Prose-only table rules live here — anything the apps don't enforce mechanically (etiquette,
rulings, session logistics). The enforced mechanical rules (edition, level caps, forbidden
options, encumbrance, components) are shown live below this text, straight from the DM's
Campaign Settings panel — edit them there, not here.
What characters may be built here
live from the DM's settings
Checked by the builder, by level-up, and again when a character joins the roster. A character already playing here keeps what it has; one asking to join has to meet these rules, unless the DM admits it anyway.
Ruleset5.5e (2024)
Content offeredBoth editions offered
MulticlassingAllowed
Levels1 to 20A character joining the roster has to be inside this band. Level-up will not pass the ceiling either.
Level-up hit pointsCurrent HP stays where it isMaximum HP rises; current HP rises only by any retroactive Constitution adjustment.
Level-up pools of usesLevelling keeps what you spent (RAW)A bigger maximum only adds room — what you have already spent stays spent until you rest.
Classes closedNone
Subclasses closedNone
Spells off the tableNone
Level capsEvery class runs to 20
At the table
live from the DM's settings
Rules that apply while you are playing. Most of them the app applies for you.
Number entryType the finished totalDamage and your level-up hit points both take a finished total — add your own modifiers and house rules, and the app changes your number by nothing.
Spell material componentsTracked — a cast missing them still goes through, with a noticeMonster and NPC casters are always exempt.
EncumbranceOff — your load bar is information only
Weapon masteryOn — weapons have mastery propertiesA class feature unlocks it. Your sheet shows the property on each attack, with a line saying what it does. You pick your weapon types when you build, and may change them after a long rest.
Reaction window15 secondsHow long you have to declare a reaction before a pending attack or cast resolves without you.
Summons at once3 per characterTrait companions and spell summons together. Mounts do not count.
When a fight ends
live from the DM's settings
What the end-of-encounter step offers, and how anything rolled there is rolled.
LootRolled against each creature's loot table
How much dropsEach eligible row on its own 50% roll
Amount bandThe full range of every roll
Ammunition recoveryOne roll against DC 10; meeting it returns half of what you spent
ExperienceMilestone levelling — no XP is tracked
House rules this campaign adds
live from the DM's settings
Rules no printing carries. The app applies them, so you feel them without anyone remembering to.
Lingering injuriesOnDropped by a critical hit, stabilised after two failed death saves, or revived: you take a lingering injury for whatever felled you, and it lands on your sheet.
DreadOnAt the start of a fight, anything whose CR is 5 or more above your level — or CR 13 and up, whatever your level — forces a Wisdom save or you are Frightened of it. The DC is 8 plus half its CR.
When a session ends
live from the DM's settings
What gets written down. Everything on it is read off records that already exist — nothing is invented or summarised.
Session pageWritten to the wiki, in 05-Sessions
Calendar bandThe days the night covered are banded on the calendar
Recorded on itEncounters, loot, casts, chat threads and revealsChat threads are listed by name and count only, never by what was said, and only ever to the player they belong to.
Variant & house rules
Optional rules
Rules your table may run or skip, at either edition. Some of them the app helps with; each one says so on its own line.
Feats are available to characters.Core rule in 5.5e: backgrounds grant an origin feat and any ASI may instead be a feat.Off removes the feat half of the ASI-or-feat choice, wherever it is spent: at level-up, or building a character directly above level 1. The ability/feat slot a class earns at 4, 6, 8, 10, 12, 14, 16 and 19 grants an Ability Score Improvement only; a feat cannot be chosen there. It does not touch a background's level-1 Origin feat grant, the separate free-feat-at-level-1 or Origin feats house rules, or a 19th/20th-level Epic Boon, which is the class table's own feature either way. A character who already holds an ASI-slot feat keeps it; this is not applied retroactively.
Distance is measured in a straight line, ignoring the grid.The map ruler measures with this rule and prints its name beside the number, so it is never silently one convention. Grid and hex modes count squares using the map's own scale as the square size, so they need a map with a scale set; a map without one still says 'no scale set'.
