Player's Manual

Everything you need to play ChatQuest — how the game works, every command, each class and its abilities in full, how combat runs, and every buff and debuff. Generated straight from the game engine, so it always matches the live rules.

Contents
  1. Getting started
  2. How to play & interact
  3. Command reference
  4. Classes
  5. Abilities in full
  6. Combat
  7. The AI Dungeon Master
  8. Buffs & debuffs

Getting started

ChatQuest is a D&D-style adventure that runs inside your Telegram or Discord group. The engine runs the rules, the map, and the monsters — no dungeon master required (or add the AI DM to improvise). To begin:

  1. Add the bot to your group chat.
  2. Load a campaign/install <slug> from the store, or /loadmodule with a campaign JSON (build one with /setupprompt).
  3. Everyone makes a hero/createchar (pick a class).
  4. Play together — explore, fight, and roleplay right in the chat.

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How to play & interact

Two ways to do everything: tap the buttons the bot posts (/actions or /next open the action menu), or type slash commands. They do the same things — use whichever is handier.

Exploring

  • /look — describe the current room; /where — where you are.
  • /go <dir> — move (⬆️ north ⬇️ south ➡️ east ⬅️ west 🔼 up 🔽 down). Locked exits show 🔒.
  • /take, /examine, /talk, /place — pick up, inspect, chat, or slot an item.
  • /map, /quests, /recap — the map, objectives, story so far.
  • /shop, /buy <item>, /sell <item> — trade with a merchant in the room (a 🛒 button appears). Gold is the shared party pool.

Your hero

  • /sheet, /inventory — your stats and gear.
  • /levelup — spend stat points & learn abilities (up to 5 held; swap when full).
  • /rollstats — set your six ability scores once: 🎲 roll (4d6 drop lowest), 📊 the standard array, or 🧮 point-buy (27 points). Recomputes HP & AC. The DM can /rollstats reset to re-open it for the party.
  • /skills — see every skill and the bonus you'd roll, and tap to choose which of your class's skills you're trained in. Only trained skills add your proficiency bonus to a check; everything else is just the ability modifier.
  • /equip <weapon> — wield a weapon you're carrying (loot a better one and equip it). Two-handed weapons (greataxe, bow, greatsword) sling your shield; versatile weapons (longsword…) hit harder two-handed when the shield is down.
  • /stance front|back — your battle row (see Combat).
  • /shield up|down — raise for +2 AC, or stow to two-hand a versatile weapon (see Combat).
  • /shortrest, /longrest — recover HP / spell slots.

Inventory items are tagged by what they do: 🧪 a consumable you can /use, 🗝 a key that opens a lock, 🎯 a quest item. Quest & key items go to a shared party stash (/stash) anyone can use.

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Command reference

Every command, grouped as in /help. Most have a button equivalent in the action menu.

Basics

/startWelcome & quick start
/help [standard|combat|setup|all]Command help by topic
/manualOpen the full player's manual (website)
/roll <dice>Roll dice, e.g. 2d6+3

Setup

/setupprompt [bot|ai]Get an AI prompt to build a campaign — bot-run (engine runs it) or AI-run (a skeleton the AI DM fleshes out)
/patchpromptGet an AI guide to patch a live campaign (no reset)
/loadmodule <json>Load a campaign (or upload a .json file)
/dmload <json>Load a campaign privately — validation & loading whispered to you (no spoilers)
/dmpatch <json>Additively grow the hub (new rooms/chapters/exits) with no reset
/install <slug>Load a published campaign from the ChatQuest store
/linkGet a code to sign in to the ChatQuest website
/loadchapter <json>Add a chapter to the campaign (or upload its .json)
/chaptersList the campaign's chapters (loaded/pending)
/newcampaign <name> <setting>Start a blank freeform table (no adventure loaded — for a human or AI DM; most groups /loadmodule instead)
/setmode <human|hybrid|ai>Change DM mode (DM only)
/dmmode [human|ai]Toggle the engine-adjudicated AI Dungeon Master (DM only)
/validateCheck the loaded campaign for problems
/validationrulesGet the campaign validation rules as JSON (for your AI builder)
/analyzeAuthoring report: unused objects, stats, dependency graph (JSON)
/exportDownload the running campaign as one consolidated JSON
/flagsGM: view story flags (set / not-set / blocking)
/setflag <flag>GM: set a story flag (unsticks a stuck gate)
/clearflag <flag>GM: clear a story flag

