DnD_5e.character_classes.rogue module
- class DnD_5e.character_classes.rogue.Rogue(**kwargs)[source]
Bases:
CharacterRogue character class
- current_eq(other) bool[source]
Compare self and other to determine if they are identical based on the attributes checked in equals and also these attributes: stroke of luck slots
- can_see(light_src: str) bool[source]
Determine whether self can see a given light source. If self can’t see according to superclass method, look at blindsense feature.
- Parameters:
light_src (one of these strings: "normal", "dark", "magic") – a kind of light
- Returns:
True if self can see light_src, False otherwise
- Return type:
- get_adv_to_be_hit() int[source]
The sum of advantage (+1) and disadvantage (-1) circumstances affecting self is stored in self._adv_to_be_hit. Look at this number and return an integer indicating whether an attack against self has advantage, disadvantage, or neither. Look at the “elusive” feature.
- Returns:
positive if attacks against self have advantage, negative if they have disadvantage, and 0 otherwise
- Return type:
one of these integers: -1, 0, 1
- get_stroke_of_luck_slots() int[source]
- Returns:
stroke of luck slots
- Return type:
non-negative integer
- get_sneak_attack_dice() Tuple[int, int][source]
- Returns:
sneak attack dice
- Return type:
TYPE_DICE_TUPLE
- can_make_sneak_attack(weapon, target, adv) bool[source]
Determine if self can make a sneak attack against target. NOT IMPLEMENTED YET
- roll_sneak_attack_dice() int[source]
Roll sneak attack dice
- Returns:
the number rolled by the sneak attack dice
- Return type:
non-negative integer
- take_stroke_of_luck()[source]
Use the Stroke of Luck feature. NOT IMPLEMENTED YET.
- Returns:
None
- Raise:
ValueError if self has no stroke of luck slots