Each player picks their own method in the builder: standard array, point buy, rolled, or typed numbers. Every build says which method it used and is held to that rule.The app checks the scores against the method you pick. Point buy must spend all 27 points on scores between 8 and 15, and standard array must be exactly 15, 14, 13, 12, 10 and 8. Rolled accepts typed numbers in the 3 to 18 range, since the app never rolls dice itself. Under Players choose, each player says which method they used and the builder holds them to it. A method this campaign does not allow cannot be picked.
No feat at level 1. Improvements start at the levels your class grants them.The character builder offers one extra ability-or-feat slot at level 1 and accepts the pick. The slot is extra; the level-4 improvement still comes at level 4. Feat prerequisites are still checked, so a level-1 character cannot take a feat that needs level 4.
Your Origin feat is the one your background gives you.As printed, your Origin feat is the one your background grants. On free pick, you may choose any Origin feat you can see in the library, though your background's own feat is still offered first; a feat outside that list cannot be picked. Either way the feat is still a grant rather than a slot: it costs no Ability Score Improvement and cannot be taken twice.
Attunement slots3 to startFeats and items that grant attunement slots add to this. The DM can also set a number for one character, which replaces it rather than adding to it.
Mounts you may add yourselfRiding Horse, Warhorse, Pony, Mastiff, Camel, Mule
Death savesDC 10A death save has no modifier, so the number you type is the die.
Death saves visible toEveryone at the table
Damage between charactersHit points only; the DM's hits decide the restA hit from another player's character takes your hit points and can drop you to 0, but it costs no death-save failure while you are down and a crit from it rolls no injury. Only damage from the DM, or from your own character, does that.
Monster healthYou see an approximate band beside each monsterA band, never a number — hit points stay with the DM.
Time of dayNot tracked on screenNobody has a clock on screen here, yours included. Ask your DM what hour it is.
Monster health chips
Monsters in the initiative list carry one word instead of a number. It is a band, not a reading — you never learn a monster's hit points.
●●●●Healthy76–100% of its max HP
●●●○Bruised51–75% of its max HP
●●○○Hurt26–50% of its max HP
●○○○Dying1–25% of its max HP
○○○○Deadat 0 hit points
No chip at all — the app has no maximum to compare that creature against.
No flanking bonus.The app cannot see positions, so it never works out who is flanking whom. The DM ticks Flanked on a combatant in the tracker, and the target's card shows a reminder of advantage or +2, depending on this setting. The app adds nothing to the attack roll. Whether the attack is melee, and whether it counts, is up to the table. Turning the rule off removes the reminder from every Flanked marker at once.
Standard rests: a short rest is 1 hour, a long rest 8 hours.The rest buttons show the real duration this resolves to. The DM's party rest moves the campaign calendar forward by that many hours or days, the same way the DM's own Advance Time control would. If that move crosses one or more dawns or dusks, what they bring (recharges, and any injury healing days) happens by itself, once for each, exactly as a multi-day Advance Time jump does. A rest too short to cross one leaves those untouched. What a rest restores (HP, slots, feature uses) is unaffected either way; only how much time passes changes. The long rest's 7 days are 7 days of the campaign calendar's own day length (210 hours on a 30-hour day); the hour-based rests stay hours. Choosing the safe-haven option keeps the same lengthened hours and adds one more condition: a long rest is refused unless the DM ticks a checkbox confirming the party is somewhere safe. That checkbox is unticked by default every time, and the app never works out on its own whether a place counts as safe; the DM's own word is the only thing that counts. A player cannot confirm this on their own behalf, only the DM can. The standard gritty option and the safe-haven option are not run together; a table picks one posture at a time.