Play

/ai <what you do>Run one AI-Dungeon-Master turn (works even if group privacy mode hides plain text)

Character

/createcharCreate your character
/sheetView your character sheet
/partySee the whole party's HP, AC, stance & status
/inventoryView your inventory
/stashView the shared party stash (quest items + gold)
/rename <name>Rename your character
/levelupSpend level-up points: raise stats & learn abilities
/rollstatsSet your ability scores: roll (4d6), standard array, or point-buy
/skillsSee every skill's bonus and choose which class skills you're trained in
/equip <weapon>Wield a weapon you carry (loot a better one and equip it)
/shortrestRecover some HP + refresh maneuvers
/longrestFully restore HP & spell slots (safe spots only)
/use <item> [ally]Use a consumable — name an ally to use it on them (e.g. revive a downed friend)

Explore

/shopBrowse a merchant's wares (when one is in the room)
/buy <item> [qty]Buy from the merchant here (spends party gold)
/sell <item>Sell an item you carry to the merchant here
/actionsTap-through action menu (also /menu)
/lookDescribe the current room
/whereWhere you are
/go <dir>Move n/s/e/w/up/down (also /move)
/teleportTake a teleport shortcut in this room
/continueAfter a game over, recover (rewind/restart)
/examine <thing>Inspect an item or NPC
/talk <npc>Talk to someone
/take <item>Pick up an item
/place <item>Place an item into a slot here (opens sealed doors)
/check <skill> [dc]Roll an ability/skill check
/attempt [challenge]Attempt a room skill-challenge
/recapRecap what's happened so far
/compassPoint toward key items (needs a compass)
/hintNudge toward your next objective
/statusPin a live location/quest board (make me admin to pin)
/questsShow quest objectives
/note <text>Jot a shared party note
/notesShow shared party notes
/delnote <n>Delete a shared note by number
/mapShow the map
/combatStart a skirmish

GM

/maplayout <auto|grid>Map geometry mode: auto (no nagging, off-grid links) or grid (author positions)
/fixmapAuto-repair map geometry (reposition + placeholder-bridge loops), preview then apply

Combat

/battlemapShow a battle snapshot (party vs enemies, HP)
/attack [target]Attack with your weapon
/cast <action> [target]Cast a spell / use a maneuver
/abilitiesList your spells & maneuvers
/endturnEnd your turn
/nextResolve the next enemy turn
/combatstatusShow the battle status
/queue [action]Preload your next move — a bonus action AND a main action both auto-fire on your turn (also /preload; no args shows buttons)
/stance <front|back>Front (soak/melee) or back (safer, ranged/magic) row — free out of combat; costs your main action in a fight
/shield <up|down>Raise your shield for +2 AC, or stow it to two-hand a versatile weapon for a bigger die — free out of combat; costs your action in a fight
/settings [name] [value]One panel for all GM toggles (difficulty, rewards, drops, gifs, whispers, map, combat, verbose, compact) — tap through, or e.g. /settings drops auto
/endcombatEnd the current encounter

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Classes

The seven playable classes. Everyone starts with the abilities shown; on level-up each hero raises stats and learns from their skill tree (up to 5 actions total) via /levelup. Heroes climb to level 20 (new spell slots & ability picks through level 10).

Fighter · d10 hit die · starts front row

A steadfast front-liner — soak hits, taunt foes, and hit hard with weapons.

