Table of Contents

Player

Stats

Player

Stats

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

  • Left column: vitals, roll controls, ability scores, and skills.
  • Middle column: hit dice, references, resources, attacks, and custom rolls.
  • Right column: status effects plus race/class abilities.

Vitals

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

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

Addons and status effects on vitals

Two different kinds of modifier meet here:

  • Addons are reusable modifiers you toggle on and off yourself: a shield, a stance, a magic item.
  • Status Effects are timed or condition-based, and are applied to you rather than chosen by you.

Both show against the vital they affect, so a number that looks wrong can always be traced.

Inspiration, Proficiency, and Roll With

Inspiration, Proficiency, and Roll With

This strip controls roll behavior globally before you click any dice button.

  • Inspiration: a tracker toggle only. It has no mechanical effect.
  • Prof Bonus: shown as Prof Bonus in the roll strip, and used anywhere proficiency is referenced. For example, when writing in an input that allows roll notations 1d20+PB will automatically add the current proficiency bonus value in place of PB.
  • Roll With: sets default roll mode to Normal, Advantage, or Disadvantage. This is a global setting that affects all checks, saves, and attacks.

Core Stats and Skills

Core Stats and Skills

Read each ability row left to right:

  1. Ability icon: opens quick rolls for checks and saving throws.
  2. Main stat card: shows ability score and its core modifier.
  3. Skill list: each skill has an instant roll action and an editable value.

This section is designed for fast decision-making: click, roll, and move on.

Hit Dice

Hit Dice

Use Hit Dice as your short-rest recovery tracker.

  • Roll one die directly from the panel.
  • Adjust current dice count up or down as you spend or recover them.
  • Refresh back to max when your table rules allow it.

Languages and Proficiencies

Languages and Proficiencies

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

  • Open the edit modal from each panel header to add or remove entries.
  • Use it as a fast in-session reference when the GM asks what your character can do.

Death Saves

Death Saves

Death Saves are tracked here with quick actions.

  • Roll from the dice action when required.
  • Adjust success and failure marks manually when needed.
  • Reset the tracker once the character is stabilized or revived.

Money

Money

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

  • Names and rates may vary depending on your Host's ruleset for the campaign.
  • Click the edit button to subtract or add currency amounts, and the total pieces will update automatically.
  • Total Pieces is the combined value of all currencies after converting everything into the lowest currency denomination first.
  • Example: if 1 gold = 10 silver and 1 silver = 10 copper, then 2 gold + 3 silver + 4 copper becomes 234 copper total.

Resources

Resources

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

  • Adjust current and max values by 1 from the option menu.

Create an attack

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

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

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

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

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

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 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 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

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

Custom Rolls is for anything you repeat and do not want to rebuild every session.

  • Give the roll a name, then write its dice notation.
  • Stat tokens work here, so 1d20+DEX+PB keeps resolving correctly as you level.
  • Trigger it from the actions menu, and the result lands in whichever chat tab is open.

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

Adding a sheet roll into a custom roll

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:

  • A stat, as a Check or a Save.
  • A skill, or one of your custom skills.
  • An attack, or its Damage or Crit on their own.
  • A spell, or its damage or crit.
  • Another custom roll, so a long sequence can be assembled from shorter ones.

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

Adding a condition to a custom roll

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.

  • Add a condition to a step to gate it on the previous result, using >, , =, or < against a number.
  • Add an otherwise step to run only when the branch above it did not.
  • Group a step with the one above it to keep several rolls inside the same branch.

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

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

  • Effects can be added manually or applied automatically from attacks and abilities.
  • Effects may change derived stats (You can see the AC change from the 1st example above).
  • Round/day durations are tracked, and effects that have a duration of 0 change to a faded state to indicate they are no longer active and can be removed.
  • Hover over an effect to see its full description.

Race and Class Abilities

Race and Class Abilities

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

  • Keep racial and class features organized outside of attacks so they are easy to scan.
  • Create status effects in abilities to apply conditions automatically when you click Effects from the actions menu.

Quick Spells

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

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

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 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.