public Wizard() { SetName("Wizard"); HitDie = "1d6"; ///////////////////z // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { } }, { "Weapons", new List <string>() { "Daggers", "Darts", "Slings", "Quarterstaffs", "Light Crossbows" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Intelligence", "Wisdom" } }, { "Skills", new List <string>() { } } }; // Wizards can select two skills from the following list var wizardSkillProfs = new List <string>() { "Arcana", "History", "Insight", "Investigation", "Medicine", "Religion" }; Proficiencies["Skills"].Add(wizardSkillProfs[0]); Proficiencies["Skills"].Add(wizardSkillProfs[1]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // A quarterstaff or a dagger switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Quarterstaff").ToList()[0]; break; case 1: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]; break; } // A component pouch or an arcane focus switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: OtherEquipment.Add("Component Pouch"); break; case 1: OtherEquipment.Add("Arcane Focus"); break; } // A scholar’s pack or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Scholar's Pack").ToList()[0]; break; } // A spellbook OtherEquipment.Add("Spellbook"); ////////////// // SPELLS // ////////////// // At level 1 Wizards get // 3 x Cantrips // 2 x First level spells SpellSlots = 2; List <string> wizardCantrips = new List <string>() { "Acid Splash", "Chill Touch", "Dancing Lights", "Fire Bolt", "Light", "Mage Hand", "Mending", "Message", "Minor Illusion", "Prestidigitation", "Ray of Frost", "Shocking Grasp", "True Strike" }; Cantrips = Tools.ReturnXSpellsFromList(wizardCantrips, 3); List <string> wizardLevel1Spells = new List <string>() { "Alarm", "Burning Hands", "Charm Person", "Color Spray", "Comprehend Languages", "Detect Magic", "Disguise Self", "Expeditious Retreat", "False Life", "Feather Fall", "Floating Disk", "Fog Cloud", "Grease", "Hideous Laughter", "Identify", "Illusory Script", "Jump", "Longstrider", "Mage Armor", "Magic Missile", "Protection from Evil and Good", "Shield", "Silent Image", "Sleep", "Thunderwave", "Unseen Servant" }; Level1Spells = Tools.ReturnXSpellsFromList(wizardLevel1Spells, SpellSlots); ////////////// // FEATURES // ////////////// // Only details for the Fiend were released as Open Game Content by Wizards of the Coast Features.Add(new Feature("Spellcasting", "", 1)); Features.Add(new Feature("Arcane Recovery", "", 1)); }
public Warlock() { SetName("Warlock"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor" } }, { "Weapons", new List <string>() { "Simple Weapons" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Wisdom", "Charisma" } }, { "Skills", new List <string>() { } } }; // Warlocks can select two skills from the following list var warlockSkillProfs = new List <string>() { "Arcana", "Deception", "History", "Intimidation", "Investigation", "Nature", "Religion" }; Proficiencies["Skills"].Add(warlockSkillProfs[0]); Proficiencies["Skills"].Add(warlockSkillProfs[1]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Warlocks get a light crossbow and 20 bolts or any simple weapon var simpleWeapons = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Light Crossbow").ToList()[0]; Ammunition.Add(new Ammunition("light crossbow bolts", 20, "A quiver of light crossbow bolts")); break; case 1: Tools.ShuffleList(simpleWeapons); PrimaryWeapon = simpleWeapons[0]; break; } // A component pouch or an arcane focus switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: OtherEquipment.Add("Component Pouch"); break; case 1: OtherEquipment.Add("Arcane Focus"); break; } // A scholar’s pack or a dungeoneer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Dungeoneer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Scholar's Pack").ToList()[0]; break; } // Leather armor, any simple weapon, and two daggers Armor = GetArmor().Where(a => a.Name == "Leather Armor").ToList()[0]; Tools.ShuffleList(simpleWeapons); PrimaryWeapon = simpleWeapons[0]; AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); ////////////// // SPELLS // ////////////// // At level 1 warlocks get // 2 x Cantrips // 2 x First level spells SpellSlots = 1; List <string> warlockCantrips = new List <string>() { "Chill Touch", "Mage Hand", "Minor Illusion", "Prestidigitation", "True Strike" }; Cantrips = Tools.ReturnXSpellsFromList(warlockCantrips, 2); List <string> warlockLevel1Spells = new List <string>() { "Charm Person", "Comprehend Languages", "Expeditious Retreat", "Illusory Script", "Protection from Evil and Good", "Unseen Servant" }; Level1Spells = Tools.ReturnXSpellsFromList(warlockLevel1Spells, SpellSlots); ////////////// // FEATURES // ////////////// // Only details for the Fiend were released as Open Game Content by Wizards of the Coast Features.Add(new Feature("Otherworldly Patron", "", 1)); WarlockPatron = "Fiend"; Features.Add(new Feature("Pact Magic", "", 1)); }
