slots-3-by-caster-level: {5: 2, 6: 3}
634
+ slots-4-by-caster-level: {7: 1, 8: 2, 9: 3}
635
+ slots-5-by-caster-level: {9: 1, 10: 2, 18: 3}
636
+ slots-6-by-caster-level: {11: 1, 19: 2}
637
+ slots-7-by-caster-level: {13: 1, 20: 2}
638
+ slots-8-by-caster-level: {15: 1}
639
+ slots-9-by-caster-level: {17: 1}
640
+ # What the system works out from the sheet (D-199): ability modifiers (p. 76), the proficiency bonus (p. 56), saving throws (p. 83), skills with proficiency
641
+ # and expertise, which doubles a proficiency the character has (pp. 77–78, 13, 39), initiative, a Dexterity check (p. 90), and the passive Perception, Insight
642
+ # and Investigation (p. 78, D-218). A field with several formulas takes the first that has a value (D-210): the total a creature's stat block lists in saves
643
+ # and skills, such as Perception +3 (p. 254), also for a creature or companion that has a level; then a character's, which needs a level; then a creature's own. A character's adds what its features give (D-222): Jack of All
644
+ # Trades, half the proficiency bonus rounded down to a check without it (p. 12); Remarkable Athlete, half rounded up to a Strength, Dexterity or Constitution
645
+ # check without it, the larger of the two when both apply (p. 25); Aura of Protection, the Charisma modifier, at least 1, to its own saves (p. 32).
646
+ computed:
647
+ str-mod: floor((str - 10) / 2)
648
+ dex-mod: floor((dex - 10) / 2)
649
+ con-mod: floor((con - 10) / 2)
650
+ int-mod: floor((int - 10) / 2)
651
+ wis-mod: floor((wis - 10) / 2)
652
+ cha-mod: floor((cha - 10) / 2)
653
+ level: sum(classes)
654
+ proficiency: table(proficiency-by-level, level) + bonus-proficiency
655
+ str-save:
656
+ - item(saves, Str) / has(saves, Str) + bonus-saves
657
+ - str-mod + proficiency * has(save-proficiencies, str) + has(features, Aura of Protection) * max(1, cha-mod) + bonus-saves
658
+ - str-mod + bonus-saves
659
+ dex-save:
660
+ - item(saves, Dex) / has(saves, Dex) + bonus-saves
661
+ - dex-mod + proficiency * has(save-proficiencies, dex) + has(features, Aura of Protection) * max(1, cha-mod) + bonus-saves
662
+ - dex-mod + bonus-saves
663
+ con-save:
664
+ - item(saves, Con) / has(saves, Con) + bonus-saves
665
+ - con-mod + proficiency * has(save-proficiencies, con) + has(features, Aura of Protection) * max(1, cha-mod) + bonus-saves
666
+ - con-mod + bonus-saves
667
+ int-save:
668
+ - item(saves, Int) / has(saves, Int) + bonus-saves
669
+ - int-mod + proficiency * has(save-proficiencies, int) + has(features, Aura of Protection) * max(1, cha-mod) + bonus-saves
670
+ - int-mod + bonus-saves
671
+ wis-save:
672
+ - item(saves, Wis) / has(saves, Wis) + bonus-saves
673
+ - wis-mod + proficiency * has(save-proficiencies, wis) + has(features, Aura of Protection) * max(1, cha-mod) + bonus-saves
674
+ - wis-mod + bonus-saves
675
+ cha-save:
676
+ - item(saves, Cha) / has(saves, Cha) + bonus-saves
677
+ - cha-mod + proficiency * has(save-proficiencies, cha) + has(features, Aura of Protection) * max(1, cha-mod) + bonus-saves
678
+ - cha-mod + bonus-saves
679
+ acrobatics:
680
+ - item(skills, Acrobatics) / has(skills, Acrobatics) + bonus-skills
681
+ - dex-mod + proficiency * has(skill-proficiencies, Acrobatics) * (1 + has(expertise, Acrobatics)) + (1 - has(skill-proficiencies, Acrobatics)) * max(floor(proficiency / 2) * has(features, Jack of All Trades), ceil(proficiency / 2) * has(features, Remarkable Athlete)) + bonus-skills
