Characters

Reference. Part of the GM reference. For the steps of a task, read the GM guide.

Party roster

The Party card lists the characters. The selected character sets what the character detail card shows.

Control Who What it does
Row name Everyone Selects the character
Edit character (pencil) GM Opens the edit dialog of that character
Open player tab (arrow out of a box) GM Opens a Player tab bound to that character in a new browser tab
Place on map GM, while the party is split Moves that character. See Party splitting
More actions (three dots) GM Opens a menu with Grant XP, which grants XP to that character alone (the default is 100), and Delete, which deletes the character after a confirm
New character GM Opens character creation
Award Party XP GM Grants XP to every living character: the same amount to each, or a total split evenly among them and rounded down. A dead character gets nothing and does not count in the split. The default is 100 per character
Spectator tab GM Opens a Player tab bound to no character
Allow splitting the party GM See Party splitting
Playing as Player tab Binds the tab to a character. Locked in a tab opened from a player tab link, until the tab loses its character

Open player tab is an ordinary link, so a middle-click or the “Open in new tab” menu of the browser also works on it. Spectator tab is a button. It always opens a new browser tab, and it has no link menu.

Edit field Meaning
Name (required) The name of the character. Save stays off while it is blank
STR to CHA The stored ability scores, from 1 to 30. They include the race increases and ability score improvements, and not the bonus of worn items. A change updates max HP, saves, checks, and AC at once
Saving throws, Skills, Armor, Weapon categories The proficiency lists. Expertise stays on the sheet, and a skill removed here loses its expertise too
Other weapons, Tools, Languages Named weapons, tools, and languages, one pill each
Max HP The maximum without the raise of a spell such as Aid. A changed value overrides the calculated maximum, and lowers current HP to fit. An unchanged value leaves the maximum calculated, so it still grows with level and CON
Use class HP Shows only after a typed maximum. Drops the typed value and goes back to the calculated maximum
Bonus HP (temporary) Temporary points on top of the real HP. Damage drains them first, and healing never refills them. A typed amount stays after the spell that granted the old amount ends
Unarmored base AC The unarmored baseline, normally 10

Character summary card

The Sheet tab of the sidebar shows a summary card of the selected character. It has what a GM reads during play:

  • the name, the race, the HP bar, and the Damage and Heal controls
  • the level line with AC, initiative, speed, passive Perception, the proficiency bonus, and XP
  • the spell slot lines
  • the level-up banner
  • Checks and saves, a grid with a button for each plain ability check and each saving throw. A click rolls it through the dice tray. A solid dot marks a proficient save
  • the counters of limited resources, such as Second Wind
  • the Conditions block, with exhaustion
  • the 18 skills, one line each with the bonus. A click rolls the skill

Open full sheet at the top of the card opens everything else. A Player tab bound to a character shows the same card and the same button.

Full sheet

Open full sheet at the top of the summary card opens the sheet the width of the page, in the way the combat screen takes the page. The party row menu (the three-dot button) has Open full sheet too, and the C key opens and closes it in Play mode. With an empty party, the button hides and the C key does nothing. The map, the party dock, and the sidebar hide while it is open. The bar along the top has Back to the map and one tab per party member. Left and Right move between the tabs, and Home and End go to the first and last. Back to the map or Escape closes it and puts focus back on the control that opened it. In a text field, such as the inventory search, Escape clears the field and leaves the sheet open. A switch to Build mode or a fight shows that mode, and the full sheet comes back on the return to Play. At phone width the view bar at the bottom of the screen hides while the full sheet is open.

The full sheet has four tabs.

Tab Contents
Character The whole character sheet. On a page about 1,500 pixels wide or more, the skill list takes a third column beside the two section columns. See Sheet contents
Equipment The nine equipment slots
Inventory The item list
Spellbook The spells that the character can learn, knows, and prepared. See Spellbook tab

Sheet contents

The top of the sheet shows the name, the race, and a tall HP bar the width of the card, with the current and maximum HP above it. Under the bar, the GM gets a Damage button, an amount field, and a Heal button. The amount field sets how many HP each click moves. It starts at 1, and each Damage or Heal press sets it back to 1. An empty field, or a number below 1, disables both buttons. The level line gives AC, initiative (Init), speed, passive Perception (PP), the proficiency bonus (Prof), and XP. The tooltip of Init names the disadvantage of exhaustion, as the initiative roll of a fight uses it.

