5e-compatible, not an official sheet clone

Choose the kit. Wake the sheet.

Select class, race, ASI mode, and a starter package. The live sheet updates with armor, AC, attacks, hit dice, class proficiencies, gear, currency notes, and package lore. Export creates a fillable PDF form.

0. Quick Tools

Random Seed chooses class, race, package, standard-array scores, one money opening, and two quick game hooks. Use it as a spark, not a sentence.

1. Character

2. Ability Scores

These drive suggested AC, initiative, passive Perception, and suggested level 3 HP. Standard Array assigns scores based on the selected class. The ASI button changes the score boxes directly.

3. Pick Package

Shown packages include the three class packages for the selected class plus the race-specific package for the selected race.

Legality Warnings

Choose a package to check armor, shield, and basic 5e friction.

4. Gold / Notes

Character Name
Unnamed
Level 3 Adventurer
Class & Level-
Race-
Background-
Player-
Origin / ASI-
Package-
Armor Class10
Initiative+0
Speed30
Max HP-
Hit Dice-
Prof.+2

Combat Loadout

Armor-
Shield-
Passive Perception10
AC formula appears here.

Proficiencies & Tools

Warnings

No warnings yet.

Race, Origin, Movement & Passive Traits

Creature TypeHumanoid (Animalfolk)
Size-
Movement-
Natural ACNone

Spellcasting / Class Resource Starter Block

Select a class to see spell or resource notes.

Equipment

    Package Lore & Currency

    Starting Gold: No roll yet.

    Character Games: No game results yet.

    Notes: -

    Package Inspection Library

    Showing packages...

    The Roadstake Run

    A starting-money mini-game. You roll an opening job first, then decide whether to stop with that coin or push for more. Most starts stay modest. Big money is possible, but big money always records a reason and may add Heat.

    1. Roll Opening Job: the button rolls a d8 to pick the job, then rolls that job's coin dice.
    2. Optional Push: the button rolls a d20. Higher rolls add more gold. Low rolls add trouble. A natural 20 creates a windfall.
    3. Bank It: stop rolling and copy the final money result into the character sheet.

    Heat: Heat means attention. At 0-2, the money is quiet. At 3-4, someone may remember the job. At 5+, the money is hot and the DM can bring the story back later.

    Coin-Unbanked
    Heat-Attention
    Last Roll-d20
    Status-Ready

    Result

    Step 1: roll an opening job.

    No Roadstake Run started yet.

      Character creation mini-games

      Character Games

      Use these to give each level 3 character lived-in history: a rival, contact, keepsake, reputation, home tie, odd event, bad job, personal goal, and party bond. Each roll now has its own labeled button, so the page tells you what die you are rolling and why.

      Step CardsEach card says what to roll, which die to use, and what the roll means.
      Optional PushA d20 roll that can make the result stronger, more useful, or messier.
      Result BoxShows what you have rolled so far and what to do next.
      Save to SheetCopies the final or partial result into Character Game Results.
      Optional chaos module

      Volatile Mark

      A class-agnostic supernatural instability that can be attached to any character, any class, and any build. This is an add-on reference system only. It is not part of base character creation unless the DM chooses to bolt the weird little engine onto someone.

      Design Law

      The marked character usually benefits, but the room pays. The Mark should create rare, memorable surges without forcing a subclass, class, or build choice onto the player.

      Passive Checkd20
      Stable SurgeNatural 1
      Forced Surge1 / long rest
      Packages10 packages, 80 effects
      Rule

      Class-Agnostic Attachment

      A Volatile Mark is not a subclass. It is a portable supernatural module attached to a character by curse, blessing, relic, old-world ink, dream exposure, mica contamination, road magic, name error, or similar story source.

      Rule

      Passive Surge Check

      Once per round, when a valid trigger happens, the marked character rolls a d20. On a natural 1, the Mark surges and the player rolls or chooses from the appropriate package table, as the DM allows.

      Rule

      Valid Passive Triggers

      Roll a passive Surge Check when the marked character rolls a natural 1 or natural 20, spends a major limited resource, takes or deals a critical hit, drops below half HP for the first time in a fight, or interacts directly with unstable old magic.

      Rule

      Major Limited Resource

      A major limited resource is a real push of power: spell slot, Action Surge, Channel Divinity, Rage, Wild Shape, Bardic Inspiration, Focus/Ki spent on a meaningful feature, Lay on Hands 5+ HP, magic item charge, or once-per-rest feature. Cantrips, ordinary attacks, Sneak Attack, and trivial 1-point spends do not count by default.