A long rest restores all missing hit points, as normal.A long rest still does everything else it always did: Hit Dice are regained exactly as before (half the total, rounded up, minimum one), spell slots refill, the usual conditions clear, death saves reset, and Exhaustion drops one level. Only current hit points are left exactly where they were, so a character who goes to sleep at 10 of 40 wakes at 10. Hit Dice can still be rolled and spent to heal at any time, before or after a long rest, the same as always. The rest button and its completion message say plainly that no hit points came back.
A long rest returns half your Hit Dice and lowers Exhaustion by one, whatever you slept in.Checked when a long rest is taken, against the body armor the character has equipped. Light armor, a shield on its own, and no armor are unaffected. In medium or heavy armor the rest returns a quarter of the Hit Dice already spent, rounded down, at least one when any are spent, and never more than were spent; this replaces the usual half of the total. Exhaustion stays at its current level instead of dropping by one. Hit points, spell slots, death saves and every other condition are restored as normal. A multiclass character's spent dice are counted across all their pools. A party rest applies it to each character by their own armor.
Proficiency bonus is a flat number.Your table applies this; the app does not.
No hero points.Every character's sheet carries a Hero Points pool while this is on. The printed rule gives 5 plus half your level, rounded down, and the whole pool is replaced when you level up, never by a rest. The per rest house rule is the same size but refills on a long rest instead. The per session and DM granted house rules hold at most one point at a time; the app has no notion of a session boundary to reset that on its own, so the DM hands the point out by hand, the same way for both of those two options. A player spends a point from their own sheet, and a player cannot spend below zero; only the DM can add a point back. Turning the rule off hides the pool without losing anyone's count, so switching it on again later picks up where it left off. The app never rolls the d6 a spent point adds; you roll it yourself and add it to the attack, check, or save you just made.
Magic items work the moment you get them. The DM can still hand over a particular item unidentified, but nothing arrives that way by default.The app applies this as the default every time an item reaches a character: the sheet's add form, the admin grant, loot assignment, custom loot, and a collection handed over whole. A DM who has set it on does not have to remember the tick each time. A shop's curio line is the deliberate exception and stays explicit, since veiling a shelf line also needs an asking price a default cannot invent, and a curio priced from the library would give away the item's rarity in gold. It decides nothing else: whether an item is veiled is stored on that item, so turning this off later re-identifies nothing, and the Identify button still works. What counts as identifying something is still the table's call; the app has no ritual, check or time cost.
Every combatant, monster or player, rolls its own initiative.At encounter start, Per group takes the first initiative you typed for each set of monsters that use the same monster entry (a custom entry or a summon with no vault monster is its own group of one) and applies it to every member of that set; Per side does the same across every monster in the fight, one shared roll for the whole side. Either way the turn order is re-sorted so a group's members land on consecutive turns at their shared count. Player characters always keep the initiative you typed for them.
Off here does not remove the swap for the classes that already print it. A 2024 Bard, Cleric, Druid, Sorcerer, Warlock, Paladin, or Ranger can still replace a cantrip every level, because the books already say so. Off only means a 2014 caster, or a 2024 Wizard leveling up, gets no swap.The level-up screen offers this swap automatically to a 2024 Bard, Cleric, Druid, Sorcerer, Warlock, Paladin, or Ranger who already knows a cantrip to give up, whether this setting is on or off, because the books grant it unconditionally. With this setting on, the same swap is also offered to a 2014 caster of any class, and to a 2024 Wizard leveling up. The cantrip given up must be one the character already knows on that class, and the cantrip received must be one the class could otherwise learn; a cantrip from a different class's own list is always refused. A Paladin or Ranger who picked up cantrips through a fighting style swaps within the list those came from, Cleric's or Druid's, since that style grants no list of its own.
Which edition's version
Both editions have these rules and word them differently, so the only question is which printing you use. Each follows your ruleset until you pin it.
Exhaustion (5.5e): every D20 Test is reduced by 2 times your exhaustion level and your Speed drops by 5 feet per level, cumulatively, until level 6 is death. A long rest removes one level.The app works out the Exhaustion penalties on every sheet and card from the model you pick. It shows them and never stops a character acting.