A caster gets one line per spell level, such as “1st”, then the pips, then the free count, such as “3 of 4”. A filled pip is a free slot. A spent pip is a hollow ring, dimmed and struck through. A click on a pip spends or restores a slot. Each line names its count for a screen reader and in its tooltip, such as “Level 1 slots: 3 of 4 free”.

While a character has a level to assign, an ability score improvement, or a class feature choice left, a banner at the top of the sheet says so, such as “Ready to level up: 1 level to assign.” The GM’s Level up button opens the full sheet. For a pending level, it then opens Assign a level. For an improvement or a feature choice, it moves focus to the +2 ability or Choose button of the Progression block. A Player tab shows the banner with no button. The party row of the character shows a Level up mark at the same time.

The Character tab of the full sheet adds these items to the summary:

  • the ability scores with their modifiers, which replace the quick-roll grid
  • the six saving throws, with the bonus of each
  • Add pool and the edit buttons of custom resource pools
  • the Progression block, with the hit-dice pool
  • the Features section, with one card for each class feature, race trait, and feat. A class feature with a claimed choice has a Change button for the GM. Cancel in its dialog keeps the current choice
  • the castable spells

A dot in front of each save or skill shows how trained the character is.

Dot Training
Hollow Untrained
Solid Proficient
Ringed Expertise, which doubles the proficiency bonus

A key under passive Perception shows the solid and the ringed dot.

Some class features change these bonuses. Jack of All Trades (bard 2) adds half the proficiency bonus, rounded down, to every check without proficiency. Remarkable Athlete (Champion 7) adds half, rounded up, to a STR, DEX, or CON check without proficiency. Aura of Protection (paladin 6) adds the paladin’s CHA modifier, at least +1, to its own saves, and the GM applies the aura to allies. Diamond Soul (monk 14) makes every save proficient, so every save shows the solid dot. Reliable Talent (rogue 11) counts a d20 face below 10 as a 10 on a check with a proficient skill. The tray still shows the face it rolled, and the log line names the lift, such as “Reliable Talent, 4 counts as 10”. A save, an attack, and a check without proficiency get no lift. Primal Champion (barbarian 20) raises STR and CON by 4, to at most 24. The raise shows in every score and bonus, and the base score in the stat editor stays as it is.

Passive Perception is 10 plus the Perception bonus. Compare it against a hidden thing when nobody says they are looking.

A click on a save or a skill rolls it with a d20 and the whole bonus. The roll goes through the dice tray, but the tray stays closed, and the dice and the modifier that you set up in the tray stay as they were. The log shows the parts of the number: the ability modifier, the proficiency or expertise, and any condition chip that adds to the roll.

Guidance and Resistance add to one roll only. The first check or save that they change removes their chip. In the Library, the spell form marks this kind of spell with One roll only.

The DC is the DC field of the dice tray. Type a DC there once, and each save or skill that you roll from the sheet reports success or failure against it, in the toast and in the log, as in “against DC 13 from the dice tray”. The field keeps what you typed until you clear it. An attack or a death save compares against its own target and leaves the field alone. With the field blank, nothing judges the roll, so compare the total against the DC that you have in mind. The d20 mode of the dice tray applies, and the log names the die that it dropped.

The Conditions block shows the chips and the held spell with its Drop control. While the character is at 0 HP, it also shows the death-save tracker with its Roll and Stabilize controls. The tracker shows the same pips and words as the combat screen.

Expertise doubles the proficiency bonus for a skill. The Expertise features of the Rogue and the Bard grant it. When such a feature unlocks, a prompt offers the proficient skills. The Rogue’s prompt also offers thieves’ tools, which the Rogue class grants at level 1. Expertise in thieves’ tools shows in the class features list, and the app has no tool check to apply it to.

The picks show in the class features list with a Change button. An unclaimed grant waits in the Progression block as a pending feature choice with a Choose button. The Set expertise button is a manual grant with no maximum, for a subclass or homebrew feature that the class catalog does not model. The button shows to the GM for any character with at least one skill proficiency, and it offers only the proficient skills, plus thieves’ tools when the character has them. The line “No expertise chosen” shows only for a character with a class feature or a feat that grants expertise.

