diff --git a/.env.sample b/.env.sample index 02a62f3..e641f2a 100644 --- a/.env.sample +++ b/.env.sample @@ -1,2 +1,4 @@ SD_API_ENDPOINT= -OPENAI_API_KEY= \ No newline at end of file +OPENAI_API_KEY= + +NEXT_PUBLIC_WALLETCONNECT_PROJECT_ID= diff --git a/README.md b/README.md index aee6f45..5281711 100644 --- a/README.md +++ b/README.md @@ -33,14 +33,12 @@ ## Front-end setup -> `npm install` or `yarn` from the front-end directory to install dependencies +> `npm install` from the front-end directory to install dependencies First, run the development server from the front-end directory: ```bash npm run dev -# or -yarn dev ``` Open [http://localhost:3000](http://localhost:3000) with your browser to see the result. @@ -59,9 +57,9 @@ Ideally, we have a frontend that: - [ ] Has a "download namedDragonborn.png" button so users that don't know about right clicking or screenshotting can easily get their picture onto their device. -- [x] Has a "Save as NFT" for permanant decentralized file storage +- [ ] Has a "Save as NFT" for permanant decentralized file storage -- [ ] Has a "Connect Wallet" button to enable Save as NFT. +- [x] Has a "Connect Wallet" button to enable Save as NFT. - [x] Displays form to send to backend for image processing ie. /getImage @@ -73,19 +71,17 @@ Ideally, we have a frontend that: - [ ] After character selection, send and save chosen character with character sheet -- [ ] Fully responsive hamburger menu and mobile-friendly +- [x] Fully responsive hamburger menu and mobile-friendly - [ ] Image selection UX highlighting and features ## endpoint documentation - [x] stuff about the endpoint -Our backend endpoint information is somewhat centralized in the mind and cloud of Somya the Dragonborn Cleric. Here is a [link to our R&D page on Notion](https://www.notion.so/danj-o/R-D-6575f7b14c5949c0b65215c052c21b17). Happy adventuring! +Our backend endpoint information sprang forth from the mind and cloud of Somya the Dragonborn Cleric. Here is a [link to our Documentation page on Notion, check out "Dragonborn Backend"](https://www.notion.so/danj-o/R-D-6575f7b14c5949c0b65215c052c21b17). Happy adventuring! - [ ] Somya & Tippi's advice about Front-end to back-end connection --- @Somya, how can I fix these issues while you're sleeping? Can you provide some step-by-step instructions or meet with me in around.co to teach me? -- Tippi - ### Roadmaps - [x] using next/Image everywhere instead of img diff --git a/acceptablePDF/5dragonborns/tippi/Fast Character _ D&D Character Maker _ Dragonborn (Black Dragon Ancestry) Artificer 1.html b/acceptablePDF/5dragonborns/tippi/Fast Character _ D&D Character Maker _ Dragonborn (Black Dragon Ancestry) Artificer 1.html new file mode 100644 index 0000000..077d672 --- /dev/null +++ b/acceptablePDF/5dragonborns/tippi/Fast Character _ D&D Character Maker _ Dragonborn (Black Dragon Ancestry) Artificer 1.html @@ -0,0 +1,559 @@ + + +
+ + + + +
+Armor: light armor, medium armor, shields
+Weapons: simple weapons, firearms (Artificer class)
+Tools: alchemist's supplies, brewer's supplies, gaming set (dice set), thieves' tools, tinker's tools, vehicles (land craft)
+Saving Throws: Constitution, Intelligence
+Skills: Arcana, Athletics, Intimidation, Nature
+Languages: Common, Draconic
+ +Basic Attack. One target per Attack action.
+Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Dagger (offhand as bonus action). As above but only 1d4 piercing damage.
+ + +Fire Bolt Cantrip. Ranged Spell Attack: +4 to hit, targets one creature or object within 120 ft. range. Hit: 1d10 fire damage and unattended flammable objects catch on fire.