🛡 AC 18 (chain mail + shield)  ·  ⚔ Longsword 1d8 (STR, melee)  ·  🎯 STR › CON › DEX  ·  ✨ martial (no spells)
🔮 martial — no spell slots

Starting abilities

  • Second Wind ⚡ bonus action · maneuver · 1 per rest — Bonus action: catch your breath and heal yourself (still attack this turn).
  • Cleave maneuver · 2 per rest — A heavy swing (attack roll; can crit).
  • Taunt maneuver · 2 per rest — Roar a challenge — every foe must strike at you next turn.

Skill tree — learn on level-up

  • Riposte maneuver · 2 per rest — A punishing counter-swing (attack roll; can crit).
  • Rally maneuver · 1 per rest — Bark an order — heal yourself or an ally.
  • Shield Bash maneuver · 2 per rest — Slam a foe down (STR save or knocked prone).
  • Precision Strike maneuver · 2 per rest — A measured, deadly thrust (attack roll; can crit).
  • Menacing Strike maneuver · 2 per rest — A savage blow that shakes a foe (WIS save or frightened).
  • Sweeping Blow maneuver · 1 per rest — A wide arc that catches every foe (auto).
  • Executioner's Strike maneuver · 2 per rest — A brutal, telegraphed cleave (attack roll; can crit).

Wizard · d6 hit die · starts back row

A glass-cannon spellcaster — devastating from the back row, fragile up close.

🛡 AC 11 (robes)  ·  ⚔ Quarterstaff 1d6 (STR, melee)  ·  🎯 INT › CON › DEX  ·  ✨ INT caster
🔮 spell slots — L3: 1×4 2×2 · L5: 1×4 2×3 3×2 · L7: 1×4 2×3 3×3 4×1 · L9: 1×4 2×3 3×3 4×3 5×1 · L10: 1×4 2×3 3×3 4×3 5×2

Starting abilities

  • Fire Bolt cantrip · at will — Cantrip: hurl fire (spell attack; can crit).
  • Magic Missile level-1 spell · spends an L1+ slot — Three darts that always hit (+1 dart per slot level above 1). ⬆️ Upcast: +1 dart (1d4+1) per slot level above 1.
  • Shatter level-2 spell · spends an L2+ slot — Ringing damage to all foes (CON save for half). ⬆️ Upcast: +1d8 damage per slot level above 2.
  • Hold Ray level-2 spell · spends an L2+ slot — Stun a foe (WIS save; concentration; save ends).

Skill tree — learn on level-up

  • Frost Ray cantrip · at will — Cantrip: a lance of cold (spell attack; can crit).
  • Scorching Burst level-2 spell · spends an L2+ slot — Flame washes over all foes (DEX save for half). ⬆️ Upcast: +1d6 damage per slot level above 2.
  • Shocking Grasp cantrip · at will — Cantrip: a jolt of lightning (spell attack; can crit).
  • Ice Storm level-3 spell · spends an L3+ slot — Battering hail on all foes (CON save for half). ⬆️ Upcast: +1d6 damage per slot level above 3.
  • Fireball level-3 spell · spends an L3+ slot — A roaring blast of flame (DEX save for half). ⬆️ Upcast: +1d6 damage per slot level above 3.
  • Blight level-4 spell · spends an L4+ slot — Necrotic withering on one foe (CON save for half). ⬆️ Upcast: +1d8 damage per slot level above 4.
  • Cone of Cold level-5 spell · spends an L5+ slot — A sweep of lethal frost (CON save for half). ⬆️ Upcast: +1d6 damage per slot level above 5.

Rogue · d8 hit die · starts front row

A precise skirmisher — big single-target strikes and debilitating tricks.

🛡 AC 13 (leather armor)  ·  ⚔ Shortsword 1d6 (DEX, melee)  ·  🎯 DEX › CON › INT  ·  ✨ martial (no spells)
🔮 martial — no spell slots

Starting abilities

  • Sneak Attack maneuver · 3 per rest — Strike a vital spot (attack roll; can crit).

