Table of Contents
Player
Use this page as your in-session command center. The layout is split into three columns so you can track combat state, roll quickly, and manage ongoing effects without leaving the sheet.
Quick Notes
Vitals

This block is your fast combat snapshot. The hexes are labeled TEMP, AC, Init, DV, Spd and PP, which are temporary health, armor class, initiative, dark vision, speed and passive perception, alongside your health.
Editing a vital

Opening any vital gives you its base value, and shows what else is currently changing it.
Addons and status effects on vitals

Two different kinds of modifier meet here:
Both show against the vital they affect, so a number that looks wrong can always be traced.
Inspiration, Proficiency, and Roll With

This strip controls roll behavior globally before you click any dice button.
1d20+PB will automatically add the current proficiency bonus value in place of PB.Core Stats and Skills

Read each ability row left to right:
This section is designed for fast decision-making: click, roll, and move on.
Hit Dice

Use Hit Dice as your short-rest recovery tracker.
Languages and Proficiencies

Use this section as your quick-reference hub for the languages you speak and the proficiencies you've mastered.
Death Saves

Death Saves are tracked here with quick actions.
Money

The money panel tracks each currency type and a converted total value.
Resources

Resources are for anything with a current/max pool: charges, uses, ammo, points, or consumables.
Create an attack

The attacks panel is your combat action list. A new attack is built across four tabs: Attack, Damages, Effects and Materials.
The Attack tab is the attack itself: what it is, how it is rolled, and whether it forces a save instead of an attack roll.
Attack damage and criticals

The Damages tab holds the dice. Fields take roll notation with stat tokens, so 1d8+STR+PB resolves against your character as you play.
Critical dice are set here too, which is what makes Crit available as its own roll later.
Attach status effects to an attack

The Effects tab attaches conditions to the attack, so they can be applied straight from it rather than remembered and added by hand.
Attack materials

The Materials tab sets what an attack consumes as a fixed quantity per use: an arrow, a charge, a reagent, or currency.
Materials are drawn from your inventory, which is what keeps ammunition honest.
Roll an attack

An attack's menu sends its rolls to chat under a Chat heading: Attack, Damage and Crit, each as its own roll.
Damage and Crit are unavailable when the attack has no dice set for them, so the menu reflects what the attack can actually do.
Send an attack's effects

Effects hands the conditions from the attack's Effects tab to whoever was hit. Pick the players or combatants in the dialog and send. The condition lands on their sheet with its own countdown, so nobody has to remember it for them.
The menu item stays grayed until the attack has at least one active effect. A new effect is created switched off, so if Effects looks broken, open the attack and check the toggle.
Share an attack with the party

Share posts the attack's description into the party chat, so the table can read what a weapon actually does without anyone reciting it.
It is grayed until the attack has a description, because that field on the Attack tab is what gets shared, so write it there first.
Consume the materials

Consume deducts the attack's linked materials from your inventory, keeping the count honest without manual edits. Fire the crossbow, consume, and a bolt is gone.
It needs materials switched on for the attack and enough of the item to cover the required amount; short of either, the icon changes to a crossed box and the action is unavailable.
Reorder your attacks

Attacks can be dragged into whatever order you like, so the ones you use every round stay at the top.
Custom Rolls

Custom Rolls is for anything you repeat and do not want to rebuild every session.
1d20+DEX+PB keeps resolving correctly as you level.A custom roll can also be built from rows you already have rather than typed out, and it can decide what to roll next based on what it just rolled. Those are the two sections below.
Build a custom roll from your sheet

Instead of copying a formula out of an attack, add the attack itself. Use Add roll inside a custom roll and pick the row you want.
Anything rollable can go in:
Each added roll can carry its own notation after it, so an attack followed by +1d6 adds the extra die to that step alone.
A d20 roll added this way can be set to roll with advantage or disadvantage. Damage and references to other custom rolls cannot, because neither is a d20.
Added rolls are stored by identity rather than by name, so renaming the attack later does not break the custom roll that uses it.
Branch a custom roll on its result

A step can be made to depend on the step before it, which is how one custom roll covers a whole attack sequence rather than the first half of one.
>, ≥, =, ≤ or < against a number.A common shape is an attack, then damage gated on beating the target's armor class, then a miss message otherwise.
The chat card shows the whole sequence, including the steps that did not run and why, so a branch that never fires is visible rather than silently missing.
Status Effects

Status Effects in the right column control ongoing conditions and passive modifiers.
Race and Class Abilities

Use these panels as your always-visible ability reference during play.
Quick Spells

Quick Spells sits at the bottom of the right column and holds the spells you cast most, so you can cast them without leaving the stats page.
The panel holds up to 15, and the counter in its header turns red once you are at the cap. An empty panel tells you what it is for.
Add spells to the panel

The plus in the panel header opens Import Quick Spells, where Search your spells... finds anything on your Spells page.
Each row shows whether the spell is Known or Prepared, so you are not adding something you cannot currently cast.
Casting from Quick Spells

A quick spell casts exactly as it does on the Spells page, including sending its effects.
The panel holds no spells of its own. Every row is the live spell from your spell list. Rename or delete a spell on the Spells page and the change shows here immediately, and nothing in this panel can edit or delete a spell.
Remove or clear quick spells

Remove on a row takes that spell out of the panel. Clear Quick Spells? empties the panel in one go.
Both only affect the panel: your spells themselves are never deleted by either.