+ +Draconic Breath Weapon: Once between short or long rests, breathe out 5 ft. by 30 ft. line of acid causing 2d6 acid damage (DC 12 Dex save for half damage) to all caught in area.
+ + + + +Alignment: Chaotic Good. I follow my conscience regardless of others' expectations. Freedom and compassion matter more than rules.
+ +Soldier Background [PHB p. 140]
• Feature: Military Rank.
+• Traits: Have tattoo of old fighting unit. Victim of a magical spell gone wrong.
+• Ideal: Victory at any cost.
+• Bond: War buddies are only family.
+• Flaw: Jealous of others' success.
+ +Dragonborn Traits
(Black Dragon Ancestry) [PHB p. 32]
• Creature Type:
+• Age: 20 years old
+• Medium Size (6' 7", 227 lbs.)
+• Drac. Breath Weapon (acid)
+• Drac. Resistance (half damage vs. acid)
Artificer Class Features [TCoE p. 9]
+• Magical Tinkering (2 tiny objects)
+• Ritual Casting
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Spellcasting [PHB p. 201]
+Cantrips Known: Fire Bolt, Mending
+Prepared Spells
+
1st Level (2 slots): Detect Magic, Cure Wounds
+ + + + + + + + + + + + +PLAYING THE GAME
+
• The Dungeon Master (DM) describes a scene and players take turns describing their characters' responses.
+• For ability checks, saving throws, and attack rolls, roll 1d20 + one ability modifier + proficiency bonus (if proficient in task). The higher the total, the better the effort. The DM tracks minimum totals needed for successful results.
+• For initiative rolls, roll 1d20 + Initiative (Dex) modifier. Higher totals act before lower totals in the same 6-second round.
+• During a turn, a character or creature may do 1 movement, 1 action and up to 1 bonus action. Between turns, do up to 1 reaction.
+• Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s and use the lower result.
+• On attack rolls only, a "natural 20" is always a critical hit, while a "natural 1" is always a miss.
+• Saving throws are rolled as needed at any time due to attacks, spells, or hazzards.
+• A character may die if failing three death saves while at 0 hit points, gaining 6 levels of exhaustion, or suffering certain deadly spells and hazzards.
+• Specific traits, features, spells, and magic items may create exceptions to any rules.
+ACTIONS (1 per turn)
+
• Attack: Roll to hit, melee or ranged. Some classes and creatures make extra attacks at higher levels with this action.
+• Cast Spell: If casting time 1 action.
+• Dash: Double Speed this turn.
+• Disengage: Avoiding all opportunity attacks while moving; "defensive retreat."
+• Dodge: Give attackers disadvantage.
+• Escape: Try to break free from grapple.
+• Grapple: Special melee attack.
+• Help: Give an ally advantage on one ability check or attack roll.
+• Hide: Stealth allowed only if unobserved.
+• Ready: Plan to take action as reaction when trigger occurs.
+• Search: Perception or Investigation check.
+• Shove: Special melee attack.
+• Stabilze: DC 10 Medicine check to aid 0 h.p. dying creature; automatic success if using healer's kit.
+• Use Object: Pick a lock, activate magical item, cover a hooded lantern, etc.
+• Use Potion: Drink or administer.
+• Use Shield: Equip or drop a shield.
+BONUS ACTIONS (up to 1 per turn)
+
• Offhand Attack: If doing Attack as action, may make one attack this turn if light weapon in other hand.
+• Cast Spell: If casting time 1 bonus action.
+MOVEMENTS (limited by Speed)
+
• Move: Distance equal to Speed.
+• Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain or Move While Grappling: "Half speed," uses up 10 ft. of Speed per 5 ft. distance.
+• Drop Prone: No cost to Speed.
+• Stand Up: From Prone position/condition, costs half Speed that turn.