Skill tree — learn on level-up

  • Cunning Strike maneuver · 2 per rest — A precise, opportunistic stab (attack roll; can crit).
  • Dagger Toss maneuver · 2 per rest — Hurl a blade from range (attack roll; can crit).
  • Blinding Powder maneuver · 2 per rest — Fling grit in the eyes (DEX save or blinded).
  • Assassinate maneuver · 2 per rest — A lethal, precise opening (attack roll; can crit).
  • Fan of Knives maneuver · 1 per rest — A fan of thrown blades hits every foe (auto).
  • Garrote maneuver · 1 per rest — Choke a foe senseless (CON save; save ends).

Cleric · d8 hit die · starts back row

A holy support — heal and buff allies while smiting foes with radiant magic.

🛡 AC 15 (scale mail + shield)  ·  ⚔ Mace 1d6 (STR, melee)  ·  🎯 WIS › CON › STR  ·  ✨ WIS caster
🔮 spell slots — L3: 1×4 2×2 · L5: 1×4 2×3 3×2 · L7: 1×4 2×3 3×3 4×1 · L9: 1×4 2×3 3×3 4×3 5×1 · L10: 1×4 2×3 3×3 4×3 5×2

Starting abilities

  • Sacred Flame cantrip · at will — Cantrip: radiant fire (DEX save negates).
  • Cure Wounds level-1 spell · spends an L1+ slot — Heal yourself or an ally (+ WIS mod). ⬆️ Upcast: +1d8 healing per slot level above 1.
  • Bless level-1 spell · spends an L1+ slot — Allies gain +1d4 to attacks (concentration).

Skill tree — learn on level-up

  • Guiding Bolt level-1 spell · spends an L1+ slot — A searing beam of light (spell attack; can crit). ⬆️ Upcast: +1d6 damage per slot level above 1.
  • Healing Word ⚡ bonus action · level-1 spell · spends an L1+ slot — Bonus action: heal (or revive) an ally at range (+ WIS mod); still act this turn. Upcast with a bigger slot to heal more. ⬆️ Upcast: +1d4 healing per slot level above 1.
  • Prayer of Healing level-2 spell · spends an L2+ slot — A wider blessing — heal or revive an ally (+ WIS mod). ⬆️ Upcast: +1d8 healing per slot level above 2.
  • Spirit Guardians level-3 spell · spends an L3+ slot — Spectral guardians rend all foes (WIS save for half). ⬆️ Upcast: +1d8 damage per slot level above 3.
  • Sunbeam level-4 spell · spends an L4+ slot — A searing line of dawn (CON save for half). ⬆️ Upcast: +1d8 damage per slot level above 4.
  • Heal level-4 spell · spends an L4+ slot — A surge of divine vigor — heal or revive an ally (+ WIS mod). ⬆️ Upcast: +1d8 healing per slot level above 4.
  • Flame Strike level-5 spell · spends an L5+ slot — A column of holy fire (DEX save for half). ⬆️ Upcast: +1d8 damage per slot level above 5.
  • Turn Undead maneuver · 1 per rest — Channel Divinity: raise your holy symbol in a burst of dread radiance — every foe makes a WIS save or is frightened (attacks at disadvantage) for 2 rounds. 1 per rest.

Ranger · d10 hit die · starts back row

A ranged hunter — pepper foes from the back row and snare them in place.