682
+ - dex-mod + bonus-skills
683
+ animal-handling:
684
+ - item(skills, Animal Handling) / has(skills, Animal Handling) + bonus-skills
685
+ - wis-mod + proficiency * has(skill-proficiencies, Animal Handling) * (1 + has(expertise, Animal Handling)) + (1 - has(skill-proficiencies, Animal Handling)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
686
+ - wis-mod + bonus-skills
687
+ arcana:
688
+ - item(skills, Arcana) / has(skills, Arcana) + bonus-skills
689
+ - int-mod + proficiency * has(skill-proficiencies, Arcana) * (1 + has(expertise, Arcana)) + (1 - has(skill-proficiencies, Arcana)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
690
+ - int-mod + bonus-skills
691
+ athletics:
692
+ - item(skills, Athletics) / has(skills, Athletics) + bonus-skills
693
+ - str-mod + proficiency * has(skill-proficiencies, Athletics) * (1 + has(expertise, Athletics)) + (1 - has(skill-proficiencies, Athletics)) * max(floor(proficiency / 2) * has(features, Jack of All Trades), ceil(proficiency / 2) * has(features, Remarkable Athlete)) + bonus-skills
694
+ - str-mod + bonus-skills
695
+ deception:
696
+ - item(skills, Deception) / has(skills, Deception) + bonus-skills
697
+ - cha-mod + proficiency * has(skill-proficiencies, Deception) * (1 + has(expertise, Deception)) + (1 - has(skill-proficiencies, Deception)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
698
+ - cha-mod + bonus-skills
699
+ history:
700
+ - item(skills, History) / has(skills, History) + bonus-skills
701
+ - int-mod + proficiency * has(skill-proficiencies, History) * (1 + has(expertise, History)) + (1 - has(skill-proficiencies, History)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
702
+ - int-mod + bonus-skills
703
+ insight:
704
+ - item(skills, Insight) / has(skills, Insight) + bonus-skills
705
+ - wis-mod + proficiency * has(skill-proficiencies, Insight) * (1 + has(expertise, Insight)) + (1 - has(skill-proficiencies, Insight)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
706
+ - wis-mod + bonus-skills
707
+ intimidation:
708
+ - item(skills, Intimidation) / has(skills, Intimidation) + bonus-skills
709
+ - cha-mod + proficiency * has(skill-proficiencies, Intimidation) * (1 + has(expertise, Intimidation)) + (1 - has(skill-proficiencies, Intimidation)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
710
+ - cha-mod + bonus-skills
711
+ investigation:
712
+ - item(skills, Investigation) / has(skills, Investigation) + bonus-skills
713
+ - int-mod + proficiency * has(skill-proficiencies, Investigation) * (1 + has(expertise, Investigation)) + (1 - has(skill-proficiencies, Investigation)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
714
+ - int-mod + bonus-skills
715
+ medicine:
716
+ - item(skills, Medicine) / has(skills, Medicine) + bonus-skills
717
+ - wis-mod + proficiency * has(skill-proficiencies, Medicine) * (1 + has(expertise, Medicine)) + (1 - has(skill-proficiencies, Medicine)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
718
+ - wis-mod + bonus-skills
719
+ nature:
720
+ - item(skills, Nature) / has(skills, Nature) + bonus-skills
721
+ - int-mod + proficiency * has(skill-proficiencies, Nature) * (1 + has(expertise, Nature)) + (1 - has(skill-proficiencies, Nature)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
722
+ - int-mod + bonus-skills
723
+ perception:
724
