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D&D 5th Edition (2024) Ruleset User Guide

This article covers everything you need to know to get started using the D&D 5th Edition (2024) ruleset with Realm VTT.

Table of Contents

  1. Introduction

  2. Getting Started

  3. Creating a Character

  4. The Character Sheet

  5. Managing Spells

  6. Managing Inventory & Equipment

  7. Feats, Invocations & Features

  8. Creating and Managing NPCs

  9. Creating Content for Your Campaign

  10. Combat & Rolling Dice

  11. Advanced Features

  12. Tips & Tricks

  13. Modifiers & Effects


Introduction

The D&D 5th Edition (2024) ruleset for Realm VTT implements the updated 2024 rules for Dungeons & Dragons, including support for:

  • Full character creation wizard with multiple ability score generation methods

  • Automated dice rolling with modifiers

  • Spell management with slot tracking

  • Inventory system with weight calculations

  • NPC stat blocks with legendary actions, lair actions, and more

  • Weapon Masteries from the 2024 rules

  • Wild Shape and Polymorph support

  • And much more!

This guide will walk you through everything you need to know to use the ruleset effectively.


Getting Started

Accessing the Ruleset

When you create or join a campaign using the D&D 5th Edition (2024) ruleset, all the character sheets, compendiums, and game mechanics are automatically available.

Screen1.png

Key Concepts

  • Records: Everything in Realm VTT is a "record" - characters, NPCs, items, spells, feats, etc.

  • Compendiums: Collections of records that can be searched and dragged onto character sheets

  • Drag-and-Drop: Most content is added to characters by dragging from compendiums or other sources


Creating a Character

Using the Character Creation Wizard

When you create a new character, a 4-step wizard guides you through the process:

Step 1: Ability Scores

Choose from three methods to determine your ability scores:

Screen2.png

  1. Manual Entry - Type your scores directly (useful for pre-rolled stats or custom arrays)

  2. Roll 4d6 Drop Lowest - Click the dice button next to each ability to roll 4d6 and drop the lowest die

    Screen3.png

  3. Point Buy - Allocate 27 points across your abilities

    • Each ability starts at 8 (costs 0 points)

    • Raising to 9 costs 1 point, 10 costs 2, etc.

    • Maximum of 15 before racial bonuses

    • The system tracks your spent points and shows errors if you exceed limits

    Screen4.png

Step 2: Class Selection

Screen5.png

Select your class from the dropdown menu. This will:

  • Set your hit die

  • Apply saving throw proficiencies

  • Prompt you to select skill proficiencies based on your class options

  • Set your spellcasting ability (if applicable)

Tip: After selecting your class, a prompt appears to choose your skill proficiencies.

Screen6.png

Step 3: Background Selection

CleanShot 2026-01-04 at 15.48.47@2x.png

Select your background to:

  • Gain additional skill proficiencies

  • Receive your Origin Feat automatically

  • Get your ability score increases applied

Tip: After selecting your background, a prompt appears to choose your attribute bonuses. Make your selections carefully! You can select more than one twice.

CleanShot 2026-01-04 at 15.49.47@2x.png

Step 4: Species Selection

CleanShot 2026-01-04 at 15.50.05@2x.png

Select your species to apply:

  • Creature type

  • Size

  • Speed

  • Special senses

  • Racial features

Important: After completing the wizard, you'll need to manually:

  • Add spells by dragging them from the Spells compendium to your Actions tab

  • Add equipment by dragging items from the Items compendium to your Inventory tab

  • Review your Origin Feat for any additional choices


The Character Sheet

The character sheet has six main tabs:

Main Tab

CleanShot 2026-01-04 at 15.50.43@2x.png

The Main tab displays your core statistics:

  • Portrait: Click to upload a character image

  • Class and Level: Adjusted automatically when you add a Class. If you Level Up using the Level Up button on the Main tab or by dragging a Class, it will update here as well.

  • Ability Scores: STR, DEX, CON, INT, WIS, CHA with modifiers

  • Saving Throws: Proficient saves are automatically calculated

  • Hit Points: Current, Maximum, and Temporary HP

  • Armor Class: Automatically calculated based on equipped armor

  • Senses: Darkvision, Blindsight, etc. If formatted as "Darkvision #" Realm VTT will automatically apply the Darkvision effect on maps without light for your tokens.

