Character Sheet

Worlds Beyond

Homebrew rules · Draft 31

Open DM RoomRun an offline encounter with multiple characters, initiative and turns.

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Battlemap

Each square is 5 ft, diagonals included. Drag your token, or tap a square to see what it costs and tap it again to move. Moves go around walls and anything else in the way, and difficult terrain like rubble, water or bones costs 10 ft a square. Stairs marked with an arrow lead to another level: stand on them and you’ll be asked whether to go. Moving spends AP the same way as the Movement panel: leftover feet first, then Surge, then AP from a Command, then your own. You can reach the green squares without spending AP, and the brass ones with the AP you have. With fog of war on, you see the squares around you and whatever is in your line of sight, as long as it’s lit or within your sight in the dark (your darkvision or the light you carry). Places you’ve seen stay dimmed. You can plan a move into places you haven’t seen; if something turns up in the way, you stop next to it and only pay for the distance you walked. Tap an enemy to target it, then attack if it’s in reach.

AP Moved this turn Can still move Sight

Size × squares
Enemies

Hits go by the Evasion you enter and damage comes off their Health after their Armor Rating. Their Dodge, Block and resistances are still the DM’s call. Drag an enemy to move it.

    Forms

    Vitals

    Evasion, Initiative, Movement, Hit Die, Reactions and Wonder fill in from your attributes, Armor Rating is your VIT mod (half your VIT once your VIT reaches 28) plus the armor you're wearing, and gear bonuses count while they're worn. Max Health and Mana add up from the Advancement table once you enter VIT and INT or FTH. Health can drop below 0: you bleed out at 4 a turn and die at your Death Threshold. Numbers in brass were typed over by hand. Clear one to go back to the automatic value.

    Health
    /
    Death Threshold — Trauma 0
    Mana
    /

    Custom Resources

    Track Energy, Stamina, Heat or any other character-specific resource. You can assign each pool to specific ability forms; balances remain unchanged when you switch away.

    Refills Health, Mana or Holy Power, Wonder, AP, reactions and item uses, and locks in the gear you're wearing.
    10 + AGL mod
    VIT mod + worn armor
    WIS mod
    ft / AP
    5 ft + 5 per AGL mod
    ft
    How far you see in the dark
    ft
    A torch, lantern or spell
    Action PointsStarts at 15 and grows with level.
    Reactions1, plus 1 at AGL 21 and 1 at AGL 28. Back at the start of your turn.
    ·
    5 AP · d20 + INT mod against DC 12. On a success they stop bleeding.
    5 AP · they get 2 + CHA mod, up to 5
    When an ally Commands you. Use it on your next turn, before your own AP. Like temporary Health it doesn’t stack: you keep the highest.
    Movement
    ft

    WonderReroll any non-attack d20. Uses equal FTH mod per long rest.

    Defenses

    All damage comes in here. Enter it and press Take the hit, and your Armor Rating and resistances come off for you. To defend instead, also enter their attack roll (or the save DC for an area attack) and pick a defense. Each defense uses a reaction.

    BlockReaction · reduces damage

    Needs arm guards, a weapon or a shield. Works on anything you can physically stop, like a sword or a fireball, but not something like mind control. Roll 1d4 + STR mod (a shield's Block die replaces the 1d4) and take that much off the damage, after Armor Rating. Cover all of it and you block it completely, along with poison or anything else that has to cut into you. With a shield you can also block for anyone you could reach with 1 AP of movement.

    1d4
    DodgeReaction · avoids the hit

    Roll d20 + AGL mod against their attack roll. Beat it and you take no damage. Tie or fall short and you take all of it. Against an area attack like a fireball, your Dodge is the save: meet the DC and you take half. Mind control and other effects can’t be dodged, and neither can an attack that rolled a natural 20. If a Dodge fails, you can still Block with another reaction.

    +0
    ParryReaction · negates the hit

    Needs DEX 21 and a weapon or shield in hand. Once each round, step in front of a physical attack you can see, aimed at you or anyone you could reach with 1 AP of movement. Roll d20 + DEX mod. Beat their attack roll and you negate its damage and any non-magical effects. This works against a natural 20 too.

    +0

    Overwhelming Force (STR 28) means nothing, Armor Rating, Block and Parry included, can bring the damage below half. A successful Dodge still avoids it completely.

    d20