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Name

Summary

Your Hit Points have a Base and a Current amount for temporary HP boosts. If your HP goes below 0, you enter Death saving throws.

Hit Points

HP

Base
Curr
Your Armour Class determines your defense against attacks. If you are a tanky character, this may indicate your ability to absorb blows. If you are a dextrous character, this may indicate your ability to dodge attacks.

Armour Class

AC

Base
Curr
In grid based combat, speed determines how many grid spaces you may move during your turn.

Speed

Speed

ft
Burn inspiration at any time to give yourself advantage. Advantage means you roll the same dice twice, and take the higher number.

Inspiration

Inspiration

When receiving poison damage, set this counter to that damage amount. Every turn, receive that much damage and reduce the counter by 1.

Poison

Poison

Roll a d20 on your turn. On a 10 or higher, add a success. Below a 10, add a fail. On 3 successes, you remain unconcious and at 0 HP, but you don't have to roll anymore. On 3 fails, you die forever.

Death

Death

Athletics

Strength

Str

Acrobatics, Initiative, Sleight of Hand, Stealth

Dexterity

Dex

Endurance, Health, Physique, Resistance, Toughness

Constitution

Con

Arcana, History, Investigation, Nature, Religion

Intelligence

Int

Animal Handling, Insight, Medicine, Perception, Survival

Wisdom

Wis

Deception, Intimidation, Performance, Persuasion, Willpower

Charisma

Chr

Strategy

DICE ROLLER

Traits

Abilities

Items

Gold coins are heavy, but larger towns and cities like to mint their own currency, to enhance authority and renown.

Gold

Gold

Gems are worth 100 gold. Some towns and peoples do not care for coin and prefer to trade in such baubles.

Gems

Gems

Armour