      Rule

      No Double Catastrophe

      Any roll augmented, rerolled, advantaged, modified, replaced, saved, caused, or directly resolved by the Volatile Mark is not eligible for an Oh FUCK Deck draw. The Mark is already the complication engine for that moment.

      Rule

      Passive Surge Cap

      Passive surges have no daily cap because they are already rare. The only hard limiter is once per round. If the Mark becomes too loud, narrow triggers before adding a daily cap.

      Rule

      Tempt the Mark

      Once per long rest, after the marked character fails a d20 test, they may reroll it. Whether the reroll succeeds or fails, the Mark automatically surges. This is the red button, and the rerolled test cannot be Oh FUCK Decked.

      Rule

      Escalation

      Stable Marks surge on 1 on a d20. Heightened Marks may surge on 1–2. Dangerous story states may surge on 1–3. Do not keep a Mark at 1–3 forever unless the campaign is about that instability.

      Trigger and Escalation Table

      StateSurge CheckUse Case
      QuietNo passive checks unless old magic is directly touched.The Mark exists mostly as story flavor.
      StableRoll d20, surge on 1.Default recommended table state.
      HeightenedRoll d20, surge on 1–2.Temporary danger, cursed location, the Mark has been fed.
      DangerousRoll d20, surge on 1–3.Short-term arc climax only. Do not leave it here forever unless the campaign wants chaos smoke in the carpet.
      TemptedAutomatic surge.Player presses the red button after failing a d20 test.

      Quick Roller

      Roll d8 on a chosen package. The complete package tables remain visible below, so this roller is convenience only.

      Choose a package and roll, or read the tables below.

      Ten Volatile Mark Packages

      Each package has eight effects. When a surge triggers, roll d8 on that package, choose what fits, or let the player and DM agree on a package-specific surge.

      Package 1

      Saintless Favor

      A blessing from something holy-ish, cracked, absent, or unauthorized.

      Source. Roadside saint, broken oath relic, nameless shrine, unlicensed miracle, inherited prayer.

      Look. Bell-light in the mouth, gold cracks across scars, halo shapes reflected in dirty water.

      Cost. The marked character is favored, but nearby truths and loyalties get dragged into the miracle.

      Best For. Paladins, clerics, fighters, bards, protectors, oath-haunted characters.

      1. 1. Borrowed Halo. You gain temporary HP equal to your level + proficiency bonus. Each other creature within 10 feet takes radiant damage equal to your proficiency bonus.
      2. 2. Kneel, Briefly. One hostile creature within 30 feet must pass a Wisdom save or fall prone. One friendly creature within 30 feet must speak a true sentence aloud.
      3. 3. Unlicensed Mercy. You or one creature within 30 feet regains HP equal to your level. A fragile object within 30 feet cracks open, spills, or rings like a bell.
      4. 4. Courtroom Light. Until the end of your next turn, attacks against you have disadvantage if the attacker can see you. You cannot lie until then.
      5. 5. The Wrong Saint Answers. You may immediately move up to half your speed without provoking opportunity attacks. A small shrine, holy symbol, or charm within 60 feet turns to face you.
      6. 6. Blessed Accusation. A creature that damaged you since your last turn takes radiant damage equal to your proficiency bonus + your level. One ally hears a whispered accusation only they understand.
      7. 7. Debt of Mercy. Reduce the next damage you take before your next turn by half. The prevented damage appears as glowing marks on a nearby willing or random ally until the end of the scene.
      8. 8. Bell-Witness. For 1 minute, you shed bright light for 20 feet and cannot be frightened. Your voice is audible for 300 feet, whether or not you wanted that.
      Package 2

      Luck Parasite

      Good fortune that feeds by nibbling probability off the room.

      Source. Cursed coin, stolen rabbit-foot charm, misprinted fate card, gambling debt, lucky button.

      Look. Coins land on their edge, dice feel warm, shadows point toward whoever is about to lose.

      Cost. You tend to win. Someone nearby tends to become the receipt.

      Best For. Rogues, bards, gamblers, duelists, ranged fighters, charming disasters.