Creation and progression

Creation picks a class, a race, and a background, and offers the skill choices of the class. The class list leaves out a skill that the race or the background already gives, so an Acolyte Cleric picks two skills other than Insight and Religion. A Half-Elf also picks two abilities other than CHA that gain +1 each, and two skills of any kind (Skill Versatility). A Dragonborn picks the damage type of its Draconic Ancestry and resists that type. A Dwarf picks its tool proficiency from smith’s tools, brewer’s supplies, and mason’s tools. An Elf (the High Elf) picks one cantrip from the wizard list. The cantrip joins the spellbook, casts with INT, and does not count against a class cantrip limit, so a fighter elf casts it too. From these choices, the sheet assembles the proficiencies: saving throws, skills, weapons, armor, tools, and languages. Every list stays editable afterward. The Edit dialog of the character also changes the two Half-Elf ability picks, the Dragonborn ancestry, and the High Elf cantrip, and the scores move to match. A High Elf that forgets its race cantrip in the Spellbook tab loses the pick, and the Edit dialog picks a new one.

These race traits change rolls by themselves:

Trait Race Effect
Lucky Halfling A natural 1 on an attack roll, an ability check, a saving throw, or a death save rolls again, and the new roll stands
Brave Halfling Advantage on a spell save against Frightened
Fey Ancestry Elf, Half-Elf Advantage on a spell save against Charmed
Dwarven Resilience Dwarf Resistance to poison damage, and advantage on a spell save that poisons or deals poison damage
Gnome Cunning Gnome Advantage on every INT, WIS, and CHA save against a spell

The app applies Lucky to the weapon attacks, death saves, saves, and checks that it rolls. A spell attack and a roll in the dice tray by hand still need the reroll by hand. The save traits apply to the saves that a spell or a creature action asks for, and to the save at the end of a turn that can end a spell’s condition. A creature action, such as a breath weapon, is not magic, so Gnome Cunning does not help against it. A save that the GM calls at the table from the sheet still needs the advantage set by hand. The remaining race traits are text on the sheet, and the GM applies them: the Dragonborn Breath Weapon, Stonecunning, Trance, Naturally Stealthy, Halfling Nimbleness, Artificer’s Lore, Tinker, Relentless Endurance, Hellish Resistance, Infernal Legacy, and Extra Language. The app adds the Savage Attacks die to a melee critical hit.

The class sets the hit die, and the class with its subclass sets the caster type. Max HP comes from the hit die plus the CON modifier per level. The Hill Dwarf (Dwarven Toughness) and the Tough feat add 1 and 2 HP per character level. A Draconic Bloodline sorcerer adds 1 HP per sorcerer level.

Spell slots follow the 5e table. A multiclass character combines its casting classes on the combined-caster-level table.

A character with no class still works. Its HP then follows a flat growth curve, and it gains no proficiencies.

The total XP of a character follows the SRD table.

Level XP
2 300
3 900
4 2,700
5 6,500
11 85,000
20 355,000

The sheet header shows the total against the start of the next level. A character made at a higher level starts at the XP where that level begins.

Enough XP does not level a character with a class on its own. Each earned level waits as a pending level. The GM assigns it to a class, either the current class or a new one.

The proficiency bonus, cantrip damage, and the encounter budget follow the assigned class levels. So a pending level does not raise any of them until the GM assigns it. The roster reads “(Lv 4, +1 to assign)” and the sheet header reads “Level 4, 1 level to assign” while that level waits.

An assignment does these things:

  • It grows HP by the hit die of that class.
  • It adds a hit die.
  • It advances the spell slots. A new spell level arrives full, and a slot already spent stays spent.
  • On an ability score improvement level, it leaves a pending choice: +2 across one or two abilities, up to 20, or a feat by name.

Both choices can be undone from the same block. The feat list shows a built-in feat that the character does not qualify for as disabled, and it names the prerequisite. An example is Grappler for a STR 8 Wizard. The prerequisite of a feat that you wrote in the library is display text only, so you enforce it.

A class feature with choices, such as the Expertise of the Rogue, prompts when its level is assigned. A choice with only one possible pick applies with no prompt. A cancel keeps the grant pending, and the Choose button in the Progression block offers it again.

The hit-dice pool can be spent. The Spend button in the Progression block spends one die outside a rest, and it asks first, so a click in the middle of a fight does not heal by mistake.

