dungeonsheets_version = "0.4.2"

# Basic information
name = 'Mr. Stabby'
character_class = 'rogue'
player_name = 'Mike'
background = "Criminal"
race = "Lightfoot halfling"
level = 3
alignment = "Neutral"
xp = 1984
hp_max = 19

# Ability Scores
strength = 8
dexterity = 16
constitution = 12
intelligence = 13
wisdom = 10
charisma = 16
skill_proficiencies = (
    'acrobatics',
    'deception',
    'investigation',
    'performance',
    'sleight_of_hand',
    'stealth'
)
proficiencies_extra = ('playing cards', "carpenter's tools")
languages = 'Common, halfling'

# Inventory
cp = 950
sp = 75
ep = 50
gp = 120
pp = 0
weapons = ('shortsword', 'shortbow')
armor = 'leather armor'
shield = 'shield'
equipment = (
    """Shortsword, shortbow, 20 arrows, leather armor, thieves’ tools,
    backpack, bell, 5 candles, crowbar, hammer, 10 pitons, 50 feet of
    hempen rope, hooded lantern, 2 flasks of oil, 5 days rations,
    tinderbox, waterskin, crowbar, set of dark common clothes
    including a hood, pouch.""")

attacks_and_spellcasting = (
    """Sneak Attack: Once per turn, when you hit a creature with a
    Dexterity-based attack (such as with your shortsword or shortbow)
    and you have advantage on the attack roll, you can deal an extra
    1d6 damage to your target. You don’t need advantage if another
    enemy of the target is within 5 feet of it and isn’t
    incapacitated. You can’t deal the extra damage, however, if you
    have disadvantage on the attack roll.""")

features_and_traits = (
    """Thieves' Cant: You know thieves’ cant, a secret mix of dialect,
    jargon, and code that allows you to hide messages in seemingly
    normal conversation. You also understand a set of secret signs and
    symbols used to convey short, simple messages, such as whether an
    area is dangerous, whether loot is nearby, or whether the people
    in an area are easy marks or will provide a safe house for thieves
    on the run.
    
    Lucky: When you roll a natural 1 on an attack roll, ability check,
    or saving throw, you can reroll the die and must use the new roll.
    
    Brave: You have advantage on saving throws against being
    frightened.
    
    Halfling Nimbleness: You can move through the space of any
    creature that is of a size larger than yours.
    
    Naturally Stealthy: You can attempt to hide when you are obscured
    by a creature that is at least one size larger than you.
    
    Criminal Contact: You have a contact who acts as your liaison to a
    network of other criminals. You know how to get messages to and
    from your contact, even over great distances; you know the local
    messengers, corrupt caravan masters, and seedy sailors who can
    carry messages for you. You can move secret information or stolen
    goods through your contact in exchange for money or other
    information you seek.""")


# Backstory
personality_traits = """I never have a plan, but I’m great at making things up as I go
along. Also, the best way to get me to do something is to tell me I
can’t do it."""

ideals = """People. I’m loyal to my friends, not to any ideals. Everyone else can
take a trip on the River Styx for all I care."""

bonds = """Qelline Alderlead, my aunt, has a farm in Phandalin. I always give
her some of my ill-gotten gains."""

flaws = """My aunt must never know the deeds I did as a member of the
Redbrands."""