+• Take Cover: At end of move, half cover gives +2 to Armor Class and Dexterity saving throws; three-quarter cover gives +5 AC and Dex saves.
+REACTIONS (1 between turns)
+
• Cast Spell: If casting time 1 reaction.
+• Opportunity Attack: May make one attack if enemy moves out of reach.
+• Readied Action: After trigger occurs, else action wasted.
+FREE ACTIONS
+
• Concentration (Maintain A Spell): Ends if caster starts another concentration spell, or the caster is incapacitated, stunned, unconscious, or killed. If caster takes damage, a Constitution saving throw is needed to avoid immediately ending spell. DC is equal to 10 or half damage taken, whichever is greater. Each hit needs a separate saving throw check.
+• Interacting With An Object: Generally part of another Movement or Action. Examples: Draw one weapon, drop a held object, or open an unlocked door.
+Requested size:${d}x${e}
+Rendered size:${d}x${e}
+
+Armor: light armor, medium armor, shields (nonmetal only)
+Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
+Tools: herbalism kit
+Saving Throws: Intelligence, Wisdom
+Skills: Insight, Medicine, Nature, Religion
+Languages: Common, Drudic, Orc, Draconic
+ +Basic Attack. One target per Attack action.
+Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6+1 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
+ + +Draconic Breath Weapon: Once between short or long rests, breathe out 5 ft. by 30 ft. line of lightning causing 2d6 lightning damage (DC 12 Dex save for half damage) to all caught in area.
+ + + + +Alignment: Lawful Good. I do what's right as expected by society to promote order and compassion for all.
+ +Hermit Background [PHB p. 134]
• Feature: Discovery (great secret).
+• Traits: Seeking long-lost sacred texts. Authoritative way of talking.
+• Ideal: Secret lies in harmony of all.
+• Bond: Still seeking, just not alone.
+• Flaw: Uses drugs to stay awake.
+ +Dragonborn Traits
(Blue Dragon Ancestry) [PHB p. 32]
• Creature Type:
+• Age: 17 years old
+• Medium Size (6' 6", 235 lbs.)
+• Drac. Breath Weapon (lightning)
+• Drac. Resistance (half damage vs. lighting)
Druid Class Features [PHB p. 65, TCoE p. 38]
+• Ritual Casting
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Spellcasting [PHB p. 201]
+Cantrips Known: Guidance, Resistance
+Prepared Spells
+
1st Level (2 slots): Detect Magic, Cure Wounds, Faerie Fire
+ + + + + + + + + + + + +Carried Gear [PHB, p. 143]: leather armor (AC 11), shield (AC +2), scimitar, dagger, sling and 20 stones, herbalism kit (clippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a scroll case stuffed full of personal notes, a winter blanket. (This load is about 40 lbs.; add 1 lb. per 50 coins carried.)
PLAYING THE GAME
+
• The Dungeon Master (DM) describes a scene and players take turns describing their characters' responses.
+• For ability checks, saving throws, and attack rolls, roll 1d20 + one ability modifier + proficiency bonus (if proficient in task). The higher the total, the better the effort. The DM tracks minimum totals needed for successful results.
+• For initiative rolls, roll 1d20 + Initiative (Dex) modifier. Higher totals act before lower totals in the same 6-second round.
+• During a turn, a character or creature may do 1 movement, 1 action and up to 1 bonus action. Between turns, do up to 1 reaction.
+• Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s and use the lower result.
+• On attack rolls only, a "natural 20" is always a critical hit, while a "natural 1" is always a miss.
+• Saving throws are rolled as needed at any time due to attacks, spells, or hazzards.
+• A character may die if failing three death saves while at 0 hit points, gaining 6 levels of exhaustion, or suffering certain deadly spells and hazzards.
+• Specific traits, features, spells, and magic items may create exceptions to any rules.
+ACTIONS (1 per turn)
+
• Attack: Roll to hit, melee or ranged. Some classes and creatures make extra attacks at higher levels with this action.