Rest Hit dice
Short rest The Short rest dialog asks how many dice each hurt character spends. Each die heals the roll plus the CON modifier, and spending stops at full HP. With the Durable feat, each die heals at least twice the CON modifier, and at least 2
Long rest Restores half of the total hit dice, at least one, largest dice first. For example, Fighter 3 / Wizard 3 with every die spent gets three dice back

Fighting styles

The Fighting Style feature of the Fighter (level 1), the Paladin (level 2), and the Ranger (level 2) waits in the Progression block as a pending feature choice. Click Choose and pick one style. The class features list shows the pick with a Change button. A character with the feature from two classes takes a different style each time.

Style Classes Effect in the app
Archery Fighter, Ranger +2 to the attack roll of a ranged weapon
Defense Fighter, Paladin, Ranger +1 AC while the character wears body armor
Dueling Fighter, Paladin, Ranger +2 damage with a melee weapon in one hand, when no other weapon is in hand
Great Weapon Fighting Fighter, Paladin Each 1 or 2 on a damage die rolls again once, for a two-handed weapon or a versatile weapon swung in two hands
Protection Fighter, Paladin Text only. The GM applies the disadvantage by hand
Two-Weapon Fighting Fighter, Ranger The off-hand attack adds the ability modifier to damage

The attack log line names Archery, and the hit line names Dueling and Great Weapon Fighting.

Disciple of Life

A Life Domain cleric adds 2 + the spell slot level to each target of a healing spell of 1st level or higher, such as Cure Wounds or Healing Word. An upcast uses the higher slot. The heal line in the log ends in “, Disciple of Life +N”. A spell that rolls no healing dice (Lesser Restoration), a revive, and a stabilize get no bonus. The class features list on the sheet shows the feature from cleric level 1.

Class feature pools

The app gives each character a resource pool for every class feature that has a count of uses. The class levels and the ability scores set the size of each pool, so you do not type it in. A new level adds its uses unspent, and a class that the character no longer has takes its pool away.

Pool Class and level Uses Refills on
Second Wind Fighter 1 1 Short rest
Action Surge Fighter 2 1, or 2 from level 17 Short rest
Indomitable Fighter 9 1, then 2 at level 13, 3 at 17. The GM spends a use and rerolls the failed save at the table Long rest
Rage Barbarian 1 2, then 3 at level 3, 4 at 6, 5 at 12, 6 at 17. No pool at 20, where rage has no limit Long rest
Bardic Inspiration Bard 1 The CHA modifier, at least 1 Long rest, or short rest from level 5
Channel Divinity Cleric 2, Paladin 3 Cleric: 1, then 2 at level 6, 3 at 18. Paladin: 1. A character with both classes gets the larger count Short rest
Divine Sense Paladin 1 1 plus the CHA modifier Long rest
Lay on Hands Paladin 1 5 hit points for each paladin level Long rest
Ki points Monk 2 The monk level Short rest
Wild Shape Druid 2 2. No pool at 20, where Wild Shape has no limit Short rest
Sorcery points Sorcerer 2 The sorcerer level Long rest. From level 20, a short rest also restores 4 points (Sorcerous Restoration)
Arcane Recovery Wizard 1 1 Long rest

Custom pools

The GM can add a pool for any count of uses that the class list does not give, such as the charges of a wand. Click Add pool below the resource list of the sheet, and set the name, the number of uses, and Refills on. A Long rest pool refills on a long rest, a Short rest pool refills on either rest, and a No rest pool refills only when the GM restores it with the plus button. Each row shows its rest in brackets. The pencil button edits a custom pool, and the bin button removes it. A class feature pool has no edit button, because the class levels set its size and its rest.

Subclasses

A class can take a subclass from its subclass level.

Subclass level Classes
1 Cleric, Sorcerer, Warlock
2 Druid, Wizard
3 Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Rogue

The Progression block shows a Choose button for each class at that level, and a Change button after the pick. The assignment of the subclass level also asks for the pick. Only the GM can set a subclass.

The list offers the SRD subclass of each class. The Fighter also offers the Eldritch Knight, and the Rogue also offers the Arcane Trickster.

List item Effect
A listed subclass Stores that subclass and applies its rules
Other… Stores any typed name. A typed name that matches a listed subclass stores as the listed name. A name that is not on the list has no rules effect
None Clears the subclass

The Eldritch Knight and the Arcane Trickster cast spells. Each one learns from the wizard list with INT, as a known caster with no rituals. The slots follow the third-caster table below, and a spell can be no higher than the top slot level.