      1. 1. Borrowed Good Angle. You gain advantage on your next d20 test before the end of your next turn. One ally within 30 feet has disadvantage on their next d20 test before the end of their next turn.
      2. 2. Tripwire Fate. A hostile creature within 30 feet must pass a Dexterity save or fall prone. An unattended item within 30 feet falls, spills, opens, or rolls away.
      3. 3. Almost Impossible. The next attack against you before your next turn misses if the attack roll is equal to or lower than your level + 10. A random creature within 30 feet drops something harmless but inconvenient.
      4. 4. Coin-Flip Mercy. You may reroll one damage die before the end of your next turn. The DM may reroll one minor environmental detail immediately.
      5. 5. Stolen Gap. You teleport up to 10 feet to a space you can see. The nearest loose object teleports into your previous space.
      6. 6. Lucky Theft. Regain one expended minor resource or item charge, DM's choice. A nearby candle, lantern, or coin purse goes empty, dark, or missing for a moment.
      7. 7. False Bottom. When you would fall, slip, or be shoved before your next turn, you can remain standing instead. Someone within 30 feet hears a small drawer open where no drawer exists.
      8. 8. House Always Collects. You gain a +2 bonus to AC until the start of your next turn. At the end of the scene, the DM introduces a harmless but real sign of stolen luck.
      Package 3

      Mica Wound

      Lantern-mica has gotten into blood, shadow, bone, name, or memory.

      Source. Mica shard under the skin, lantern accident, mine exposure, old lamp oath, glassback beetle venom.

      Look. Amber veins under skin, glass reflections lag half a second, wounds shine like lamp oil.

      Cost. The Mark burns clean and bright, but it attracts lantern-things, gnats, audits, and old civic attention.

      Best For. Anyone tied to Hearthmere, miners, scouts, artificer-like characters, radiant or fire aesthetics.

      1. 1. Overbright. You shed bright light for 30 feet for 1 minute. Your attacks and spells ignore half cover, but you cannot benefit from being hidden.
      2. 2. Glass Pulse. You gain temporary HP equal to your level. Each creature within 5 feet takes force damage equal to your proficiency bonus.
      3. 3. Mica Lens. Until the end of your next turn, you can see invisible creatures and objects within 30 feet as glittering outlines. Your eyes shine visibly.
      4. 4. Lantern Hunger. One hostile creature within 30 feet must pass a Constitution save or shed dim light and lose the benefits of invisibility until the end of your next turn.
      5. 5. Prism Flare. The next time you deal damage before your next turn, add radiant damage equal to your proficiency bonus. All glass within 30 feet hums or fogs.
      6. 6. Wick-Soul. You immediately end one frightened or charmed condition on yourself. A nearby mundane flame goes out.
      7. 7. Moth Weather. Spectral lantern moths fill a 10-foot radius around you until your next turn. You have half cover; everyone else inside is lightly obscured.
      8. 8. Public Maintenance Issue. Regain one expended minor resource, DM's choice. Somewhere nearby, a civic lantern flickers in a way a trained lamplighter would find alarming.
      Package 4

      Miswritten Name

      Your name, title, or true-use mark was written wrong in old ink.

      Source. Bad attunement inscription, name ledger error, stolen surname, wrong ink, family contract typo.

      Look. Signatures wriggle, people misremember introductions, reflections mouth a different name.

      Cost. Identity bends around you. Useful for escape, horrible for trust, contracts, memory, and relics.

      Best For. Warlocks, rogues, nobles, exiles, anyone with a secret identity or inheritance problem.

      1. 1. Name Slip. Until the end of the scene, one creature of your choice has disadvantage on checks to track, identify, or remember you. One friendly creature briefly forgets your name.
      2. 2. Wrong Addressee. The next hostile effect that targets only you before your next turn also marks a harmless nearby object as if it were you.
      3. 3. Signature Bleed. You gain advantage on your next Charisma check before the end of the scene. A written word within 30 feet changes to a synonym.
      4. 4. Unfiled Person. You may immediately Hide if any cover or obscurement is available. A creature within 30 feet forgets why it entered the room until the end of its next turn.
      5. 5. Borrowed Title. Choose one skill. Until the end of your next turn, you add your proficiency bonus to one check with that skill, even if not proficient. Someone nearby calls you by the wrong honorific.
      6. 6. Name Hook. A hostile creature within 30 feet must pass a Wisdom save or be unable to willingly move farther from you until the end of its next turn.
      7. 7. Crossed Ledger. You regain HP equal to your proficiency bonus. A small debt, promise, or appointment involving you becomes confusing to one witness.
      8. 8. Ink Echo. The DM gives you one true clue about a written mark, name, contract, or inscription in the scene. The clue arrives in an unnerving way.
      Package 5

      Dream Contagion

      Dream leaks through you and gives reality a fever.

      Source. Dreambound scar, mandible dream exposure, moonwell sleep, cursed lullaby, old nightmare relic.

