forked from ceryliae/DnDAppFiles
-
Notifications
You must be signed in to change notification settings - Fork 15
/
Copy pathTemplates.xml
460 lines (436 loc) · 16.4 KB
/
Templates.xml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
<?xml version="1.0" encoding="UTF-8"?>
<!-- above must come first for an xml file-->
<!-- root element, auto_indent attribute will cause <text>nodes to display indented -->
<compendium version="5" auto_indent="YES">
<!-- Common complex elements: -->
<!-- category is one of (bonus|ability score|ability modifier|saving throw|skill)-->
<!-- -->
<modifier category="bonus">ABC [+/-]##</modifier>
<!-- special hard-coded bonuses that impact AC, Attack, and Check calculations, eg Fighting Style: (Archery|Defense|Dueling), Jack of all Trades, Unarmored Defense: (Ability)-->
<special>
</special>
<!-- Saving Throws, and Skills to include Proficiency Bonus -->
<proficiency>Intelligence, Acrobatics</proficiency>
<!--Class template-->
<class>
<name></name>
<hd></hd>
<proficiency></proficiency>
<spellAbility></spellAbility><!-- (Strength|Dexterity|Constitution|Intelligence|Wisdom|Charisma) -->
<modifier></modifier>
<autolevel level="1">
<slots optional="YES">0,1,2,3,4,5,6,7,8,9</slots><!-- # of each spell slot available at this level-->
<feature optional="NO">
<name>Proficiencies</name>
<proficiency></proficiency>
<special></special>
<modifier></modifier>
<text>Armor:</text>
<text /><!--this is a line break in the text block-->
<text>Weapons:</text>
<text />
<text>Tools:</text>
<text />
<text>Saving Throws:</text>
<text />
<text>Skills:</text>
</feature>
<feature>
<name>Starting Equipment</name>
<proficiency></proficiency>
<special></special>
<modifier></modifier>
<text>You start with the following equipment, in addition to the equipment granted by your background.</text>
<text />
<text>•</text>
<text />
<text>•</text>
<text />
<text>•</text>
</feature>
<feature>
<name></name>
<proficiency></proficiency>
<special></special>
<modifier></modifier>
<text></text>
</feature>
<feature>
<!-- A nested feature-in-a-feature gets loaded as a 'feat' -->
<feature>
<name></name>
<text></text>
</feature>
</feature>
</autolevel>
<autolevel level="2">
</autolevel>
<autolevel level="3">
</autolevel>
<autolevel level="4">
</autolevel>
<autolevel level="5">
</autolevel>
<autolevel level="6">
</autolevel>
<autolevel level="7">
</autolevel>
<autolevel level="8">
</autolevel>
<autolevel level="9">
</autolevel>
<autolevel level="10">
</autolevel>
<autolevel level="11">
</autolevel>
<autolevel level="12">
</autolevel>
<autolevel level="13">
</autolevel>
<autolevel level="14">
</autolevel>
<autolevel level="15">
</autolevel>
<autolevel level="16">
</autolevel>
<autolevel level="17">
</autolevel>
<autolevel level="18">
</autolevel>
<autolevel level="19">
</autolevel>
<autolevel level="20">
</autolevel>
</class>
<!--Background template-->
<background>
<proficiency></proficiency>
<trait>
<name></name>
<text></text>
</trait>
<modifier></modifier>
</background>
<!--Feat template-->
<feat>
<name></name>
<prerequisite></prerequisite>
<special></special><!-- special hard-coded bonuses that impact AC, Attack, and Check calculations, eg Fighting Style: (Archery|Defense|Dueling), Jack of all Trades, Unarmored Defense: (Ability)-->
<text></text>
<modifier></modifier>