Class level Slots Top spell level
3 2 × 1st 1st
4 to 6 3 × 1st 1st
7 to 9 4 × 1st, 2 × 2nd 2nd
10 to 12 4 × 1st, 3 × 2nd 2nd
13 to 15 4 × 1st, 3 × 2nd, 2 × 3rd 3rd
16 to 18 4 × 1st, 3 × 2nd, 3 × 3rd 3rd
19 to 20 4 × 1st, 3 × 2nd, 3 × 3rd, 1 × 4th 4th
Subclass Cantrips
Eldritch Knight 2, and 3 from level 10
Arcane Trickster 3, and 4 from level 10

In a multiclass, each of these subclasses adds a third of its class level to the combined caster level. A class with no slots yet at its own level does not join the combined table. So a Fighter 4 (Eldritch Knight) / Paladin 1 keeps the Eldritch Knight slots.

A change away from a casting subclass removes its slots, and it removes the spells that the character learned under that class. A later change back gives full slots. While a class has a subclass on its subclass level, that level cannot move to a new class.

The Spells block of the character sheet warns when a spell list breaks a subclass rule. The warning does not block the list, so a GM can allow it.

  • The spell schools of each subclass. The Eldritch Knight uses abjuration and evocation, and the Arcane Trickster uses enchantment and illusion. The spells learned at class levels 3, 8, 14, and 20 can come from any school.
  • The number of leveled spells that each subclass knows: 3 at class level 3, 4 at level 4, and 13 at level 20. Only the spells learned under the subclass count, so the wizard spells of a Fighter (Eldritch Knight) / Wizard do not.
  • Mage Hand as one of the Arcane Trickster cantrips.

The same block warns when a Bard, Sorcerer, Warlock, or Ranger knows more leveled spells than its class table allows, for example 7 for a Bard 4 or 2 for a Ranger 2. Only the spells learned under that class count. A warlock’s Mystic Arcanum spells of 6th level and up do not count. The warning does not block the list either.

Eldritch invocations

A warlock picks its eldritch invocations and its pact boon when it gains a warlock level in the Progression block. Only the GM can pick either one. The level-up asks for the pact boon at warlock level 3, and for the new invocations at each level that raises the count. It then offers one optional swap of a known invocation for another that qualifies. A pick that the GM cancels stays pending, and the Warlock choices pending row asks for it again, with no swap. The Invocations row shows how many invocations the warlock has and how many its level allows. The GM edit buttons set the boon and the invocations freely, with no swap limit, and list only the invocations that the warlock qualifies for. An invocation qualifies when the warlock level is high enough, the warlock knows the cantrip that it names, and the warlock has the pact boon that it names. The Pact boon row appears from warlock level 3. The Invocation rules list under the rows shows what each picked invocation does.

Warlock level Invocations
2 to 4 2
5 to 6 3
7 to 8 4
9 to 11 5
12 to 14 6
15 to 17 7
18 to 20 8
Invocation Effect in the app
Agonizing Blast Adds the CHA modifier to the damage of each Eldritch Blast beam that hits
Eldritch Spear Sets the range of Eldritch Blast to 300 feet
Repelling Blast Adds a log line for each creature that an Eldritch Blast hits, with how far it can be pushed. The push has no size limit
An at-will spell, such as Armor of Shadows The spell casts with no slot, at its own level. An invocation that limits the spell to the warlock offers only the warlock as a target, and one with no material drops the component. If the spellbook also has the spell, the app first asks How to cast: at will, or with a spell slot. The slot cast works as a usual cast, so it can target others and use a higher slot
A once-per-rest spell, such as Thief of Five Fates The spell casts with a pact slot, and then it refuses until a long rest. The slot picker offers only the pact slot level, and the cast refuses when no pact slot is left. If the spellbook also has the spell, the cast uses the spellbook and keeps the invocation for later
Beguiling Influence Adds the Deception and Persuasion skills. A change that removes the invocation removes the skills, except a skill that another grant also gives. A warlock that drops below 2nd level loses the skills, and gets them back at 2nd level
Book of Ancient Secrets Casts the rituals in the Book of Shadows as rituals. See Pact of the Tome
Thirsting Blade One Attack action buys two swings with the marked pact weapon. A first swing with another weapon ends the Attack action, and the second swing refuses any weapon but the pact weapon. It does not add to Extra Attack from another class, so a fighter 5 / warlock 5 still swings twice with any weapon
Lifedrinker Each hit with the pact weapon adds necrotic damage equal to the CHA modifier, at least 1. A critical hit does not double it. The damage line of the log names it, as in , Lifedrinker +4 necrotic
Any other invocation, such as Devil’s Sight Text in the rules list only

The spells that the invocations cast list on the character sheet and in combat. A spell that the spellbook does not have goes in its own Invocations group on the sheet. A once-per-rest spell in that group shows struck through while it is spent, and its tooltip says “spent” or “available”. A cast through an invocation uses the warlock save DC and attack bonus, and the log names the invocation, as in “Wren casts Mage Armor (Armor of Shadows).”