+ - item(skills, Perception) / has(skills, Perception) + bonus-skills
725
+ - wis-mod + proficiency * has(skill-proficiencies, Perception) * (1 + has(expertise, Perception)) + (1 - has(skill-proficiencies, Perception)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
726
+ - wis-mod + bonus-skills
727
+ performance:
728
+ - item(skills, Performance) / has(skills, Performance) + bonus-skills
729
+ - cha-mod + proficiency * has(skill-proficiencies, Performance) * (1 + has(expertise, Performance)) + (1 - has(skill-proficiencies, Performance)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
730
+ - cha-mod + bonus-skills
731
+ persuasion:
732
+ - item(skills, Persuasion) / has(skills, Persuasion) + bonus-skills
733
+ - cha-mod + proficiency * has(skill-proficiencies, Persuasion) * (1 + has(expertise, Persuasion)) + (1 - has(skill-proficiencies, Persuasion)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
734
+ - cha-mod + bonus-skills
735
+ religion:
736
+ - item(skills, Religion) / has(skills, Religion) + bonus-skills
737
+ - int-mod + proficiency * has(skill-proficiencies, Religion) * (1 + has(expertise, Religion)) + (1 - has(skill-proficiencies, Religion)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
738
+ - int-mod + bonus-skills
739
+ sleight-of-hand:
740
+ - item(skills, Sleight of Hand) / has(skills, Sleight of Hand) + bonus-skills
741
+ - dex-mod + proficiency * has(skill-proficiencies, Sleight of Hand) * (1 + has(expertise, Sleight of Hand)) + (1 - has(skill-proficiencies, Sleight of Hand)) * max(floor(proficiency / 2) * has(features, Jack of All Trades), ceil(proficiency / 2) * has(features, Remarkable Athlete)) + bonus-skills
742
+ - dex-mod + bonus-skills
743
+ stealth:
744
+ - item(skills, Stealth) / has(skills, Stealth) + bonus-skills
745
+ - dex-mod + proficiency * has(skill-proficiencies, Stealth) * (1 + has(expertise, Stealth)) + (1 - has(skill-proficiencies, Stealth)) * max(floor(proficiency / 2) * has(features, Jack of All Trades), ceil(proficiency / 2) * has(features, Remarkable Athlete)) + bonus-skills
746
+ - dex-mod + bonus-skills
747
+ survival:
748
+ - item(skills, Survival) / has(skills, Survival) + bonus-skills
749
+ - wis-mod + proficiency * has(skill-proficiencies, Survival) * (1 + has(expertise, Survival)) + (1 - has(skill-proficiencies, Survival)) * floor(proficiency / 2) * has(features, Jack of All Trades) + bonus-skills
750
+ - wis-mod + bonus-skills
751
+ initiative:
752
+ - dex-mod + max(floor(proficiency / 2) * has(features, Jack of All Trades), ceil(proficiency / 2) * has(features, Remarkable Athlete)) + bonus-initiative
753
+ - dex-mod + bonus-initiative
754
+ # A passive check is 5 lower with disadvantage on ability checks, as from exhaustion 1 or poison (p. 78, D-449).
755
+ passive-perception: 10 + perception - 5 * min(1, best(exhaustion, 0) + has(effects, Poisoned))
756
+ passive-insight: 10 + insight - 5 * min(1, best(exhaustion, 0) + has(effects, Poisoned))
757
+ passive-investigation: 10 + investigation - 5 * min(1, best(exhaustion, 0) + has(effects, Poisoned))
758
+ # Jumping, pushing and holding one's breath (pp. 80, 85, 86; D-449), for a character with classes: a running long jump of Strength feet, a running high
759
+ # jump of 3 + its modifier, standing half of each; pushing, dragging or lifting 30 times Strength, by size; holding one's breath 1 + Constitution modifier
760
+ # minutes, at least 30 seconds.