🛡 AC 13 (leather armor)  ·  ⚔ Longbow 1d8 (DEX, ranged)  ·  🎯 DEX › CON › WIS  ·  ✨ WIS caster
🔮 spell slots — L3: 1×3 · L5: 1×4 2×2 · L7: 1×4 2×3 · L9: 1×4 2×3 3×2 · L10: 1×4 2×3 3×2

Starting abilities

  • Hunter's Mark ⚡ bonus action · level-1 spell · spends an L1+ slot — Bonus action: mark a foe (concentration). The whole party's hits on it deal +1d6 while marked; a bigger slot makes the mark hit harder and last longer. ⬆️ Upcast: +1d6 damage and +2 rounds of duration per slot level above 1.
  • Volley maneuver · 1 per rest (unlimited at L11) — Loose a hail of arrows — a SEPARATE attack roll against every foe (so Bless, advantage and crits all count), 2d6 + DEX damage on each hit. Unlimited at level 11.
  • Ensnaring Strike level-1 spell · spends an L1+ slot — Thorny vines restrain a foe (STR save; concentration).

Skill tree — learn on level-up

  • Crippling Shot maneuver · 2 per rest — A hobbling arrow (attack roll; can crit).
  • Snare Trap maneuver · 2 per rest — Set a snare underfoot (STR save or restrained).
  • Multishot maneuver · 1 per rest — A spray of arrows hits every foe (auto).
  • Colossus Slayer maneuver · 2 per rest — A shot that finds the weak point (attack roll; can crit).
  • Conjure Volley maneuver · 1 per rest — A storm of conjured arrows rains on all foes (auto).
  • Hamstring Shot maneuver · 2 per rest — An arrow to the leg (STR save or restrained).

Barbarian · d12 hit die · starts front row

A raging bruiser — the biggest melee damage dice in the game.

🛡 AC 13 (hide armor)  ·  ⚔ Greataxe 1d12 (STR, melee)  ·  🎯 STR › CON › DEX  ·  ✨ martial (no spells)
🔮 martial — no spell slots

Starting abilities

  • Reckless Attack maneuver · 2 per rest — A wild, all-out swing (attack roll; can crit).
  • Whirlwind maneuver · 1 per rest — A sweeping blow that hits every foe (auto).
  • Taunt maneuver · 2 per rest — Bellow a challenge — every foe must strike at you next turn.

Skill tree — learn on level-up

  • Frenzy maneuver · 1 per rest — An unstoppable overhand smash (attack roll; can crit).
  • Reckless Cleave maneuver · 2 per rest — A wild, wide swing (attack roll; can crit).
  • Intimidating Roar maneuver · 1 per rest — A terrifying bellow (WIS save or frightened).
  • Brutal Strike maneuver · 1 per rest — A savage, earth-shaking smash (attack roll; can crit).
  • Great Cleave maneuver · 1 per rest — A whirling swing that catches every foe (auto).
  • Crushing Blow maneuver · 1 per rest — A staggering hit (CON save or stunned).

Bard · d8 hit die · starts back row

A trickster support — debuff enemies, buff allies, and heal at range.

🛡 AC 13 (leather armor)  ·  ⚔ Rapier 1d8 (DEX, melee)  ·  🎯 CHA › DEX › CON  ·  ✨ CHA caster
🔮 spell slots — L3: 1×4 2×2 · L5: 1×4 2×3 3×2 · L7: 1×4 2×3 3×3 4×1 · L9: 1×4 2×3 3×3 4×3 5×1 · L10: 1×4 2×3 3×3 4×3 5×2

Starting abilities

  • Vicious Mockery cantrip · at will — Cantrip: cutting insults. WIS save or take 1d6 psychic AND disadvantage on its next attack.
  • Healing Word ⚡ bonus action · level-1 spell · spends an L1+ slot — Bonus action: heal (or revive) an ally at range (+ CHA mod); still act this turn. Limited only by your spell slots — upcast with a bigger slot to heal more. ⬆️ Upcast: +1d4 healing per slot level above 1.
  • Inspiration level-1 spell · spends an L1+ slot — Allies gain +1d4 to attacks (no concentration).

