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5e-cli

Golang CLI helper for my D&D 5e campaigns

Loot Rules

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

Augment generation

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

Amulet affix generation

  • base affix 3
  • OG character features 2
  • backstory 2
  • AI 1

Mutation value cheatsheet

Always based on dmg where possible

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

Without original values:

  • Spells: 11 + 6 per slot lvl/cantrip scale tier
  • Everything else (limited): 14 + 3 per party lvl
  • Everything else (non-limited): 9 + 2 per party lvl

Point value cheatsheet

  • Dominate: 8
  • Stagger/Debil/stacking exh/confused/uncon/silence/double disadv condi: 5
  • Single disadv condi/slowed/charm/root/grapple/non-stacking exh: 3
  • Prone/taunt/sluggish/rattled/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: 1
  • Passive regen: 2
  • Armour: 5
  • Fort/Reflex/Will: 4
  • 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

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.

Affinities

Control Support Mobility Resource Offence Survivability Wealth Utility

Ideas for next campaign/things to discuss

Edvard Winthrop Redemption Herald Tactician feat Resilient feat

Base loot: enchanted items (min total points = party lvl) (sell for 30gp)

For 100gp, buy loot roll (d100):

  1. Amulets
  2. Shrines (curio)
  3. Crystals (talisman)
  4. Dream Mirrors (helm)
  5. Glyphs (dust)
  6. Relics (tarot)
  7. Tarot Cards (tarot) 13% each, remaining goes to reroll w/ upgrade (8%) + choose w/ upgrade (1% max)

On finding enchanted items, 10*number_of_specialisations% chance to get the loot type of a random one of your specialisations

Whenever loot is gained from a combat, anyone who rolled-off for a loot roll and didn't win rolls another d20. They take the result of either their roll-off or this new d20 and gain that much gold + 5. Whenever loot is gained from a combat, any absent players gain 10gp.

Each combat gives 10% chance for a carnival ticket

Loot system:

  • All loot from regular combats is scaling enchanted items (2 affixes each, with a total minimum point value equal to party level)
  • Enchanted items sell for 30gp each
  • For 100gp, can buy a loot roll, which has the special loot types, none of which compete with enchanted items
  • Starting once every loot type has been seen, every level at 50xp, the party can choose a loot specialisation. This gives the party +10% chance each time they find an enchanted item to instead find one of their specialised results

Specialisation after the first 'event' of sessions 3, 6, 9, 12, 15, 18 (6 total) Augment after the first 'event' of sessions 5, 11, 17 (3 total)

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Golang CLI helper for my D&D 5e campaigns

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