+• Cast Spell: If casting time 1 action.
+• Dash: Double Speed this turn.
+• Disengage: Avoiding all opportunity attacks while moving; "defensive retreat."
+• Dodge: Give attackers disadvantage.
+• Escape: Try to break free from grapple.
+• Grapple: Special melee attack.
+• Help: Give an ally advantage on one ability check or attack roll.
+• Hide: Stealth allowed only if unobserved.
+• Ready: Plan to take action as reaction when trigger occurs.
+• Search: Perception or Investigation check.
+• Shove: Special melee attack.
+• Stabilze: DC 10 Medicine check to aid 0 h.p. dying creature; automatic success if using healer's kit.
+• Use Object: Pick a lock, activate magical item, cover a hooded lantern, etc.
+• Use Potion: Drink or administer.
+• Use Shield: Equip or drop a shield.
+BONUS ACTIONS (up to 1 per turn)
+
• Offhand Attack: If doing Attack as action, may make one attack this turn if light weapon in other hand.
+• Cast Spell: If casting time 1 bonus action.
+MOVEMENTS (limited by Speed)
+
• Move: Distance equal to Speed.
+• Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain or Move While Grappling: "Half speed," uses up 10 ft. of Speed per 5 ft. distance.
+• Drop Prone: No cost to Speed.
+• Stand Up: From Prone position/condition, costs half Speed that turn.
+• Take Cover: At end of move, half cover gives +2 to Armor Class and Dexterity saving throws; three-quarter cover gives +5 AC and Dex saves.
+REACTIONS (1 between turns)
+
• Cast Spell: If casting time 1 reaction.
+• Opportunity Attack: May make one attack if enemy moves out of reach.
+• Readied Action: After trigger occurs, else action wasted.
+FREE ACTIONS
+
• Concentration (Maintain A Spell): Ends if caster starts another concentration spell, or the caster is incapacitated, stunned, unconscious, or killed. If caster takes damage, a Constitution saving throw is needed to avoid immediately ending spell. DC is equal to 10 or half damage taken, whichever is greater. Each hit needs a separate saving throw check.
+• Interacting With An Object: Generally part of another Movement or Action. Examples: Draw one weapon, drop a held object, or open an unlocked door.
+Requested size:${d}x${e}
+Rendered size:${d}x${e}
+
+Armor: light armor
+Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword
+Tools: musical instrument (flute), thieves' tools
+Saving Throws: Dexterity, Intelligence
+Skills: Athletics, Deception, Perception, Sleight of Hand, Stealth, Survival
+Languages: Common, Thieves' Cant, Orc, Draconic
+ +Basic Attack. One target per Attack action.
++2 Magic Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d8+6 piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit. Hit: 1d6+4 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)
+ + +Sneak Attack: Once per turn, deal +1d6 extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.
+ + + + +Draconic Breath Weapon: Once between short or long rests, breathe out 15 ft. cone of fire causing 2d6 fire damage (DC 11 Dex save for half damage) to all caught in area.
+ + + + +Alignment: Neutral Good. I help others according to their needs and promote compassion above all else.
+ +Outlander Background [PHB p. 136]
• Feature: Wanderer.
+• Traits: Literally raised by wolves. Owes debt to a warlock.
+• Ideal: Be mindful of sacred life in all your actions.
+• Bond: Local wild lions accept you as one of their pride.
+• Flaw: Never trusts city folk.
+ +Dragonborn Traits
(Gold Dragon Ancestry) [PHB p. 32]
• Creature Type:
+• Age: 22 years old
+• Medium Size (6' 2", 199 lbs.)