761
+ # The attacks the Attack action gives past the first (D-453): one with Extra Attack (p. 25 and the other classes at 5th) or Thirsting Blade (p. 50),
762
+ # not added across classes (p. 57); two for a fighter of the 11th, three of the 20th; for a character with classes, as a creature's Multiattack is its
763
+ # action. None at 0, so that the sheet shows it only when there are some.
764
+ extra-attacks: (min(1, has(features, Extra Attack) + has(invocations, Thirsting Blade)) + min(1, floor(item(classes, Fighter) / 11)) + min(1, floor(item(classes, Fighter) / 20))) / min(1, min(1, has(features, Extra Attack) + has(invocations, Thirsting Blade)) + min(1, floor(item(classes, Fighter) / 11)) + min(1, floor(item(classes, Fighter) / 20))) / min(1, count(classes))
765
+ # Remarkable Athlete adds the Strength modifier to a running long jump (p. 25).
766
+ long-jump: (str + str-mod * has(features, Remarkable Athlete)) / min(1, count(classes))
767
+ high-jump: max(0, 3 + str-mod) / min(1, count(classes))
768
+ push-drag: ["str * 30 * table(carry-by-size, size) / min(1, count(classes))", "str * 30 / min(1, count(classes))"]
769
+ hold-breath: max(0.5, 1 + con-mod) / min(1, count(classes))
770
+ # The speeds (D-445, SPD-2, SPD-3): the written one, plus what adds (effects on bonus-speed, Fast Movement without heavy armor, Unarmored Movement
771
+ # without armor or shield, minus a heavy armor without its Strength and the load under the rigor simulation: past Str×5 10 ft, past Str×10 20 more), times
772
+ # the factors (effects on speed-factor, exhaustion 2 halves), under the cap of a load past its limit under the rigor rules or simulation (5 ft, as for pushing or dragging past the capacity), and nothing at
773
+ # exhaustion 5 or under a condition that stops one. A rogue with Second-Story Work climbs at walking speed.
774
+ walking: "min(5 + 10000 * (1 - min(1, has(rigor, rules) + has(rigor, simulation)) * min(1, max(0, ceil(best(load, 0) - best(load-limit, 0)))) * min(1, best(load-limit, 0))), max(0, (speed + bonus-speed - speed-slowed - has(rigor, simulation) * (10 * min(1, max(0, ceil(best(load, 0) - 5 * best(str, 0)))) + 10 * min(1, max(0, ceil(best(load, 0) - 10 * best(str, 0))))) + 10 * has(features, Fast Movement) * (1 - min(1, count(equipped, category = heavy armor))) + best(unarmored-movement, 0) * (1 - min(1, count(equipped, category = light armor) + count(equipped, category = medium armor) + count(equipped, category = heavy armor) + count(equipped, category = shield)))) * speed-factor / (1 + min(1, max(0, best(exhaustion, 0) - 1))) * (1 - min(1, max(0, best(exhaustion, 0) - 4) + has(effects, Grappled) + has(effects, Restrained) + has(effects, Paralyzed) + has(effects, Petrified) + has(effects, Stunned) + has(effects, Unconscious)))))"
775
+ flying: "min(5 + 10000 * (1 - min(1, has(rigor, rules) + has(rigor, simulation)) * min(1, max(0, ceil(best(load, 0) - best(load-limit, 0)))) * min(1, best(load-limit, 0))), max(0, (fly + bonus-speed - speed-slowed - has(rigor, simulation) * (10 * min(1, max(0, ceil(best(load, 0) - 5 * best(str, 0)))) + 10 * min(1, max(0, ceil(best(load, 0) - 10 * best(str, 0))))) + 10 * has(features, Fast Movement) * (1 - min(1, count(equipped, category = heavy armor))) + best(unarmored-movement, 0) * (1 - min(1, count(equipped, category = light armor) + count(equipped, category = medium armor) + count(equipped, category = heavy armor) + count(equipped, category = shield)))) * speed-factor / (1 + min(1, max(0, best(exhaustion, 0) - 1))) * (1 - min(1, max(0, best(exhaustion, 0) - 4) + has(effects, Grappled) + has(effects, Restrained) + has(effects, Paralyzed) + has(effects, Petrified) + has(effects, Stunned) + has(effects, Unconscious)))))"