      Look. Too-soft shadows, moth wings in peripheral vision, voices half a room away, impossible antlers.

      Cost. You get beautiful impossibilities. The room gets symbolism with teeth.

      Best For. Sorcerers, warlocks, bards, druids, monks, strange rangers, anyone haunted by sleep.

      1. 1. Moth-Hare Step. You teleport up to 15 feet to a space you can see. A harmless dream-image remains where you stood until your next turn.
      2. 2. Mandible Thought. One hostile creature within 30 feet must pass a Wisdom save or be frightened of you until the end of its next turn. One ally sees your face briefly become wrong.
      3. 3. Soft Geometry. Until the end of your next turn, you can move through a space occupied by another creature as difficult terrain. A nearby doorway looks too tall or too narrow for 1 minute.
      4. 4. Sleep Debt. You regain HP equal to your level. You gain one level of dream-tiredness as narrative color until the next short rest: yawning, strange images, or half-remembered voices.
      5. 5. Impossible Animal. A tiny harmless dream-beast appears within 30 feet and distracts one creature, giving it disadvantage on its next opportunity attack before your next turn.
      6. 6. Velvet Teeth. Your next hit before your next turn deals extra psychic damage equal to your proficiency bonus. The target remembers a dream it never had.
      7. 7. Moon-Shell. You gain resistance to psychic damage until the start of your next turn. Reflections within 30 feet show a moon that is not present.
      8. 8. The Dream Takes Notes. Ask the DM one sensory question about the current scene. The answer comes as a symbolic image, not plain language.
      Package 6

      Old Road Claim

      Ancient travel magic thinks you are an appointed agent, messenger, toll, or road-wound.

      Source. Road shrine mistake, old mile-marker blood, false toll debt, courier bell, bridge oath.

      Look. Dust moves before your feet, road signs lean toward you, bells ring under bridges.

      Cost. You move when you should not. The road expects payment, witness, delivery, or direction.

      Best For. Rangers, monks, fighters, rogues, couriers, wanderers, mounted characters.

      1. 1. Road Remembers Feet. You may immediately move up to your speed without provoking opportunity attacks. You must end this movement closer to a door, path, bridge, road, trail, or exit if possible.
      2. 2. False Toll. A hostile creature within 30 feet must pass a Charisma save or lose its reaction until the start of its next turn. A coin, button, or pebble appears at your feet.
      3. 3. Mile-Marker Blink. You teleport up to 20 feet to a space connected by continuous ground, road, bridge, floor, or path. A chalk mark appears where you started.
      4. 4. Shortcut Bite. Your next attack before your next turn has advantage if you moved at least 10 feet this turn. One ally within 30 feet briefly sees a wrong road overlaying the real one.
      5. 5. Bridge Refusal. Until the start of your next turn, you cannot be forcibly moved unless you choose to be. Nearby ropes, chains, or bridge rails creak.
      6. 6. Courier’s Mercy. You may hand, throw, or slide one object to a creature within 30 feet as part of the surge. The object arrives unless a wall fully blocks the path.
      7. 7. Dust Witness. Invisible or hidden creatures that moved within 30 feet since the end of your last turn leave faint dust tracks until your next turn.
      8. 8. Road Debt. Regain one expended movement-related feature or minor resource, DM's call. Later in the scene, the DM may introduce a road-related complication.
      Package 7

      Wakewood Echo

      A little part of you behaves like living mechanism, old wood, hinge, toy, or civic device.

      Source. Wakewood splinter, repair rite, hinge-soul graft, old toy soldier, Rusk-adjacent accident.

      Look. Tiny ticking under the ribs, wooden grain in scars, joints creak in weather, bead-eye reflections.

      Cost. You become durable and purposeful in odd moments. Nearby objects remember jobs they were never assigned.

      Best For. Artificer-like characters, fighters, monks, rogues, anyone tied to Rusk or living tools.