</feat>
<!--Item template-->
<item name="">
<name></name>
<type></type><!-- (LA|MA|HA|S|M|R|A|RD|ST|WD|RG|P|SC|W|G|$) -->
<magic></magic>
<weight></weight>
<ac></ac>
<strength></strength>
<stealth></stealth>
<dmg1></dmg1>
<dmg2></dmg2>
<dmgType></dmgType><!-- (B|P|S) -->
<property></property><!-- (A,F,H,L,LD,R,S,T,2H,V) -->
<range></range><!-- (##/##) -->
<modifier category="bonus"></modifier><!-- "(bonus|ability score|ability modifier|saving throw|skill)" ((melee attacks|) [+/-]##) -->
<roll></roll>
<text></text>
</item>
<!--Monster template-->
<monster name="">
<name></name>
<size></size><!-- (T|S|M|LH|G) -->
<type></type>
<alignment></alignment>
<ac></ac><!-- (## (ABC)) -->
<hp></hp>
<speed></speed>
<str></str><dex></dex><con></con><int></int><wis></wis><cha></cha>
<save></save>
<skill></skill>
<resist></resist>
<vulnerable></vulnerable>
<immune></immune>
<conditionImmune></conditionImmune>
<senses></senses>
<passive></passive>
<languages></languages>
<cr></cr>
<trait>
<name></name>
<text></text>
</trait>
<action>
<name></name>
<text></text>
<attack>||</attack><!-- (ABC|##|D20) -->
</action>
<reaction>
<name></name>
<text></text>
<attack>||</attack>
</reaction>
<legendary>
<name></name>
<text></text>
<attack>||</attack>
</legendary>
<spells></spells>
</monster>
<!--Race template-->
<race name="">
<name></name>
<size></size>
<speed></speed>
<proficiency></proficiency>
<ability></ability><!-- ability score increases, translates to a Modifier. ((Str|Dex|Con|Int|Wis|Cha) ##) -->
<trait>
<name></name>
<text></text>
<proficiency></proficiency>
<special></special>
</trait>
<modifier></modifier>
</race>
<!--Spell template-->
<spell name="">
<name></name>
<level></level>
<school></school><!-- (A|C|D|EN|EV|I|N|T) -->
<ritual /><!--if yes ritual, use <ritual>YES</ritual>-->
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes></classes>
<text></text>
<text /><!--this is a line break in the text block, format only works for Spells-->
<text></text>
<roll>xdx+SPELL</roll><!--add Spellcasting Ability-->
<roll>xdx+STR</roll><!--add STR MOD-->
<roll>xdx+DEX</roll><!--add DEX MOD-->
<roll>xdx+CON</roll><!--add CON MOD-->
<roll>xdx+INT</roll><!--add INT MOD-->
<roll>xdx+WIS</roll><!--add WIS MOD-->
<roll>xdx+CHA</roll><!--add CHA MOD-->
<roll>xdx+PROF</roll><!--add PROF-->
</spell>
<!-- Additional formats supported by create_compendiums.py -->
<spellList class="<class_name>">
<index name="<spell_name>" />
</spellList>
<subclass baseclass="<class_name>">
<!-- same content as <class>-->
</subclass>
<any UA="<source_name>" MF="" HB="<attribution>" IL="">
<!-- attributes UA|MF|HB|IL used for filtering content from generated compendiums. UnearthedArcana Modern/Future HomeBrew Inlined-Lists(eg repeated Eldritch Invocations) -->
</any>
<spell PS="">
<!-- attribute PS is also simple-filtering but intended for adding entries to Spell lists that are not strictly spells-->
</spell>
</compendium>
<!-- This is the data format used in cloudCompendium.xml backups, especially the default content-->
<data>
<version>22</version><!-- circa July 2017 -->
<!-- RegExp <spell><source>1</source><name>([^<]*)</name>(?:<level>\d</level>)?<school>\d</school>(?:<ritual>1</ritual>)?<time>[^<]*</time><range>[^<]*</range><components>[^<]*</components><duration>[^<]*</duration><text>[^<]*</text>-->