A Pact of the Blade warlock marks its pact weapon in the Inventory tab. Each weapon or bow row has a sword button, labeled Make (weapon) the pact weapon, that marks it, and the same button clears the mark. The marked row shows a Pact weapon badge. One weapon at a time is the pact weapon, and the mark goes away when the weapon leaves the inventory. Thirsting Blade and Lifedrinker read the mark.

The app does not enforce these invocation rules, so you enforce them:

  • The creature types of Chains of Carceri, and its limit of one cast on each creature per long rest.
  • The push of Repelling Blast. The board does not move a token by feet, so you move the token.
  • The ritual casting of a warlock with Book of Ancient Secrets. The app offers the ritual box for a ritual in the Book of Shadows only, but a ritual that the warlock also knows as a warlock spell casts with a slot.
  • How the Pact of the Blade summons the pact weapon, and the familiar of the Pact of the Chain with the invocations that use it. The pact weapon does not count as magical against resistance to nonmagical damage.

Pact of the Tome

A warlock with the Pact of the Tome keeps a Book of Shadows. The level-up that picks the boon asks for three cantrips from the list of any class, and the Book of Shadows cantrips row in the Progression block changes them. The book cantrips join the spellbook as warlock spells, so they use CHA and the warlock save DC. They do not count against the cantrip limit, so the Spellbook tab reads, for example, “Cantrips 5/5” for two class cantrips and three book cantrips.

A change of the pact boon away from the Pact of the Tome removes the Book of Shadows. Its cantrips leave the spellbook, and a cantrip that the warlock knew from a class before the book stays. To keep a book cantrip, forget it in the Spellbook tab and learn it again as a class cantrip before you change the boon.

The Book of Ancient Secrets invocation adds rituals to the book. The pick asks for two 1st-level rituals from the list of any class. To copy more rituals later, click Add ritual on the Book rituals row. The list offers rituals up to half the warlock level, rounded up. A ritual in the book lists with the other spells on the sheet, and it casts only as a ritual, with no slot and ten minutes more. The GM decides when the warlock finds a ritual to copy, and the app does not charge the gold or the time of the copy. A warlock who loses the invocation loses the rituals too, so the invocation picked again asks for two new rituals.

Mystic Arcanum

At warlock levels 11, 13, 15, and 17, the level-up asks for one warlock spell of 6th, 7th, 8th, and 9th level. The list offers the warlock spells of that level in the library. A level left at None stays pending, and the Warlock choices pending row asks for it again. The Mystic Arcanum row in the Progression block lists the picks, and its GM edit button changes them.

An arcanum spell casts once per long rest at its own level with no spell slot. It lists in a Mystic Arcanum group on the character sheet, and with the other spells in combat. While it is spent, its chip shows struck through, and a cast refuses until a long rest. If the spellbook also has the spell, the app first asks How to cast: the arcanum with no slot, or a spell slot. The log names the feature, as in “Wren casts Circle of Death (Mystic Arcanum).”

Inventory and equipment

The Equipment tab shows nine slot cards around a plate with the character’s name and AC: Helmet, Armor, Gloves, Greaves, Main hand, Off hand, Ranged, Ring 1, and Ring 2. A card shows the item’s name and one short stat line, such as “AC 17, heavy” or “1d8 slashing”. Click a card to open its picker. The picker lists Empty and every item that the slot accepts, each with its full details, and Equip puts the chosen item in the slot. 5e armor has no Helmet, Gloves, or Greaves slot, so those three are a house rule. The item form marks their types with “(house rule)”, and a note under the AC row says so too.