Skill tree — learn on level-up

  • Cutting Insult cantrip · at will — Cantrip: a withering barb (WIS save negates).
  • Dissonant Whispers level-1 spell · spends an L1+ slot — Maddening whispers (WIS save negates). ⬆️ Upcast: +1d6 damage per slot level above 1.
  • Frightful Aria level-2 spell · spends an L2+ slot — A dread crescendo (WIS save or frightened).
  • Thunderwave level-1 spell · spends an L1+ slot — A wave of thunderous force (CON save for half). ⬆️ Upcast: +1d8 damage per slot level above 1.
  • Hypnotic Pattern level-3 spell · spends an L3+ slot — A swirl of hypnotic colors (WIS save; concentration; save ends).
  • Psychic Lance level-4 spell · spends an L4+ slot — A spear of telepathic force (INT save for half). ⬆️ Upcast: +1d6 damage per slot level above 4.
  • Prismatic Blast level-5 spell · spends an L5+ slot — A dazzling burst of many colors (DEX save for half). ⬆️ Upcast: +1d6 damage per slot level above 5.

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Abilities in full

The exact mechanics of every ability — how it's rolled, what it costs, and what it does. Tags: maneuver ×N = martial, N uses per fight; cantrip / L-spell = spends a spell slot; ⚡ bonus action = doesn't cost your main action.

Fighter

Wizard

Rogue

Cleric

Ranger

Barbarian

Bard

Shared — any class can learn these

Combat

Combat begins when the party walks into a room with foes, or when someone runs /combat for a skirmish. Everyone rolls initiative (d20 + DEX) and takes turns in order; the bot posts a status board each round and, on your turn, a card of action buttons (typed commands work too).

Your turn — main action + bonus action

Each turn you get one main action and, if you have one, one bonus action. A ⚡ bonus action ability does not end your turn, but any main action does — so take your bonus first, then your main action (attack, cast, or reposition) ends the turn.

  • Attack/attack [target] or the ⚔ button. Roll d20 + your attack bonus (ability mod + proficiency) vs the target's AC; a natural 20 crits (double damage dice), a natural 1 always misses.
  • Cast / maneuver/cast <action> [target] or the ✨/⚡ buttons; /abilities lists yours. Spells spend a slot; maneuvers have per-fight uses.
  • End turn/endturn or 🏁 when you're done.

Upcasting — bigger slots, bigger effect

A leveled spell can be cast with a higher-level slot for more effect, per 5e: each level above the spell's own adds one more die of its damage or healing (Magic Missile gains a whole extra dart). If you're out of low slots, casting normally just reaches for the next slot up and scales automatically — so /cast Healing Word Dante with only an L2 slot left heals for 2d4 and tells you it upcast. To choose the slot on purpose, name it: /cast Healing Word L2 Dante — or, when you tap the spell from the action menu (or preload it with /queue) and have more than one slot level to spend, a 🔮 slot-picker appears so you can choose the level with a button. Cantrips don't upcast (they scale with your character level instead).

Focusing a target

When several foes are up, tap a 🎯 target button (or name the target in /attack Goblin) to focus your fire. The whole party piling onto one enemy drops it faster — and a downed enemy can't hit back.

Stances — the front & back rows

/stance front|back sets your battle row. The front row draws most of the enemy's attacks and can swing melee weapons; the back row is hard for melee foes to reach but can only use ranged weapons or spells. Casters and archers usually start in back. Out of combat you can reposition freely; during a fight it's a main action (so take any bonus action first) — pick your spot before the swords come out.

Preloading (queuing) a move

/queue (a.k.a. /preload) lets you line up your next move before your turn arrives — it fires automatically when initiative reaches you, so a big fight keeps moving even if you step away. Preload an attack or one of your abilities; ally-targeted heals ask who to aim at.

Spell slots & concentration

Leveled spells spend a spell slot of that level or higher; cantrips are unlimited. Full casters (wizard, cleric, bard) grow to 5th-level slots by around level 9–10; the ranger is a slower half-caster. /longrest restores spell slots (safe spots only); /shortrest refreshes maneuvers. Some spells need concentration: if you take a hit while concentrating, a CON save decides whether you keep it.