776
+ swimming: "min(5 + 10000 * (1 - min(1, has(rigor, rules) + has(rigor, simulation)) * min(1, max(0, ceil(best(load, 0) - best(load-limit, 0)))) * min(1, best(load-limit, 0))), max(0, (swim + bonus-speed - speed-slowed - has(rigor, simulation) * (10 * min(1, max(0, ceil(best(load, 0) - 5 * best(str, 0)))) + 10 * min(1, max(0, ceil(best(load, 0) - 10 * best(str, 0))))) + 10 * has(features, Fast Movement) * (1 - min(1, count(equipped, category = heavy armor))) + best(unarmored-movement, 0) * (1 - min(1, count(equipped, category = light armor) + count(equipped, category = medium armor) + count(equipped, category = heavy armor) + count(equipped, category = shield)))) * speed-factor / (1 + min(1, max(0, best(exhaustion, 0) - 1))) * (1 - min(1, max(0, best(exhaustion, 0) - 4) + has(effects, Grappled) + has(effects, Restrained) + has(effects, Paralyzed) + has(effects, Petrified) + has(effects, Stunned) + has(effects, Unconscious)))))"
777
+ climbing: ["min(5 + 10000 * (1 - min(1, has(rigor, rules) + has(rigor, simulation)) * min(1, max(0, ceil(best(load, 0) - best(load-limit, 0)))) * min(1, best(load-limit, 0))), max(0, (climb + bonus-speed - speed-slowed - has(rigor, simulation) * (10 * min(1, max(0, ceil(best(load, 0) - 5 * best(str, 0)))) + 10 * min(1, max(0, ceil(best(load, 0) - 10 * best(str, 0))))) + 10 * has(features, Fast Movement) * (1 - min(1, count(equipped, category = heavy armor))) + best(unarmored-movement, 0) * (1 - min(1, count(equipped, category = light armor) + count(equipped, category = medium armor) + count(equipped, category = heavy armor) + count(equipped, category = shield)))) * speed-factor / (1 + min(1, max(0, best(exhaustion, 0) - 1))) * (1 - min(1, max(0, best(exhaustion, 0) - 4) + has(effects, Grappled) + has(effects, Restrained) + has(effects, Paralyzed) + has(effects, Petrified) + has(effects, Stunned) + has(effects, Unconscious)))))", "walking * has(features, Second-Story Work) / has(features, Second-Story Work)"]
778
+ burrowing: "min(5 + 10000 * (1 - min(1, has(rigor, rules) + has(rigor, simulation)) * min(1, max(0, ceil(best(load, 0) - best(load-limit, 0)))) * min(1, best(load-limit, 0))), max(0, (burrow + bonus-speed - speed-slowed - has(rigor, simulation) * (10 * min(1, max(0, ceil(best(load, 0) - 5 * best(str, 0)))) + 10 * min(1, max(0, ceil(best(load, 0) - 10 * best(str, 0))))) + 10 * has(features, Fast Movement) * (1 - min(1, count(equipped, category = heavy armor))) + best(unarmored-movement, 0) * (1 - min(1, count(equipped, category = light armor) + count(equipped, category = medium armor) + count(equipped, category = heavy armor) + count(equipped, category = shield)))) * speed-factor / (1 + min(1, max(0, best(exhaustion, 0) - 1))) * (1 - min(1, max(0, best(exhaustion, 0) - 4) + has(effects, Grappled) + has(effects, Restrained) + has(effects, Paralyzed) + has(effects, Petrified) + has(effects, Stunned) + has(effects, Unconscious)))))"
779
+ # The armor class (p. 63, D-231): with armor, the armor's and the shield's, with Defense (p. 24); without, the best of 10 + Dex, as the game is played
780
+ # (the SRD 5.1 does not write it), what a class gives, as Unarmored Defense (pp. 8, 26), the first class's (p. 57), or Draconic Resilience (p. 45), and
781
+ # Mage Armor (p. 160), with the shield; and what effects add. Only a character with classes: a creature, or a companion with a level and no classes,
782
+ # keeps the AC of its stat block.