      1. 1. Clock-Soul Catch. You gain temporary HP equal to your proficiency bonus + level. Until your next turn, you have advantage on saves against poison and disease.
      2. 2. Hinge Step. You may rotate around a creature or object within 5 feet to any unoccupied space adjacent to it without provoking opportunity attacks.
      3. 3. Little Tool Wakes. One unattended mundane object within 30 feet performs one simple task it could physically perform: open, close, roll, tip, lock, unlock, point, or ring.
      4. 4. Wooden Nerve. Reduce bludgeoning, piercing, or slashing damage you take before your next turn by your level. Your joints audibly click.
      5. 5. Assigned Purpose. Choose one creature you can see. Until the end of your next turn, your first attack or check directly opposing it gains a bonus equal to your proficiency bonus.
      6. 6. Splinter Reply. A creature that hits you with a melee attack before your next turn takes piercing damage equal to your proficiency bonus.
      7. 7. Wind-Up Mercy. You may immediately stand from prone, escape a nonmagical grapple, or end one restrained condition caused by mundane bindings.
      8. 8. Bead-Eye Witness. The DM names one object in the scene that has been moved, repaired, damaged, opened, or used recently.
      Package 8

      Grave Debt

      Death keeps letting you leave on credit.

      Source. Funeral bell, grave-moss fox omen, unpaid burial vow, ancestor error, old cemetery contract.

      Look. Cold breath in warm air, funeral flowers in footprints, wounds smell like rain on stone.

      Cost. You survive things you should not. Nearby endings become less patient.

      Best For. Frontliners, revenant-flavored PCs, clerics, warlocks, fighters, rogues with bad luck.

      1. 1. Leave on Credit. When this surge triggers, you regain HP equal to your level if you are below half HP. A nearby candle, flower, or piece of food withers.
      2. 2. Funeral Step. You become invisible to undead and grave-ecology beasts until the start of your next turn or until you damage one.
      3. 3. Pale Receipt. The next time you would fail a death saving throw before your next long rest, you may reroll it. A faint grave mark appears on your skin until dawn.
      4. 4. Bone-Cold Rebuke. A creature that damaged you since your last turn takes necrotic or cold damage equal to your proficiency bonus + level.
      5. 5. Compost Mercy. One dying creature within 30 feet automatically stabilizes. Soil, dust, or old wood nearby sprouts pale fungus.
      6. 6. Mourner’s Grip. One hostile creature within 30 feet must pass a Strength save or have its speed reduced to 0 until the end of its next turn.
      7. 7. Ancestor Breath. You gain advantage on your next Wisdom or Constitution save before the end of your next turn. Someone nearby smells a funeral they remember.
      8. 8. Unclosed Door. For 1 minute, you know the direction of the nearest corpse, grave, burial marker, or place where something died violently.
      Package 9

      Bramble Behind Touch

      Something behind the world pushes you at useful, awful moments.

      Source. Bramble Behind contact, forbidden hedge gate, old spirit scratch, dream-root bargain, unseen patron.

      Look. Thorns in shadows, scratches on the wrong side of doors, leaves moving against the wind.

      Cost. The Mark helps by making the scene sharper, meaner, and less deniable.

      Best For. Warlocks, druids, rogues, rangers, anyone comfortable with the hedge having opinions.

      1. 1. Thorn-Push. You may immediately move up to half your speed. Each creature you pass within 5 feet of must pass a Dexterity save or take piercing damage equal to your proficiency bonus.
      2. 2. Behind the Door. A closed door, lid, drawer, gate, or mouth within 30 feet opens or shuts, DM's choice unless one is obviously dramatic.
      3. 3. Green Teeth. Your next hit before your next turn deals extra piercing damage equal to your level. Small thorns sprout where the damage lands.
      4. 4. Hedge Refusal. Until the start of your next turn, hostile creatures treat the ground within 10 feet of you as difficult terrain.
      5. 5. Whisper-Brambles. You learn one thing a nearby plant, wooden object, hedge, or root has physically witnessed in the last day, if any.
      6. 6. Wrong-Side Scratch. One hostile creature within 30 feet takes slashing damage equal to your proficiency bonus and cannot take reactions until its next turn.
      7. 7. Path of Prickers. A 15-foot line of spectral brambles appears from you in a direction of your choice until your next turn. It is difficult terrain for everyone except you.
      8. 8. The Hedge Noticed. The DM introduces a small sign that something beyond ordinary nature is now aware of this scene.
      Package 10

      Blue Mask Static

      Stolen identity, counterfeit ink, false appraisal, and undercity spell-noise cling to you.

      Source. Blue Mask Company exposure, counterfeit relic tag, stolen appraisal, ink heist, false face charm.

      Look. Brief blue afterimages, wrong signatures, mirror-lag, mask shapes in candle smoke.

      Cost. You become hard to pin down, but evidence and ownership around you get unstable.

      Best For. Rogues, bards, warlocks, spies, legal troublemakers, city campaign PCs.

