Combat & Rest

Attacks

The Attacks section (above the tabs on the character sheet) automatically generates attack entries from your equipped weapons. Calculations include:

To Hit = Ability modifier + Proficiency bonus + magic bonus + fighting style + custom

Ability = STR for melee, DEX for ranged, best of STR/DEX for finesse, CHA for Hex Warrior, INT for Battle Smith

Proficiency checked by weapon name, category (simple/martial), Hexblade martial, or Pact Weapon

Fighting Styles auto-detected: Archery (+2 ranged hit), Dueling (+2 1H damage), Thrown Weapon (+2 thrown damage), Great Weapon Fighting (reroll note)

Hover over the To Hit or Damage values to see a tooltip breakdown showing where each number comes from. Click To Hit to roll an attack, click Damage to roll damage. Click the weapon name to open the weapon detail panel.

Weapon Detail Panel

Click any weapon name in the attacks table to open a detailed panel showing: full attack/damage breakdown with labeled sources, designation checkboxes, conditional damage lines with checkboxes to include in damage rolls (Sneak Attack, Booming Blade, vs Undead, etc.), per-attack options (Divine Smite, Eldritch Smite, etc.), weapon properties, and customization fields (to-hit/damage overrides, silvered, adamantine, notes).

The dialog has a single Roll button. The combined roll dialog opens with Advantage/Normal/Disadvantage and Normal/Critical buttons; rolling produces both attack and damage results in one view, with checked conditional/ per-attack extras included automatically. Click Critical to force a crit (doubles the dice and auto-adds Savage Attacks/Brutal Critical extras when applicable). Hover the total to see the individual dice breakdown. The roll dialog stays rerollable; the weapon detail dialog remains open underneath.

Weapon Designations

Some class features let you use a different ability score for weapon attacks. When your character qualifies, extra checkbox columns appear in the attacks table header. Check a weapon to designate it — only one weapon per designation type. A weapon can hold multiple designations simultaneously (e.g., Hex Warrior + Pact Weapon). The to-hit and damage values update immediately.

DesignationEffectSource
Hex WarriorUse CHA for attacks; grants martial weapon proficiencyHexblade Warlock
Pact WeaponCHA for attacks (any weapon type, incl. two-handed)Pact of the Blade + Hexblade
KenseiUse DEX for attacks (monk weapon)Way of the Kensei Monk

Battle Smith (Artificer) automatically uses INT for all magic weapon attacks — no designation needed.

Weapon Card Conditionals

All combat effects, spells, and class features that affect weapon attacks appear as checkboxes on the weapon detail card. Check the ones that apply to your current attack, then click Roll — the checked extras are included in the damage expression automatically. Each checkbox has a tooltip describing the ability in detail.

Effects shown include: Sneak Attack, Hexblade's Curse (+prof damage, crit 19-20), Rage, Hex, Hunter's Mark, Sacred Weapon (+CHA to hit), Savage Attacks and Brutal Critical (applied automatically on crits), Booming Blade/Green-Flame Blade, active buff spells (Divine Favor, Spirit Shroud, Holy Weapon, Enlarge, etc.), smite spells, and class features (Improved Divine Smite, Colossus Slayer, etc.).

Critical hits: Savage Attacks (Half-Orc) and Brutal Critical (Barbarian) extra dice are automatically added to critical hit damage — no checkbox needed. The roll dialog label shows which sources applied (e.g., "[CRIT + Savage Attacks]"). If Hexblade's Curse is checked, the roll dialog displays "Critical Range: 19-20" and highlights rolls of 19 or 20 as critical hits.

Spell-Weapon Integration

Spells that affect weapon attacks appear as conditional checkboxes on weapon detail cards:

Blade Cantrips — Booming Blade and Green-Flame Blade damage appears on each melee weapon. Scales at 5th, 11th, and 17th level.

Active Buff Spells — Adding a weapon-buff as an Active Buff (Divine Favor, Spirit Shroud, Holy Weapon, Magic Weapon, Elemental Weapon, Crusader's Mantle, Shillelagh, Enlarge, Guardian of Nature, Flame Arrows, Bestow Curse) adds its damage as a conditional on all applicable weapons.

Known Spells — Hex, Hunter's Mark, smite spells (Searing through Banishing), and ranger spells (Ensnaring Strike, Hail of Thorns, Zephyr Strike, Lightning Arrow, Absorb Elements) appear as checkboxes when the character knows them.

Conjured Weapons — Shadow Blade creates a temporary weapon in the attacks table when added as an Active Buff.

Combat Tracker Debuffs — Spell debuff conditions (Faerie Fire, Bane, Hold Person/Monster, Hex, Bestow Curse) can be tracked on combatants alongside standard conditions.

Auto-Detected Features

Many class features are automatically detected and shown as conditional damage lines: Sneak Attack, Improved Divine Smite, Colossus Slayer, Divine Fury, Dreadful Strikes, Gathered Swarm, and more. Expanded crit ranges (Champion, Hexblade's Curse) are shown inline. Brutal Critical and Savage Attacks (Half-Orc) extra crit dice are noted in conditional damage.

Features Tab

The Features tab displays all character traits and features grouped by source:

Racial Traits — automatically parsed from your race and subrace data (Darkvision, Dwarven Resilience, Keen Senses, etc.). Mechanical effects are applied: darkvision range, damage resistances, skill/weapon/armor proficiencies, speed bonuses, HP per level.