783
+ ac:
784
+ - armor-class + armor-class-bonus + has(fighting-styles, Defense) + bonus-ac
785
+ - best((10 + dex-mod) / min(1, count(classes)), unarmored-base + dex-mod, unarmored-ac) + armor-class-bonus + bonus-ac
786
+ # The caster level for spell slots (p. 58): every level in a full caster's class, half in a half caster's, rounded down; with a single spellcasting
787
+ # class, a half caster's is its own table, rounded up from 2nd level. No value without a spellcasting class, so no slots. A paladin and a ranger together
788
+ # count half the sum of their levels, as p. 58 reads (half of each, rounded down, is another reading).
789
+ caster-level: "(sum(classes, spellcasting = full) + floor(sum(classes, spellcasting = half) / 2) + (min(1, count(classes, spellcasting = full) + count(classes, spellcasting = half)) - min(1, max(0, count(classes, spellcasting = full) + count(classes, spellcasting = half) - 1))) * (ceil(sum(classes, spellcasting = half) / 2) - floor(sum(classes, spellcasting = half) / 2)) * min(1, floor(sum(classes, spellcasting = half) / 2))) / min(1, count(classes, spellcasting = full) + count(classes, spellcasting = half))"
790
+ # The hit point maximum (each class's Hit Points, pp. 8–55; p. 56): what the dice gave, and at every level the Constitution modifier, which follows it when it changes, and the hit
791
+ # points a race adds; at every sorcerer level the Draconic Bloodline's hit point (p. 45). A hit die for each level in a class, of that class's die, counted
792
+ # only for a character with classes, from the die its page writes, of the system or the campaign (p. 56, D-215); inspiration, which a character has or has not (p. 60).
793
+ # Exhaustion 4 halves the hit point maximum (p. 358).
794
+ counters:
795
+ hp: {max: "floor((hp-base + level * (con-mod + hp-per-level) + has(subclasses, Draconic Bloodline) * item(classes, Sorcerer)) / (1 + min(1, max(0, best(exhaustion, 0) - 3))))"}
796
+ # Damage takes temporary hit points first (p. 98, D-266, DAT-14).
797
+ temp-hp: {shields: hp}
798
+ hit-dice-d6: {max: "sum(classes, hit-die = d6)"}
799
+ hit-dice-d8: {max: "sum(classes, hit-die = d8)"}
800
+ hit-dice-d10: {max: "sum(classes, hit-die = d10)"}
801
+ hit-dice-d12: {max: "sum(classes, hit-die = d12)"}
802
+ inspiration: {max: 1}
803
+ # The uses of features (D-204, D-220), from their class's table or text, and the rest that brings them back (pp. 8–55). Rages, ki points and sorcery points
804
+ # take their maximum from the class's row; Channel Divinity counts once from two classes (p. 57), and a paladin has it from the Sacred Oath (p. 32); a bard's inspiration comes back with a short rest from
805
+ # Font of Inspiration, and a sorcerer at 20th level regains 4 sorcery points with one. A race's uses are written on its page, such as Breath Weapon.