  • Speed: Your movement speed

  • Proficiency Bonus: Updates automatically based on level

  • Experience Points: Track your XP here

  • Hit Dice: Shows available hit dice by type

  • HP by Level: Click on the Heart Icon to edit your HP received per level

Rolling Ability Checks and Saves

Click the dice icon next to any ability modifier to make an ability check, or next to a saving throw to make a save. The system automatically includes:

  • Your ability modifier

  • Proficiency bonus (for proficient saves)

  • Any active effects or bonuses

Skills Tab

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The Skills tab shows all 18 D&D skills with:

  • Proficiency Toggle: Click to cycle through Unproficient, Half-Proficient, Proficient, and Expertise

  • Ability: Can be changed for variant skill checks (e.g., Strength-based Intimidation)

  • Modifier: Automatically calculated

  • Roll Button: Click to roll the skill check

Custom Skills and Proficiencies

At the bottom of the Skills tab, you can add custom skills for campaign-specific abilities or unusual checks.

Your proficiencies for Weapons and Armor are added here as well when you add a Class. Make sure it is formatted as expected per the rules in 5e so that Proficiencies are applied when rolling attacks.

CleanShot 2026-01-04 at 16.12.03@2x.png

Actions Tab

The actions tab contains most of your actions needed for combat. It allows you to:

  • Roll Initiative: Use the initiative button on the right

  • Roll Attacks and Damage: Equipped weapons from the Inventory tab appear as attacks here

    • For each weapon, if it's Ranged, you will have a field for tracking Ammo that is automatically deducted on Attack roll. If it is a throwing weapon, click the Sword icon to change to a Ranged attack.

    • For dual-wielding, Click the "1" Icon until it shows "0" to signify if a weapon is an Off-hand attack

    • For two-handed versatile weapons, click the "1" icon to change it to "2" to signify it is used with 2 hands.

  • View or Edit Spells or Abilities: Click on the icon for a spell, ability, or attack to view more details in a new window.

  • Add or Use Abilities: Some Features or Class Features grant Abilities that can be used on this Tab. You can also edit their each Ability section to define how many uses you have, how it gets modifiers, etc.

CleanShot 2026-01-04 at 16.50.33@2x.png

The Actions tab also manages your spells and spell slots:

  • Spell Slots: Track remaining slots for levels 1-9

  • Cantrips: Always available spells at the top

  • Leveled Spells: Organized by spell level

  • Spell Caster Settings: This section appears if the Character Sheet is Unlocked for editing (using the Lock icon in the top right) and lets you configure which spell levels you have access to, as well as settings for Warlocks, or hiding Unprepared spells.

Tip: You can drag any button such as "Use", "Attack", "Cast", etc to the Hotbar below in order to make a short cut for this action.

Adding Spells

  1. Open the Spells compendium from the top bar

  2. Find the spell you want

  3. Drag and drop the spell onto the Actions tab

CleanShot 2026-01-04 at 16.57.08@2x.png

The spell will automatically appear at the correct level section.

Inventory Tab

CleanShot 2026-01-04 at 16.58.07@2x.pngTreasure

CleanShot 2026-01-04 at 16.58.35@2x.png

The Inventory tab manages your equipment:

  • Equipment List: All carried items with quantity and weight

  • Currency: CP, SP, EP, GP, PP tracking

    • When the character sheet is unlocked, you can use the Add/Subtract/Redistribute convenience buttons

CleanShot 2026-01-04 at 17.01.15@2x.png

  • Total Weight: Automatically calculated (optional coin weight)

    • To add coin weight, go to the Settings in the top-right Settings menu (click the Avatar) if you're the GM in the campaign

  • Equipment Slots: Main hand, Off hand, Armor

Adding Items

  1. Open the Items compendium from the top bar

  2. Find the item you want

  3. Drag and drop the item onto the Inventory tab

CleanShot 2026-01-04 at 17.06.12@2x.png

Tip: If you drag the same item multiple times, it will increase the quantity rather than creating duplicates! Once in the inventory, you can right-click an Item to delete it or create a duplicate.

Item Packs

Item Packs (like "Explorer's Pack" or "Dungeoneer's Pack") automatically unpack their contents when dropped:

  • All items are added to your inventory

  • Any currency in the pack is added to your purse

Features Tab

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The Features tab displays:

  • Feats: Your Origin Feat and any additional feats

  • Class Features: Gained from your class and subclass

  • Classes/Subclasses: Shows your chosen classes and subclasses

  • Weapon Masteries: Select which weapons you've mastered (2024 rules)

  • Resistances, Immunities, and Vulnerabilities: Set by damage type

  • Shape-shifting: Wild Shape and Polymorph support (drag and drop an NPC to this tab to Polymorph or Wildshape with stats and token changes set automatically!)

