canismarko / dungeon-sheets

A tool to create character sheets and GM session notes for Dungeons and Dragons fifth edition (D&D 5e).

Home Page:https://dungeon-sheets.readthedocs.io/en/latest/

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Compatibility with foundry VTT export

canismarko opened this issue · comments

Dungeonsheets can import .json objects from foundry vtt, but they don't quite work properly in some edge cases. Here are the current problems.

  • "Enlarge/Reduce" does not map to "Enlargereduce" spell.
  • Sollys's Rival Intern background
  • Sollys's weapons imported from roll20 to foundry.
  • Handir's unarmed strike
  • Prepared spells (Phifarix)

Notes from Carla on Solly::

Skills

Sleight of hand should be +6 (+3 prof., +3 Dex)

Weapons

Handaxe 1d6 slashing
Spear 1d6 piercing
Light crossbow 1d8 piercing

Features

Arcane firearm:

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonusto one of the spell's damage rolls equal to the number rolled.

"Alchemist's Supplies" proficiency is actually Alchemist's Tools proficiency

Eldritch Cannon

At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast
on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannons

Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damageon a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage,and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Infusions

6 infusions known at level 6; can infuse 3 items at a time

Currently Active Infusions:

  • Enhanced Arcane Focus
  • Repulsion Shield
  • Enhanced Defense (on armor)

Infusions known:

Enhanced Defense (armor)

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Enhanced Arcane Focus

Prerequisites: A rod, staff, or wand (requires attunement)While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense:

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.The bonus increases to +2 when you reach 10th level in this class.

Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusionmultiple times; each time you do so, choose a magic item that you can make with it,picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choosethe magic item from among the common magic items in the game, not including potions or scrolls.Replicate magic item: Alchemy JugWondrous item, uncommonMinor tier12 lb.This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.LiquidMax AmountAcid8 ouncesBasic poison½ ounceBeer4 gallons
Honey1 gallonMayonnaise2 gallonsOil1 quartVinegar2 gallonsWater, fresh8 gallonsWater, salt12 gallonsWine1 gallonReplicate Magic Item:Ring of Water WalkingRing, major tier, uncommonWhile wearing this ring, you can stand on and move across any liquid surface as if itwere solid ground.

Repulsion Shield

Prerequisites: 6th level, A shield (requires attunement)A creature gains a +1 bonus to Armor Class while wielding this shield.The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended chargesdaily at dawn.

Spells:

Enlarge/reduce should be a 2nd level spell

Probably not enough room on the sheet, but complete 1st level spell list continues after identify:

  • Jump
  • Longstrider
  • Purify Food and Drink
  • Sanctuary
  • Snare
  • Shield
  • Thunderwave (Shield and Thunderwave are from artillerist)

2nd level complete list, after Magic Weapon:

  • Protection from Poison
  • Rope Trick
  • See Invisibility
  • Spider Climb
  • Web
  • Scorching Ray
  • Shatter

(Scorching Ray and Shatter are from artillerist)