Going down & death saves

Enemies drop at 0 HP. A player instead falls dying and rolls death saves each turn — three successes and you stabilize, three failures and you're dead; any healing brings you back up. A downed hero can't act until revived.

Pacing & the GM dials

Every GM dial now lives in one place — /settings. Run it with no arguments for a tap-through menu, or set one directly, e.g. /settings difficulty hard.

  • /settings combat step|auto — pause on each enemy turn, or let the bot auto-run them.
  • /settings difficulty — scale enemy HP & damage (easy ×0.5 → insane ×5).
  • /settings rewards — scale XP & gold independently of difficulty.
  • /settings drops auto — after a win, randomly drop healing & restoration potions to the party stash (usually none, one, or two; big hauls are rare).
  • /settings whispers — DM each player their private turn card & secret rolls.
  • /settings votes — how the party decides an NPC dialogue choice: off (first tap wins, the default), majority (more than half the party), unanimous (everyone agrees), or 2/3 (first option to reach that many votes). While a vote is open the buttons show a live tally and anyone can change their vote; the choice fires the moment the threshold is met. If the whole party has voted but it's a split, either keep changing votes to break it or the DM taps “decide now” and chooses how to resolve it: leader (the most-voted option), random (a coin-flip among the contenders), or pick (the DM names the winner).
  • /settings votevisanonymous (default; only the vote counts show) or public (everyone sees who voted for each option, and the resolved choice names who backed the winner).
  • /battlemap — a visual snapshot of the fight.

Let the AI run it (optional)

With an AI provider configured, an AI Dungeon Master can narrate and improvise while the engine still adjudicates every real effect — it clamps monster stats, refuses illegal moves, and reports the true outcome. Set the table's style with /dmmode (human · auto · hybrid · full AI) and how far the AI may reshape the world with /canon. See The AI Dungeon Master for the modes and everything it can do at each level.

Armor & shields — where your AC comes from

Your Armor Class is set by the armor you actually carry, following the 5e table below — pick up better armor and your AC rises; drop it and you fight unarmored (10 + DEX). Light armor adds your full DEX bonus, medium caps it at +2, and heavy armor ignores DEX entirely. Heavy (and a few louder medium) armors impose disadvantage on Stealth.

A shield adds +2 AC while raised — and it's no longer class-locked: any hero who carries one benefits. /shield up|down toggles it; stowing it frees your off hand so a versatile weapon (like the fighter's longsword) swings its bigger two-handed die (1d8 → 1d10). It's a free swap out of combat, but donning or doffing mid-fight costs your action — trade defense for offense as the moment needs.

ArmorBase ACDEXStealthStr
Light — worn by DEX skirmishers
Padded11+ full DEXdisadvantage
Leather11+ full DEX
Studded leather12+ full DEX
Medium — DEX capped at +2
Hide12+ DEX (max +2)
Chain shirt13+ DEX (max +2)
Scale mail14+ DEX (max +2)disadvantage
Breastplate14+ DEX (max +2)
Half plate15+ DEX (max +2)disadvantage
Heavy — no DEX; needs the Strength
Ring mail14disadvantage
Chain mail16disadvantage13
Splint17disadvantage15
Plate18disadvantage15
Shield
Shield+2held in the off hand; stack it on any armor

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The AI Dungeon Master

Optional, and off unless someone configures an AI provider. The golden rule never changes: the engine is the sole authority on what actually happens. The AI only proposes actions through a fixed set of tools; the engine validates, clamps every number to a level-appropriate band, refuses anything unsafe (it won't strand the party or mint an outcome you didn't earn), and reports the true result — which is what the AI then narrates.

Modes — how the table is run (/dmmode)

  • 🧑 Human — you run the table; the engine is just a dice / sheet / rolls toolkit (no adventure needs to be loaded). Free text is table talk.
  • ⚙️ Auto — the engine runs the whole adventure with menus and commands; the AI is off.
  • 🤝 Hybrid (default) — Auto plus /ai <what you do> to talk to the AI DM. Flip on Listening in /settings and plain messages go to the AI without the /ai prefix.
  • 🤖 Full AI — just tell the DM what you do in plain English; the getting-around commands step aside (/map and /battlemap still work).