Two-weapon fighting (5.5e): the Light property gives one extra attack as a Bonus Action with a different light weapon, and you add no ability modifier to its damage unless it is negative or you have the Two-Weapon Fighting style. The Nick mastery lets that extra attack ride the Attack action instead, once per turn.The sheet generates the off-hand attack itself: it appears whenever two different light weapons are equipped, with the ability modifier left out of its damage unless you have the Two-Weapon Fighting style (a negative modifier still applies, per the Light property). It is tagged as a Bonus Action. Whether you actually have the Nick mastery, and whether you spent your Bonus Action already, are for you to track; the sheet does not check them.
Drinking a potion (5.5e): a Bonus Action, and so is administering one to another creature.Every potion in the library is tagged with this action, and the tracker's Use item panel shows it on the potion you pick. Whether the action or the Bonus Action is still free is yours: the tracker does not count them, and never blocks a potion.
Grapple (5.5e): part of the Attack action. The target makes a save (DC 8 + Strength modifier + proficiency); there is no contest.Under 5.5e the sheet works out your grapple DC (8 + Strength modifier + proficiency), which is also the escape DC, and the tracker offers a one-click prompt. Under 5e there is no DC to work out because both sides roll, so the prompt takes both totals and suggests the winner. Applying the Grappled chip stays your click, and nothing checks size or a free hand.
Surprise (5.5e): a surprised creature rolls initiative with disadvantage and loses no turn.The encounter setup screen gains a Surprised tick beside each initiative box. Under 5e the marked combatants start with the Surprised condition, on players and monsters alike; under 5.5e they lose no turn and the screen tells you to roll their Initiative with disadvantage and type the lower die, because the app never rolls. Clearing the chip afterwards is yours.
Counterspell (5.5e): a reaction; the other caster makes a Constitution save against your spell save DC (8 + your proficiency bonus + your spellcasting modifier) or the spell fails.When a player declares Counterspell in a reaction window, the DM banner names the check and works out the number: 5e's auto-stop below 4th level or DC 10 + the spell's level, 5.5e's Constitution save against the counterspeller's own spell save DC. Both outcome buttons are always offered and the DM clicks one; nothing counters itself, including the automatic case.
Ritual casting (5.5e): a spell with the ritual tag can be cast in +10 minutes without a slot if you have it prepared.The sheet offers "Cast as a ritual" only when your class may cast that spell as a ritual. Under 5e that is a bard, cleric, druid or wizard; under 5.5e any spellcaster may. The app also refuses a ritual cast that the rule does not allow, so the choice cannot be forced. A 5e wizard casting a ritual straight from the spellbook without preparing it is left to your table.
House rules this campaign adds
Rules no printing carries: this platform's own, off unless you switch them on. The app applies them, so a player feels them without you having to remember.
The app rolls lingering injuries, madness and homebrew affliction tables the moment they trigger.Every injury or madness trigger (a crit downing, a revive, a stabilise, or the DM's own Inflict injury / Madness buttons) still decides who is affected and which table applies, exactly as before. Under The table rolls, that affliction waits on the character until the DM types the d20 (d100 for madness) or presses Roll for me, which rolls the same die the app would have used. Only whose hand produces the number changes, never which table it is checked against. An injury that causes a madness result waits for its own second roll rather than rolling it immediately. A homebrew affliction table the DM rolls from Inflict affliction waits the same way, on the table's own die. The recurring hit point loss from an injury you already have (Festering Wound, burn, frostbite) is a different roll, the ongoing cost of a chosen injury rather than a table lookup, so it is always rolled by the app in both modes.
No massive-damage save.The moment a hit's damage, after temp hit points and wards, reaches at least half a creature's hit point maximum, a DC 15 Constitution save prompt appears on its card. A later hit that also qualifies replaces the open prompt rather than stacking a second one. On a failed save the card shows a system-shock sentence for the table to apply by hand; the app never rolls the save or applies the outcome itself. Skip is the only control; there is nothing to Apply.