Character Sheet
Worlds Beyond
Saves automatically in this browser.
Status Effects
All currently active timed ability effects and manually recorded conditions, together with their sources and remaining turns. Automatic ability bonuses affect the sheet; manually added conditions are descriptions only until their mechanics are supported.
0 active statuses
Active ability effects
End an effect early without refunding its costConditions and other effects
Record poison, blessings, injuries, and custom effectsBattlemap
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.
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.
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.
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.
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.
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.
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.
A natural 20 can’t be dodged. Block or Parry it instead.
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.
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.
Attributes
STR and DEX: (score − 12) ÷ 2, rounded down. The other six move 1 for every 3 points from 12, so 13–15 is +1 and 9–11 is −1. Type over a modifier to set it by hand. Each milestone lights up once your score reaches it, gear included, so gear can unlock one and taking the gear off loses it again. Hover or tap a milestone to see what it does. Tap a stat's name to roll d20 + its modifier. A green score includes gear; tap it to edit your own score. A score you change counts from your current level onward, so earlier levels keep what they had.
Physical
Mental
Equipment
Forge a piece, then drag it onto the body or a hand, or tap the piece and then a slot. Arm pieces fit either arm, leg pieces either leg and rings either hand, unless the piece is a set, like boots, which fills both. Shields go in your off hand. Worn gear adds to your Armor Rating and its bonuses count right away, milestones included. Gear counts toward a level-up's Health, Mana and hit die once you've worn it through a long rest, and never changes levels you already have.
Ability Library
Create custom techniques, spells, traits, and passives. Use ability automatically spends configured AP and resources, and starts charge and cooldown tracking. Starting your turn advances cooldowns and durations. Configured effects on Movement, Armor, Evasion, stats and custom resource maximums apply automatically; other effects remain descriptive.
0 abilities
Advancement
Each row uses the VIT and INT or FTH you had when you gained that level, including gear you'd worn through a long rest, so raising a stat or putting on gear later only helps from then on. Level 1 takes the hit die's max. After that, tap the die to roll, or type your own roll. Levels 4, 8, 12, 16 and 19 each give 4 stat points, with no more than 2 in any one stat per level up. Spend them with the + buttons on your attributes. Lowering your level clears everything above it, stat points included.
| Lv | VIT | Roll | HP | INT | Mana | Stat pts |
|---|---|---|---|---|---|---|
| Total | ||||||