Out-of-character aside? Start a line with // or (( (or use /ooc) and the AI ignores it, even while listening.

Canon power — how far it may reshape the world (/canon)

A five-stop slider from playing it straight to full worldbuilding. Each level adds to the ones below it. The DM can move it up as they learn to trust the table.

  • 🔒 strict — play the module exactly as written; describe only what's there, no invention.
  • 🎨 balanced (default) — sensory atmosphere & flavor only; the module is the sole canon.
  • 📖 lore — decide what things mean and make it stick: establish lasting facts, give NPCs memories, pin journal notes.
  • 🔧 weave — run the world like a GM (see the powers below).
  • 🌍 improv — full worldbuilding & sequence-breaking (everything below).

Everything the AI DM can do

Always on — narrate; look up the room & exits; move the party through a real exit; turn a described threat into a real fight; set a story flag; call for a skill check; hand over an item the module already defines.

Adds at 📖 lore — establish durable facts; NPC memories; journal notes.

Adds at 🔧 weave — damage or heal (traps, falls, shrines); save-or-suffer hazards; real 5e saving throws; grant advantage, inspiration, bonus gold / XP, or a milestone level; short/long rest & resource refreshes; apply or cure conditions (poison, bless, curse — in a fight or lasting on the sheet); group checks (the whole party rolls) and contested checks (a hero vs a foe's stat); give & move items between heroes; reveal the map; add quests, hints, and lasting room features; set an NPC friendly / neutral / hostile; give an NPC a new line; and track emergent flags, room notes & story threads.

Adds at 🌍 improv — conjure brand-new items; open new passages, shortcuts, and small side-areas; add NPCs and pop-up shops; drop in reinforcements mid-fight and break a foe's morale (flee / surrender / rout); resolve multi-stage feats (tunnelling, scaling a cliff); fast-travel to a visited room; seal or lock exits (a cave-in or portcullis — refused if it would strand the party); and transform a room when a flag is set.

Emergent state the AI creates never becomes required to finish the authored adventure, and every world-change it makes is logged — the DM can review them with /aihistory.

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Buffs & debuffs

Status effects abilities can inflict or grant. Advantage means roll the d20 twice and take the higher; disadvantage, the lower. "Skips turn" (incapacitated) means the creature can't act at all. Most last a few rounds or until a save ends them.

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ConditionTypeWhat it doesIn the dice
🙏 blessedbuffYour attack rolls gain +1d4 (from Bless / Inspiration / Battle Cry).
😱 frighteneddebuffYou attack at disadvantage while the source frightens you.you: disadvantage
🤢 poisoneddebuffYou attack at disadvantage.you: disadvantage
🃏 mockeddebuffVicious Mockery — disadvantage on your very next attack, then it clears.you: disadvantage
🤕 pronedebuffKnocked down: you attack at disadvantage, and attackers have advantage on you.you: disadvantage · attackers: advantage
🕸 restraineddebuffHeld fast: you attack at disadvantage, and attackers have advantage on you.you: disadvantage · attackers: advantage
🌫 blindeddebuffCan't see: you attack at disadvantage, and attackers have advantage on you.you: disadvantage · attackers: advantage
💫 stunnedcontrolIncapacitated — you skip your turn entirely, and attackers have advantage on you.skips turn · attackers: advantage
🧊 paralyzedcontrolIncapacitated — you can't act, and attackers have advantage on you.skips turn · attackers: advantage
😵 unconsciouscontrolIncapacitated — you can't act, and attackers have advantage on you.skips turn · attackers: advantage
🎯 hunteddebuffHunter's Mark — the ranger who marked it deals +1d6 on every hit against it (concentration).