806
+ rages: {refill: long rest}
807
+ ki-points: {refill: short rest}
808
+ sorcery-points: {refill: {long rest: max, short rest: "4 * has(features, Sorcerous Restoration)"}}
809
+ bardic-inspiration: {max: "has(features, Bardic Inspiration) * max(1, cha-mod)", refill: {long rest: max, short rest: "max * has(features, Font of Inspiration)"}}
810
+ channel-divinity: {max: "max(item(features, Channel Divinity), has(features, Channel Divinity), has(features, Sacred Oath))", refill: short rest}
811
+ action-surge: {max: "table(action-surge-uses, item(classes, Fighter))", refill: short rest}
812
+ second-wind: {max: "has(features, Second Wind)", refill: short rest}
813
+ indomitable: {max: "table(indomitable-uses, item(classes, Fighter))", refill: long rest}
814
+ wild-shape: {max: "2 * has(features, Wild Shape) * (1 - has(features, Archdruid))", refill: short rest}
815
+ divine-sense: {max: "has(features, Divine Sense) * (1 + cha-mod)", refill: long rest}
816
+ lay-on-hands: {max: "5 * item(classes, Paladin)", refill: long rest}
817
+ cleansing-touch: {max: "has(features, Cleansing Touch) * max(1, cha-mod)", refill: long rest}
818
+ arcane-recovery: {max: "has(features, Arcane Recovery)", refill: long rest}
819
+ natural-recovery: {max: "has(features, Natural Recovery)", refill: long rest}
820
+ wholeness-of-body: {max: "has(features, Wholeness of Body)", refill: long rest}
821
+ holy-nimbus: {max: "has(features, Holy Nimbus)", refill: long rest}
822
+ dark-ones-own-luck: {max: "has(features, Dark One's Own Luck)", refill: short rest}
823
+ hurl-through-hell: {max: "has(features, Hurl Through Hell)", refill: long rest}
824
+ stroke-of-luck: {max: "has(features, Stroke of Luck)", refill: short rest}
825
+ eldritch-master: {max: "has(features, Eldritch Master)", refill: long rest}
826
+ breath-weapon: {refill: short rest}
827
+ relentless-endurance: {refill: long rest}
828
+ # Spell slots by caster level (p. 58); a warlock's Pact Magic slots from its table, back with a short rest (p. 47), and its Mystic Arcanum; a wizard's
829
+ # two Signature Spells, each once a short rest (p. 54).
830
+ slots-1: {max: "table(slots-1-by-caster-level, caster-level)"}
831
+ slots-2: {max: "table(slots-2-by-caster-level, caster-level)"}
832
+ slots-3: {max: "table(slots-3-by-caster-level, caster-level)"}
833
+ slots-4: {max: "table(slots-4-by-caster-level, caster-level)"}
834
+ slots-5: {max: "table(slots-5-by-caster-level, caster-level)"}
835
+ slots-6: {max: "table(slots-6-by-caster-level, caster-level)"}
836
+ slots-7: {max: "table(slots-7-by-caster-level, caster-level)"}
837
+ slots-8: {max: "table(slots-8-by-caster-level, caster-level)"}
838
+ slots-9: {max: "table(slots-9-by-caster-level, caster-level)"}
839
+ spell-slots: {refill: short rest}
840
+ # Mystic Arcanum: one spell of each level, 6th to 9th, from the 11th, 13th, 15th and 17th warlock level, each once a long rest (p. 48).
841
+ mystic-arcanum-6: {max: "min(1, floor(item(classes, Warlock) / 11))", refill: long rest}
842
+ mystic-arcanum-7: {max: "min(1, floor(item(classes, Warlock) / 13))", refill: long rest}
843
+ mystic-arcanum-8: {max: "min(1, floor(item(classes, Warlock) / 15))", refill: long rest}
844
+ mystic-arcanum-9: {max: "min(1, floor(item(classes, Warlock) / 17))", refill: long rest}
845
+ # Signature Spells: two 3rd-level spells, each once a short rest (p. 54).
846
+ signature-spell-1: {max: "has(features, Signature Spells)", refill: short rest}
847
+ signature-spell-2: {max: "has(features, Signature Spells)", refill: short rest}