      1. 1. False Appraisal. Until the end of your next turn, one creature has disadvantage on checks to determine your intent, condition, or threat level.
      2. 2. Mask-Flicker. You may immediately Disengage or Hide. A nearby reflective surface shows a different face for 1 round.
      3. 3. Counterfeit Luck. Add your proficiency bonus to your next d20 test before your next turn. Afterward, a small piece of evidence nearby becomes misleading but not false.
      4. 4. Stolen Tag. One object you carry cannot be identified as yours by nonmagical means until the end of the scene. Another unattended object nearby briefly seems to belong to you.
      5. 5. Blue Afterimage. The next attack against you before your next turn has disadvantage. If it misses, a blue silhouette of you remains until the end of the turn.
      6. 6. Receipt Static. You learn whether one visible item has been bought, stolen, forged, gifted, or inherited most recently, but not by whom.
      7. 7. Wrong Owner. A hostile creature within 30 feet must pass a Wisdom save or target a harmless object with its next hostile glance, accusation, or minor interaction if possible.
      8. 8. Mask Tax. Regain one expended minor resource or item charge, DM's call. A legal, social, or ownership complication follows later unless resolved.
      Custom Marks

      Create Your Own Volatile Mark

      For when the player says “I want mine to be bees and regret,” which is fair, honestly.

      Custom

      1. Pick a Source

      Decide what the Mark is attached to: item, name, blood, dream, ink, lantern, road, grave, old contract, hedge spirit, undercity faction, saint, or accident.

      Custom

      2. Define the Favor

      Say what the Mark usually helps the character do: survive, move, hide, strike, know, protect, heal, deceive, endure, or bend luck.

      Custom

      3. Define the Splash Damage

      Every package needs a room-cost: noise, light, ally inconvenience, broken objects, truth leakage, civic attention, animals reacting, names slipping, omens appearing, or future complication.

      Custom

      4. Keep It Class-Agnostic

      Effects should care about universal play states: movement, HP, cover, saves, attacks, skill checks, resource recovery, objects, light, terrain, reactions, conditions. Avoid 'when you smite' or 'when you rage' unless making a personal variant.

      Custom

      5. Make the Player Usually Happy

      The Mark should usually make the marked character better off in the immediate moment. The cost should complicate tactics, social fallout, the room, or the future.

      Custom

      6. Avoid Full Turn Theft

      Do not skip turns, stun allies for comedy, or randomly delete the player’s plan. The chaos should twist the wheel, not throw the driver out.

      Custom

      7. Write 8 Effects

      For a custom package, write 8 effects: 2 defense/survival, 2 offense, 1 movement, 1 information/omen, 1 resource/utility, 1 messy environmental effect.

      Custom

      8. Add a Growth Track

      Decide what makes the Mark escalate and calm down: using Tempt the Mark, touching its source, resolving a quest, refusing a bargain, repairing a name, confessing a truth, or feeding it rare materials.

      Custom Package Template

      NameExample: The Honeyed Omen
      SourceExample: blessed hive charm, old orchard pact, queen-bee dream
      The FavorExample: protection, messages, soft control, strange sweetness
      The Room Pays By...Example: noise, swarms, sticky terrain, social truth, hungry insects
      Eight Effects1. Defensive boon
      2. Offensive boon
      3. Movement twist
      4. Information omen
      5. Ally complication
      6. Object/environment complication
      7. Resource or utility boon
      8. Big weird signature effect
      Session-zero control panel

      Review & Export

      Use this page before exporting. It shows what is complete, what needs a DM glance, what hooks the player generated, and the roll trail behind the character.

      DM Quick Review

      Warnings & AC Math

      Roll Log

      No rolls yet.

      Completion Checklist

      Save / Load Character Data

      JSON export saves everything the webpage needs to rebuild the character later. This is separate from the editable PDF.

      Exports

      The editable PDF is a practical field sheet. Browser print uses the visible sheet and review content.

      Weapon Swap Rule

      The listed weapon is recommended. A player may swap it for any weapon they are proficient with of equal or lower normal value and similar battlefield role.

      Armor Rule

      Packages list actual armor. If a character lacks proficiency, the DM should either reject that package, require a legal class package, or allow the armor as costume only with no AC.

      Fitted Gear

      Starter armor is fitted to shells, wings, tails, antlers, chitin, unusual posture, and other species needs. Looted armor is not automatically wearable.

      Currency

      Bronze, silver, and gold map cleanly to cp, sp, and gp. Electrum and platinum are not normal Hearthmere coinage. The Roadstake Run can create unusually rich starts, but every windfall must name the reason and carry Heat.