<spell>
<source>1</source><!-- '1' seems to 'default content, show license' -->
<name>Color Spray</name>
<level>1</level><!-- omitted on cantrips (0) -->
<school>6</school><!-- 1: 2: 3: 4: 5: 6:Illusion 7:-->
<ritual>1</ritual><!-- omitted if false (0) -->
<time>1 action</time>
<range>Self (15 foot cone)</range>
<components>V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)</components>
<duration>1 round</duration>
<text>A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15 foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.</text>
<sclass>Sorcerer</sclass>
<sclass>Wizard</sclass>
</spell>
<!-- RegExp <item>(?:<(source|name|detail|text|type|weight|magic|ac|strength|stealth|damage1H|damage2H|damageType|weaponProperty|weaponRange|weaponLongRange)>[^<]*</\1>)+</item>-->
<item>
<source>1</source>
<name>Piton</name>
<weight>0.25</weight>
</item>
<item>
<source>1</source>
<name>Hammer of Thunderbolts</name>
<detail>legendary</detail><!-- subtitle, eg restrictions -->
<text>...</text>
<type>5</type>
<weight>10</weight>
<magic>1</magic>
<damage1H>2d6</damage1H>
<damageType>1</damageType>
<weaponProperty>260</weaponProperty>
</item>
<!-- RegExp <race>(?:<(source|name|size|speed|feat|mod)>(?![<]/\1>)[\d\D]*?</\1>)+</race>-->
<race>
<source>1</source>
<name>Rock Gnome</name>
<spellAbility>5</spellAbility>
<size>1</size>
<speed>25</speed>
<feat>
<name>Languages</name>
<text>You can speak, read, and write Common and Infernal.</text>
</feat>
<feat />
<mod>
<category>1</category>
<type>5</type>
<value>2</value>
</mod>
<mod />
<spell>
<source>1</source>
<name>Darkness</name>
<level>2</level>
<school>5</school>
<time>1 action</time>
<range>60 feet</range>
<components>V, M (bat fur and a drop of pitch or piece of coal)</components>
<duration>Concentration, up to 10 minutes</duration>
<text>Magical darkness spreads from a point you choose within range to fill a 15 foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.</text>
<sclass>Sorcerer</sclass>
<sclass>Warlock</sclass>
<sclass>Wizard</sclass>
</spell>
</race>
<!-- RegExp <class>(?:<(source|id|name|hd|spellAbility|slots|slotsCurrent|proficiency|autolevel)>(?![<]/\1>)[\d\D]*?</\1>\n?)+</class>-->
<class>
<source>1</source>
<id>2611</id>
<name>Cleric</name>
<hd>2</hd>
<spellAbility>4</spellAbility>
<slots>0,0,0,0,0,0,0,0,0,0,</slots>
<slotsCurrent>0,0,0,0,0,0,0,0,0,0,</slotsCurrent>
<proficiency>4</proficiency>
<proficiency>5</proficiency>
<!-- <autolevel>(?:<(level|slots|feat)>(?![<]/\1>)[\d\D]*?</\1>\n?)+</autolevel>-->
<autolevel>
<level>2</level>
<slots>3,2,0,0,0,0,0,0,0,0,</slots>
<!-- <feat>(?:<(optional|name|text)>(?![<]/\1>)[\d\D]*?</\1>\n?)+</feat>-->
<feat>
<optional>1</optional>
<name>Life Domain: Bonus Proficiency</name>
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor.</text>
</feat>
<feat />
</autolevel>
<numClassSkills>2</numClassSkills>
</class>
<!-- <background>(?:<(source|name|feat|proficiency)>(?![<]/\1>)[\d\D]*?</\1>\n?)+</background>-->
<background>
<source>1</source>
<name>Acolyte</name>
<!-- <feat>(?:<(name|text)>(?![<]/\1>)[\d\D]*?</\1>\n?)+</feat>-->
<feat>
<name>Languages</name>
<text>Two of your choice</text>
</feat>
<feat>
<name>Shelter of the Faithful</name>
<text>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</text>
</feat>