Class Features — features gained through leveling. Generic subclass placeholders (e.g., "Divine Domain feature") are resolved to show the actual subclass feature names.

Background — features from your chosen background.

Feats — feats gained through level-up or granted by the DM.

Each feature expands to show its full description. Features with mechanical effects display colored chips (AC, speed, HP/level, darkvision, resistances, etc.). Toggleable features (Rage, Bladesong) show a switch.

Edit Mode: Add & Remove Features

In edit mode, an Add Feature button appears at the top of the Features tab, and each feature shows a delete icon (X). The Grant Feature dialog (also in the More menu) has four tabs:

Class — pick features from any class. Defaults to the character's classes, with an option to show all. Filter by subclass and level.

Feats — search and grant any feat, with prerequisite display. ~30 feats have full mechanical config (see below).

Optional — Eldritch Invocations, Fighting Styles, Metamagic, or Pact Boons.

Custom — create a free-form feature with name, description, source, level, and optional mechanical effects (AC, speed, HP/level, darkvision, extra attacks, resistances).

Feat Configuration

When you grant a feat that has a registered schema (~30 supported feats including Resilient, Skill Expert, Skilled, Linguist, Magic Initiate, Fey Touched, Shadow Touched, Lucky, Mobile, Alert, Observant, Tough, Heavy Armor Master, Polearm Master, Crossbow Expert, Crusher, Slasher, Piercer, GWM, Sharpshooter, Dual Wielder, Telekinetic, Telepathic, Elven Accuracy, Squat Nimbleness, Chef, Tavern Brawler, Weapon Master, Heavily/Moderately/Lightly Armored, Durable, Spell Sniper, War Caster, Defensive Duelist, Charger, Inspiring Leader, Healer), a configuration dialog opens after picking the feat. It captures your choices:

Ability bumps — pick which score(s) to increase from the feat's allowed list. Chip tooltips show what each ability covers.

Save proficiency — Resilient auto-grants proficiency in the chosen ability's save.

Skill proficiency / expertise — Skill Expert grants both. Chip tooltips show the ability + a one-line skill description.

Free mixed picks — Skilled lets you pick any 3 skills or tools.

Spell grants — Magic Initiate (2 cantrips + 1 1st-level from chosen class), Fey Touched (Misty Step + 1 1st-level enchant/divine), Shadow Touched (Invisibility + 1 1st-level illusion/necro). Spell chips tooltip shows level/school/concentration/first description line. A 1/long-rest tracked resource is auto-created for the 1st-level slot.

Resource grants — Lucky auto-creates a "Luck Points" resource (3, recovers on long rest).

Free-form tools / languages / weapons — type to add (Weapon Master, Linguist, Skilled tool side). Tooltips list example values.

Static effects (Mobile +10 speed, Alert +5 initiative, Observant +5 passive perc/invest, Dual Wielder +1 AC, Tough +2 HP/level) are auto-applied without prompting. Combat toggle feats (GWM, Sharpshooter, Polearm Master, Crossbow Expert, Crusher, Slasher, Piercer) show as conditional damage checkboxes in the weapon detail popover when you have the feat and the weapon matches. For GWM / Sharpshooter the toggle is a single −5 to hit / +10 damage choice; when you tick it, the attack-roll dialog shows the full breakdown (e.g. +2 (+3 prof, +4 STR, -5 Great Weapon Master)).

Death Saves

When a character drops to 0 HP, track death saving throws with the 3 success / 3 failure circles in the sidebar. Click circles to toggle. The "Drop to 0 HP" button sets HP to 0, clears temp HP, and applies any house rule effects (e.g., +1 exhaustion with the "Exhaustion on Drop" rule). Death saves reset on long rest or when HP is recovered.

Exhaustion

Two exhaustion systems are supported:

SystemEffects
Standard 20146 levels: disadvantage on checks, speed halved, disadvantage on attacks/saves, HP max halved, speed 0, death
Cumulative Penalty-2 to all d20 rolls and -5 ft speed per level; level 6 = death
Conditions

Track all 14 standard D&D 5e conditions (Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious) as toggleable chips in the sidebar.

Rest Dialog (Short & Long)

Both Short Rest and Long Rest in the top banner open a dialog where you can spend hit dice (rolled + CON modifier, capped at max HP) before confirming the rest. Cancel rolls back any HD spent. Confirming runs the rest logic (HP recovery, slot reset, exhaustion reduction, hit-die recovery) based on the active house rule:

RuleHP RecoveryHit DiceOther
StandardFull HP restoredRecover half total (min 1)Reset spell slots, -1 exhaustion, reset death saves
Gritty RealismNo auto HPRecover ceil(level/2)Reset spell slots, -1 exhaustion, reset death saves
Slow Natural HealingNo auto HPRecover half total (min 1)Reset spell slots, -1 exhaustion, reset death saves
Epic Heroism (1 hour)Full HP restoredRecover half total (min 1)Reset spell slots, -1 exhaustion, reset death saves

Short Rest resets Warlock pact spell slots and resources tagged with short-rest recovery. Spend hit dice in the dialog for HP recovery as usual.

An unhandled error has occurred. Reload X

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.