+• Drac. Breath Weapon (fire)
+• Drac. Resistance (half damage vs. fire)
Rogue Class Features [PHB p. 94, XGtE p. 47]
+• Expertise (prof. noted with **)
+• Sneak Attack (+1d6)
+• Thieves' Cant (slang speak in code)
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Carried Gear [PHB, p. 143]: leather armor (AC 11), two (2) daggers, shortbow and 20 arrows, thieves' tools (lockpicks, small file and pliers, tiny mirror), belt pouch, set of traveler's clothes, hunting trap, a staff, trophy from a slain animal. (This load is about 56 lbs.; add 1 lb. per 50 coins carried.)
PLAYING THE GAME
+
• The Dungeon Master (DM) describes a scene and players take turns describing their characters' responses.
+• For ability checks, saving throws, and attack rolls, roll 1d20 + one ability modifier + proficiency bonus (if proficient in task). The higher the total, the better the effort. The DM tracks minimum totals needed for successful results.
+• For initiative rolls, roll 1d20 + Initiative (Dex) modifier. Higher totals act before lower totals in the same 6-second round.
+• During a turn, a character or creature may do 1 movement, 1 action and up to 1 bonus action. Between turns, do up to 1 reaction.
+• Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s and use the lower result.
+• On attack rolls only, a "natural 20" is always a critical hit, while a "natural 1" is always a miss.
+• Saving throws are rolled as needed at any time due to attacks, spells, or hazzards.
+• A character may die if failing three death saves while at 0 hit points, gaining 6 levels of exhaustion, or suffering certain deadly spells and hazzards.
+• Specific traits, features, spells, and magic items may create exceptions to any rules.
+ACTIONS (1 per turn)
+
• Attack: Roll to hit, melee or ranged. Some classes and creatures make extra attacks at higher levels with this action.
+• Cast Spell: If casting time 1 action.
+• Dash: Double Speed this turn.
+• Disengage: Avoiding all opportunity attacks while moving; "defensive retreat."
+• Dodge: Give attackers disadvantage.
+• Escape: Try to break free from grapple.
+• Grapple: Special melee attack.
+• Help: Give an ally advantage on one ability check or attack roll.
+• Hide: Stealth allowed only if unobserved.
+• Ready: Plan to take action as reaction when trigger occurs.
+• Search: Perception or Investigation check.
+• Shove: Special melee attack.
+• Stabilze: DC 10 Medicine check to aid 0 h.p. dying creature; automatic success if using healer's kit.
+• Use Object: Pick a lock, activate magical item, cover a hooded lantern, etc.
+• Use Potion: Drink or administer.
+• Use Shield: Equip or drop a shield.
+BONUS ACTIONS (up to 1 per turn)
+
• Offhand Attack: If doing Attack as action, may make one attack this turn if light weapon in other hand.
+• Cast Spell: If casting time 1 bonus action.
+MOVEMENTS (limited by Speed)
+
• Move: Distance equal to Speed.
+• Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain or Move While Grappling: "Half speed," uses up 10 ft. of Speed per 5 ft. distance.
+• Drop Prone: No cost to Speed.
+• Stand Up: From Prone position/condition, costs half Speed that turn.
+• Take Cover: At end of move, half cover gives +2 to Armor Class and Dexterity saving throws; three-quarter cover gives +5 AC and Dex saves.
+REACTIONS (1 between turns)
+
• Cast Spell: If casting time 1 reaction.
+• Opportunity Attack: May make one attack if enemy moves out of reach.
+• Readied Action: After trigger occurs, else action wasted.
+FREE ACTIONS
+
• Concentration (Maintain A Spell): Ends if caster starts another concentration spell, or the caster is incapacitated, stunned, unconscious, or killed. If caster takes damage, a Constitution saving throw is needed to avoid immediately ending spell. DC is equal to 10 or half damage taken, whichever is greater. Each hit needs a separate saving throw check.
+• Interacting With An Object: Generally part of another Movement or Action. Examples: Draw one weapon, drop a held object, or open an unlocked door.
+Requested size:${d}x${e}
+Rendered size:${d}x${e}
+