<proficiency>114</proficiency>
<proficiency>106</proficiency>
</background>
<!-- <feat>(?:<(source|name|prereq|text)>(?![<]/\1>)[\d\D]*?</\1>\n?)+</feat>-->
<feat>
<source>1</source>
<name>Grappler</name>
<prereq>Strength 13 or higher</prereq>
<text>You've developed the skills necessary to hold your own in close quarters grappling. You gain the following benefits:
• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.</text>
</feat>
<!-- <monster>(?:<(src|name|size|type|alignment|ac|armor|hpMax|hpCurrent|speed|abilities|savingThrow|skill|vulnerable|resist|immune|conditionImmune|senses|passive|languages|cr|trait|action|reaction|legendary)>(?![<]/\1>)[\d\D]*?</\1>\n?\t?)+</monster>-->
<!-- <monster>(?:<(src|name|size|type|alignment|ac|armor|hpMax|hpCurrent|speed|abilities|savingThrow|skill|vulnerable|resist|immune|conditionImmune|senses|passive|languages|cr)>(?![<]/\1>)[\d\D]*?</\1>\n?\t?)+((?:<(trait|action|reaction|legendary)>.*</\3>\n?\t?)*)</monster>-->
<!-- =><monster>$2</monster>-->
<!-- (?:<(name|text|attack)>(?![<]/\1>)[\d\D]*?</\1>\n?\t?)+-->
<!-- <monster>(?:<trait>(?:<(name|text|attack)>(?![<]/\1>)[\d\D]*?</\1>\n?\t?)+</trait>\n?\t?)*(?:<action>(?:<(name|text|attack)>(?![<]/\2>)[\d\D]*?</\2>\n?\t?)+</action>\n?\t?)*</monster>-->
<!--((?:<reaction>(?:<(name|text|attack)>(?![<]/\4>)[\d\D]*?</\4>\n?\t?)+</reaction>\n?\t?)*)((?:<legendary>(?:<(name|text|attack)>(?![<]/\5>)[\d\D]*?</\5>\n?\t?)+</legendary>\n?\t?)*)-->
<monster>
<src>1</src>
<name>Steam Mephit</name>
<size>1</size>
<type>elemental</type>
<alignment>neutral evil</alignment>
<hpMax>21</hpMax>
<hpCurrent>1</hpCurrent>
<speed>30 ft., fly 30 ft.</speed>
<abilities>5,11,10,11,10,12,</abilities>
<immune>fire, poison</immune><!-- serialization has literal \n\t -->
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<languages>Aquan, Ignan</languages>
<cr>-1</cr>
<!-- <trait>(?:<(name|text|attack)>(?![<]/\1>)[\d\D]*?</\1>\n?\t?)+</trait>-->
<trait>
<name>Death Burst</name>
<text>When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.</text>
<!-- <trait>(?:<(name|text)>(?![<]/\1>)[\d\D]*?</\1>\n?\t?)+<attack>(?:<(name|damage)>(?![<]/\1>)[\d\D]*?</\1>\n?\t?)</attack></trait>-->
<attack>
<name>Death Burst</name>
<damage>1d8</damage>
</attack>
</trait>
<trait>
<name>Innate Spellcasting</name>
<text>The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.</text>
<text>1/day: blur</text>
</trait>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.</text>
<attack>
<name>Claws</name>
<attackBonus>2</attackBonus>
<damage>2d4</damage>
</attack>
</action>
<action>
<name>Steam Breath (Recharge 6)</name>
<text>The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.</text>
</action>
<action>
<name>Variant: Summon Mephits (1/Day)</name>
<text>The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
</action>
</monster>
<character>
<name></name>
<race>...</race>
<class>...</class>
<background>...</background>
<xp>0</xp>
<abilities>10,10,10,10,10,10,</abilities>
<hpMax></hpMax>
<hpCurrent></hpCurrent>
<hpTemp></hpTemp>
<feat>...</feat>
<item></item>
<container>
<name>Storage</name>
<item name="Copper (cp)">
<name>Copper (cp)</name>
<text>bar</text>
<type>15</type>
<quantity>10</quantity>
<weight>0.02</weight>
</item>
</container>
<attack></attack>
<track></track>
<monster></monster>
</character>
</data>