public Rogue() { SetName("Rogue"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor" } }, { "Weapons", new List <string>() { "Simple Weapons", "Hand Crossbow", "Longsword", "Rapiers", "Shortsword" } }, { "Tools", new List <string>() { "Thieves’ Tools" } }, { "Saving Throws", new List <string>() { "Dexterity", "Intelligence" } }, { "Skills", new List <string>() { } } }; // Rogues can select four skills from the following list var rogueSkillProfs = new List <string>() { "Acrobatics", "Athletics", "Deception", "Insight", "Intimidation", "Investigation", "Perception", "Performance", "Persuasion", "Sleight of Hand", "Stealth" }; // Shuffle list and add the top four rogueSkillProfs = Tools.ShuffleList(rogueSkillProfs); Proficiencies["Skills"].Add(rogueSkillProfs[0]); Proficiencies["Skills"].Add(rogueSkillProfs[1]); Proficiencies["Skills"].Add(rogueSkillProfs[2]); Proficiencies["Skills"].Add(rogueSkillProfs[3]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Rogues start with a rapier or a shortsword Weapon rapier = GetWeapons().Where(w => w.Name == "Rapier").ToList()[0]; Weapon longSword = GetWeapons().Where(w => w.Name == "Longsword").ToList()[0]; switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = rapier; break; case 1: PrimaryWeapon = longSword; break; } // a shortbow and quiver of 20 arrows or a shortsword Weapon shortSword = GetWeapons().Where(w => w.Name == "Shortsword").ToList()[0]; Weapon shortBow = GetWeapons().Where(w => w.Name == "Shortbow").ToList()[0]; switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: AdditionalWeapons.Add(shortSword); break; case 1: AdditionalWeapons.Add(shortBow); Ammunition.Add(new Ammunition("shortbow arrows", 20, "A quiver of shortbow arrows")); break; } // a burglar’s pack, a dungeoneer’s pack, or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 2)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Dungeoneer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; case 2: EquipmentPack = GetPacks().Where(p => p.Name == "Burglar's Pack").ToList()[0]; break; } // Leather armor, two daggers, and thieves’ tools Armor = GetArmor().Where(a => a.Name == "Leather Armor").ToList()[0]; AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); OtherEquipment.Add("Thieves’ Tools"); ////////////// // FEATURES // ////////////// Features.Add(new Feature("Expertise", "", 1)); Features.Add(new Feature("Sneak Attack", "", 1)); Features.Add(new Feature("Thieves’ Cant", "", 1)); }
public Sorcerer() { SetName("Sorcerer"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { } }, { "Weapons", new List <string>() { "Daggers", "Darts", "Slings", "Quarterstaffs", "Light Crossbows" } }, { "Tools", new List <string>() { } }, { "Saving Throws", new List <string>() { "Constitution", "Charisma" } }, { "Skills", new List <string>() { } } }; // Sorcerers can select two skills from the following list var sorcererSkillProfs = new List <string>() { "Arcana", "Deception", "Insight", "Intimidation", "Persuasion", "Religion" }; // Shuffle list and add the top two sorcererSkillProfs = Tools.ShuffleList(sorcererSkillProfs); Proficiencies["Skills"].Add(sorcererSkillProfs[0]); Proficiencies["Skills"].Add(sorcererSkillProfs[1]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Sorcerers start with a light crossbow and 20 bolts or any simple weapon var simpleWeapons = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Light Crossbow").ToList()[0]; Ammunition.Add(new Ammunition("light crossbow bolts", 20, "A quiver of light crossbow bolts")); break; case 1: Tools.ShuffleList(simpleWeapons); PrimaryWeapon = simpleWeapons[0]; break; } // A component pouch or an arcane focus switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: OtherEquipment.Add("Component Pouch"); break; case 1: OtherEquipment.Add("Arcane Focus"); break; } // A dungeoneer’s pack or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Dungeoneer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; } // Two daggers AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); ////////////// // SPELLS // ////////////// // At level 1 sorcerers get // 4 x Cantrips // 2 x 2 First level spells SpellSlots = 2; List <string> sorcererCantrips = new List <string>() { "Acid Splash", "Chill Touch", "Dancing Lights", "Fire Bolt", "Light", "Mage Hand", "Mending", "Message", "Minor Illusion", "Prestidigitation", "Ray of Frost", "Shocking Grasp", "True Strike" }; Cantrips = Tools.ReturnXSpellsFromList(sorcererCantrips, 4); List <string> sorcererLevel1Spells = new List <string>() { "Burning Hands", "Charm Person", "Color Spray", "Comprehend Languages", "Detect Magic", "Disguise Self", "Expeditious Retreat", "False Life", "Feather Fall", "Fog Cloud", "Jump", "Mage Armor", "Magic Missile", "Shield", "Silent Image", "Sleep", "Thunderwave" }; Level1Spells = Tools.ReturnXSpellsFromList(sorcererLevel1Spells, SpellSlots); ////////////// // FEATURES // ////////////// Features.Add(new Feature("Spellcasting", "", 1)); Features.Add(new Feature("Sorcerous Origin", "", 1)); // SRD only contains draconic bloodline SorcerousOrigin = "Draconic"; Dictionary <string, string> DA = new Dictionary <string, string>() { { "Black", "Acid" }, { "Blue", "Lightning" }, { "Brass", "Fire" }, { "Bronze", "Lightning" }, { "Copper", "Acid" }, { "Gold", "Fire" }, { "Green", "Poison" }, { "Red", "Fire" }, { "Silver", "Cold" }, { "White", "Cold" } }; int index = Tools.GetRandomNumberInRange(0, DA.Count - 1); KeyValuePair <string, string> pair = DA.ElementAt(index); DraconicAncestry = pair; // Hitpoint +1 per level added in Character.cs SetLevel1HitPoints() // Unarmored AC = 13 + Dex mod added in Character.cs CalculateArmorClass() }