Slot Accepts
Helmet helmet
Armor armor
Gloves gloves
Greaves greaves
Main hand weapon
Off hand shield or weapon
Ranged bow
Ring 1, Ring 2 ring

One item fills as many slots as its quantity. So a single ring goes on one hand, and a pair of daggers can fill both hands. A two-handed weapon in the main hand empties the off hand. The Off hand card reads “Both hands on” the weapon, and it stays closed until the weapon comes out of the main hand.

The Coins row at the top of the Inventory tab has one field for each 5e coin: platinum (pp), gold (gp), electrum (ep), silver (sp), and copper (cp). Type a count and press Enter or leave the field to save it. The GM and the player of a bound tab can change the counts, and a spectator sees one line such as “25 gp, 7 sp”. A save that keeps gold as a “Gold (gp)” item moves that item into the gold field when it loads.

The Inventory tab also has a search box over names and descriptions, a type filter, and one collapsible heading per item type. Under each heading, every item is a tile with its name, one short stat line, a badge such as “x41” for a stack, and an “Equipped” mark for an item in a slot. Click a tile to show the item in the detail pane, which has its full effects, its description, and the edit, give, count, use, and discard controls. On a wide screen the pane sits beside the tiles, and on a narrow one it sits under them.

Item field Values
Type gear, weapon, armor, helmet, gloves, greaves, shield, bow, ring, or consumable. Gear and consumables cannot be equipped
Description Free text
Damage roll Structured dice terms: a base roll plus optional permanent riders
Category simple, martial, or none for a natural weapon such as a bite
Kind melee (STR) or ranged (DEX)
Properties The 5e property flags: finesse, versatile, two-handed, light, heavy, reach, thrown, ammunition, and loading
Range Normal and long range in feet, for a ranged or thrown weapon. A blank or unreadable field takes 80/320 for a ranged weapon and 20/60 for a melee weapon. The long range never saves shorter than the normal range
Two-handed damage The other dice of a versatile weapon
Status effects Tags that the weapon inflicts, for example burning or poisoned
Magic For a weapon: tick Magical weapon so that resistance to nonmagical weapon damage does not apply
Light For gear: tick Sheds light for a torch or a lantern, so the group that carries it sees in the dark (see the sight table)
Weight class For body armor: light, medium, or heavy
Base AC For body armor
Min STR For body armor: the Strength score that it needs. 0 means none
Stealth For body armor: tick it to give the wearer disadvantage on Stealth
AC bonus A flat bonus on any other item that can be equipped. A shield uses this field too, and it starts at +2
Ability buff For example +2 STR, applied while the item is equipped
Heals when drunk For a consumable: the heal dice, as a count, a die size, and a flat bonus. A count of 0 means the item heals nothing. A potion preset fills it

Only the GM adds an item. A player uses, gives away, and discards what the character carries. A new or given item joins an existing stack only when its name, type, notes, and every other field match. Otherwise it gets a row of its own, so a renamed “Dagger +1” and a plain Dagger stay apart.

Control Shows for What it does
Use one A consumable Uses one charge, down to the last one. A consumable with heal dice asks who drinks it first (see below)
Drop one Any other stacked item Removes one from the stack
Add or remove (plus) Every item, for the GM Opens an Amount field under the row. Add puts that many on the stack, and the log records a pickup. Remove takes that many off, at most the whole stack, and the log records a discard
Discard Every item Removes the whole stack. Asks first when the stack has more than one item

A consumable with heal dice heals when a character uses it. Use one opens a dialog that asks who drinks it. The character who carries it is first, and any other party character can take it, so a character can pour a potion into a downed ally. The tray rolls the heal with no target, and a heal above 0 HP ends the dying state. The log and a toast show the heal and the new HP, so the result shows on the full sheet too, where the tray is hidden. A dead character cannot take a potion, and the potion stays on the stack. In a fight, on the turn of the character who carries it, a potion costs the action. The app does not check that the two characters stand on the same tile.

Potion Heal
Potion of Healing 2d4 + 2
Potion of Greater Healing 4d4 + 4
Potion of Superior Healing 8d4 + 8
Potion of Supreme Healing 10d4 + 20

The heal dice belong to the item, so a renamed potion still heals. To make a custom healing item, such as a Troll Draught that heals 3d6, add a consumable and set Heals when drunk. A consumable with no heal dice is a plain consumable, and Use one only takes it off the stack. A potion from an older save that has no heal dice gets them on load when its name matches one of the potions above.

An edit keeps the item equipped, because it is the same item. A type change that its slot cannot accept takes the item off. When the last of a stack is removed, the item comes off.

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