public override void AddSubraceBonuses(string subrace) { if (subrace == "Lightfoot") { SubraceAbilityScoreIncrease = new Tuple <string, int>("Charisma", 1); SubraceFeaturesDictionary.Add("Naturally Stealthy (Lightfoot)", "You cna attempt to hide even when you are obscured only by " + "a creature that is at least one size larger than you."); } if (subrace == "Stout") { SubraceAbilityScoreIncrease = new Tuple <string, int>("Constitution", 2); SubraceFeaturesDictionary.Add("Stout Resilience (Stout)", "You have advantage on saving throws against poison, and you have " + "resistance against poison damage."); } }
public override void AddSubraceBonuses(string subrace) { if (subrace == "Hill Dwarf") { SubraceAbilityScoreIncrease = new Tuple <string, int>("Wisdom", 1); //TODO: How should I do this? Maybe when computing HP I just have a check to see if race instanceof Dwarf? SubraceFeaturesDictionary.Add("Dwarven Toughness (Hill Dwarf)", "Your hit point maximum increases by 1, and it increases by 1 every time " + "you gain a level."); } if (subrace == "Mountain Dwarf") { SubraceAbilityScoreIncrease = new Tuple <string, int>("Strength", 2); SubraceFeaturesDictionary.Add("Dwarven Armor Training (Mountain Dwarf)", "You have proficiency with light and medium armor."); } }
public override void AddSubraceBonuses(string subrace) { if (subrace == "High Elf") { SubraceAbilityScoreIncrease = new Tuple <string, int>("Intelligence", 1); ProficientWeapons = new string[] { "Longsword", "Shortsword", "Shortbow", "Longbow" }; SubraceFeaturesDictionary.Add("Elf Weapon Training (High Elf)", "You have proficiency with the longsword, shortsword, shortbow, and longbow."); SubraceFeaturesDictionary.Add("Cantrip (High Elf)", "You know one cantrip of your choice from the wizard spell list. Intelligence is your " + "spellcasting ability for it."); SubraceFeaturesDictionary.Add("Extra Language (High Elf)", "You can speak, read, and write one extra language of your choice."); CanHaveExtraLanguages = true; } if (subrace == "Wood Elf") { SubraceAbilityScoreIncrease = new Tuple <string, int>("Wisdom", 1); ProficientWeapons = new string[] { "Longsword", "Shortsword", "Shortbow", "Longbow" }; SubraceFeaturesDictionary.Add("Elf Weapon Training (Wood Elf)", "You have proficiency with the longsword, shortsword, shortbow, and longbow."); SubraceFeaturesDictionary.Add("Fleet of Foot (Wood Elf)", "Your base walking speed increases to 35 feet."); SubraceFeaturesDictionary.Add("Mask of the Wild (Wood Elf)", "You can attempt to hide even when you are only lightly obscured by foliage, heavy " + "rain, falling snow, mist, and other natural phenomena."); } if (subrace == "Dark Elf") { SubraceAbilityScoreIncrease = new Tuple <string, int>("Charisma", 1); ProficientWeapons = new string[] { "Rapier", "Shortsword", "Hand Crossbow" }; SubraceFeaturesDictionary.Add("Superior Darkvision (Dark Elf)", "Your darkvision has a radius of 120 feet."); SubraceFeaturesDictionary.Add("Sunlight Sensitivity (Dark Elf)", "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely " + "on sight when you, the target of your attcak, or whatever you are trying to perceive " + "is in direct sunlight."); SubraceFeaturesDictionary.Add("Drow Magic (Dark Elf)", "You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire " + "spell once per day. When you reach 5th level, you can also cast the darkness spell once per " + "day. Charisma is your spellcasting ability for these spells."); SubraceFeaturesDictionary.Add("Drow Weapon Training (Dark Elf)", "You have proficiency with rapiers, shortswords, and hand crossbows."); } }
public override void AddSubraceBonuses(string subrace) { if (subrace == "Forest Gnome") { SubraceAbilityScoreIncrease = new Tuple <string, int>("Dexterity", 1); SubraceFeaturesDictionary.Add("Natural Illusionist (Forest Gnome)", "You know the minor illusion cantrip. Intelligence " + "is your spellcasting ability for it."); SubraceFeaturesDictionary.Add("Speak with Small Beasts (Forest Gnome)", "Through sounds and gestures, you can communicate " + "simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep " + "squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets."); } if (subrace == "Rock Gnome") { SubraceAbilityScoreIncrease = new Tuple <string, int>("Constitution", 1); SubraceFeaturesDictionary.Add("Artificer's Lore (Rock Gnome)", "Whenever you make an Intelligence (History) check related to magic " + "items, alchemical objects, or technological devices, you can add " + "twice your proficiency bonus, instead of any proficiency bonus you " + "normally apply."); SubraceFeaturesDictionary.Add("Tinker (Rock Gnome)", "You have proficiency with artisan's tools (tinker's tools). Using these tools, " + "you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork " + "device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend " + "1 hour repairing it to keep the device functioning), or when you use your action to " + "dismantle it; at that time, you can reclaim the materials used to create it. You can " + "have up to three such devices active at a time. When you create a device, choose one of " + "the following options: \n\nClockwork Toy: This toy is a clockwork animal, monster, or " + "person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the " + "toy moves 5 feet across the ground on each of your turns in a random direction. It makes " + "noises as appropriate to the creature it represents. \n\nFire Starter: The device produces " + "a miniature flame, which you can use to light a candle, torch, or campfire. Using the " + "device requires your action. \n\nMusic Box: When opened, this music box plays a single " + "song at a moderate volume. The box stops playing when it reaches the song's end or when " + "it is closed.".Replace("\n", Environment.NewLine)); } }