lawrence501 / 5e-cli

Golang CLI helper for my D&D 5e campaigns

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5e-cli

Golang CLI helper for my D&D 5e campaigns

Loot Rules

Sell values

  • Mundane: 5gp
  • Tome: 10gp
  • Amulet: 1gp
  • Relic: 60gp
  • Enchanted Equipment: 35gp

Relic level costs (same price - 150)

  1. 20
  2. 30
  3. 50
  4. 80
  5. 120
  6. 170
  7. 230
  8. 300
  9. 400

Bentley: 1400 Adrian: 890 Dan: 280 Lawrence: 1400

Relic generation

  1. 1st base affix
  2. 2nd base affix
  3. 3rd base affix
  4. Thematic
  5. Name Thematic
  6. Random from source
  7. Random PoE
  8. Generated affix

Dream inspiration options

  • Class/subclass feature
  • Knack
  • Feat
  • Race
  • Spell/maneuver

Perk generation

  • Backstory partner
  • Backstory identity
  • Build gap-fill
  • Self-synergy mechanic
  • AI

Tome value cheatsheet

Always based on dmg where possible

  • Default/more: 30%
  • Slight: 15%
  • Substantial: 60%
  • Massive: 90%
  • Barely: 7%

Without original values:

  • Spells: 10 + 5 per slot lvl/cantrip scale tier
  • Everything else (limited): 13 + 2 per party lvl
  • Everything else (non-limited): 8 + 1 per party lvl

Point value cheatsheet

  • Dominate: 8
  • Stagger/Debil/exh/confused/uncon/silence/double disadv condi: 5
  • Single disadv condi/sluggish/charm/root/weak: 3
  • Prone/taunt/similar: 2
  • Condi lasts until save/longer: x2
  • limited power conditional: -1
  • General conditional: -2
  • Party positioning conditional: -1
  • Common location conditional: -1
  • Uncommon location conditional: -3
  • Incoming healing: 2
  • Passive regen: 3
  • Mark effects: x2
  • Glyphic 1d4 proc: 3
  • Wep/spell 1d4 proc: 5
  • Ignore res/imm: +3
  • Ignore type-res/imm: +4
  • Ignore all res/imm: +5
  • Ignore res and immunity: +10
  • Equipment proficiency: +3
  • Language proficiency: +2
  • Armour proficiency requirement: -2
  • Weapon proficiency requirement: -3
  • 1/LR spellcast: 1/lvl
  • 1/SR spellcast: 2/lvl
  • 1/combat spellcast: 3/lvl
  • Learn spell: 1/lvl
  • Unlimited spellcast: 5/lvl
  • Minion creation: 5/CR
  • A choice becomes random: -3
  • Cheat death: 10

Condition definitions

Confused

A confused creature cannot take reactions.

On its turn, a confused creature rolls a d8 to determine what it does: 1-4. Debilitated until the end of its turn. 5-6. Dazed until the end of its turn. 7+. Makes a melee weapon attack against a randomly-determined creature at the start of its turn as a free action.

Dazed

Shares condition immunity with incapacitation.

A dazed creature has disadvantage with Offence and Defence.

Debilitated

Shares condition immunity with stun.

A debilitated creature suffers the following effects:

  • Disadvantage with damaging Offence.
  • All damage dealt is halved.
  • Cannot take bonus actions or reactions.
  • Does not grant disadvantage to adjacent ranged attackers.

Dominated

Shares condition immunity with charm.

A dominated creature is charmed. Additionally, the dominated creature gains a free action at the start of each of its turns that can be taken to both move up to its speed and make either a single weapon attack or cast a cantrip. This free action is completely controlled by the creature that dominated the victim.

Frightened

As before, but instead of removing a creature's ability to move towards the source of their fear, they become debilitated until the end of their turn when doing so.

Rattled

Shares condition immunity with frighten.

A rattled creature cannot benefit from expertise dice and cannot take reactions.

Sluggish

Shares condition immunity with exhaustion.

A sluggish creature reduces the number of attacks it can make with its Attack action by 1 (or Multiattack, where relevant).

Staggered

Shares condition immunity with paralysis.

A staggered creature suffers the following effects:

  • Incoming attack damage is always critical.
  • Disadvantage with damaging Defence.

Taunted

Shares condition immunity with charmed.

A taunted creature must target at least their taunter with all offensive actions.

Terminology

Splash Damage

Splash damage is always optional. It deals its damage, up to the amount of the original hit, to all creatures of your choice within 5' of the target.

Revisited Combat Maneuvers

Cavalier Stance

While riding your mount, your AC increases by 1.

Ideas for next campaign/things to discuss

  • Drop the Looking for Trouble journey activity, force all players to always choose at least 1 journey activity per day, and make the DC for them a static 18. This allows other journey activities to become possible as your character levels up, as you may not always be able to use your primary activity when the weather, etc. is bad for it.

    • Because of redistributing the negatives from weather, even a standardly-maxed activity should drop below 50% success (+5 ability, +5 prof at L13, -4 from weather results in +6 bonus, which is 45% success chance)
    • All players MUST take at least 1 skill prof for their highest ability on char creation
    • All journey activities score a sub fail on a roll of 2.
  • Augment system - some sort of experience and gain on breakpoints? Have class feature-esque boosts in the pool, and maybe stuff that adds synergy between backstory pairs. Every 50xp?

  • New ring idea: have a few base ring effects, very simple and basic, each time you upgrade a ring, it gets some options of how to 'progress', sort of like a skill tree. as you keep ugprading it, it moves further in that direction, getting progressively more specialised and powerful. Maybe use feats as inspiration for base concepts to branch from

  • New feat ideas Inspiration: Crits don't do extra dmg but have other effects

Idea #1: Your critical hits no longer deal extra damage. Your critical hit range is increased by 2. Whenever you score a critical hit against a creature, you may choose to either debilitate or stagger it until the end of your next turn. If you score a critical hit against a creature that is already debilitated and staggered, they also become vulnerable to all damage until the end of your next turn.

  • Future loot options suggestion (d100 roll)
  1. Wondrous Items (low)
  2. Tomes (high)
  3. Rings (med)
  4. Amulets (med)
  5. Shrines (med)
  6. Dream Mirrors (very high)
  7. Glyphs (very high)
  8. Relics (high)
  9. Tarots (high)
  10. Crystals (low)
  11. Magic Items (low)

8% each, remaining goes to reroll w/ upgrade (11%) + choose w/ upgrade (1% max)

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Golang CLI helper for my D&D 5e campaigns


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