Adding Feats (and Eldritch Invocations)

  1. Open the Feats compendium from the top

  2. Find the feat you want

  3. Drag and drop the feat onto the Features tab

Note: Eldritch Invocations are implemented as feats with the type "Eldritch Invocation (Warlock Only)". Add them to your Features tab the same way you add feats!

Notes Tab

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The Notes tab provides a rich text editor for:

  • Character backstory

  • Session notes

  • Appearance description

  • Goals and bonds

  • Any other notes you want to keep


Managing Spells

Spell Slots

CleanShot 2026-01-04 at 17.10.09@2x.png

Spell slots are displayed as counters at the top of the Actions tab:

  • Click the radio buttons to mark a spell slot used, or to unmark if used

  • The Caster Settings section lets you change your available spell slots

Casting Spells

Each spell in your list shows:

  • Spell name and level

  • School of magic

  • Casting time, range, components, duration

  • Full description

  • A "Cast" button

Click on a spell to expand it and see all details. Use the cast button to send the Spell Details to the Chat. From the card in the Chat, click any button that appears to roll any associated attacks or damage. The GM should use the Saving Throw buttons for the enemies targeted by Players, or vice-versa.

If a Spell applies an Effect, the macro in the chat can can be Click and Dragged to a Token to add the effect to that Token, or by selecting tokens and clicking the macro for the Effect.

Preparing Spells

For classes that prepare spells, use the preparation toggle on each spell to mark which spells you have prepared for the day, or to make to your Character Sheet load faster, simply delete the spells you do not have prepared.

To mark a spell as unprepared, click the Wand Icon until it shows the Book Icon.

CleanShot 2026-01-04 at 17.17.40@2x.pngYou can use the settings above to filter spells that are unprepared:

CleanShot 2026-01-04 at 17.18.13@2x.png


Managing Inventory & Equipment

Item Properties

Each item in your inventory shows:

  • Quantity: How many you have

  • Weight: Per item (total calculated automatically)

  • Equipped Status: Carried, Dropped, or Equipped

    • Click the Bag Icon to change it to the "Shirt Icon" to mark an item as equipped. A "dropped" item does not count towards carry weight.CleanShot 2026-01-04 at 17.19.19@2x.png

  • Attunement: For magic items requiring attunement

CleanShot 2026-01-04 at 17.20.14@2x.png

  • Condition: Note the item's condition

  • Location: You can use this field to specify a custom location such as "In Backpack" or "At Bastion" - these locations are filterable from the top of the inventory list

  • Icon: Click the icon for any item in your inventory to view more info or edit it

Weapons in Inventory

Weapons show additional options from the Actions tab:

CleanShot 2026-01-04 at 17.21.32@2x.png

  • Attack Button: Roll to attack with this weapon

  • Hand Icons: Equip in main hand, off hand, or two-handed

  • Melee/Ranged Toggle: For thrown weapons, switch between modes

  • Ammunition: Track ammo count for ranged weapons

Equipping Armor

Armor items can be set to your equipped armor slot, which automatically updates your AC calculation.

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Weight and Encumbrance

The system tracks:

  • Individual item weight

  • Total carried weight

  • Optional coin weight (50 coins = 1 lb)


Feats, Invocations & Features

Feats

Feats in the 2024 rules are categorized by type:

Type

Description

Origin Feat

Gained from your background at level 1

General Feat

Standard feats gained at various levels

Fighting Style Feat

Combat-focused feats for martial classes

Epic Boon Feat

Powerful feats for high-level characters

Eldritch Invocation

Warlock-only magical abilities

CleanShot 2026-01-04 at 17.22.38@2x.pngCleanShot 2026-01-04 at 17.23.12@2x.png

Adding Eldritch Invocations

Warlock Eldritch Invocations are implemented as feats:

  1. Open the Feats compendium

  2. Filter or search for "Eldritch Invocation" or the specific invocation name

  3. Drag the invocation to your Features tab

Note: Invocations appear in your Feats section alongside other feats. They work identically but are marked as Warlock-only.

Ability Score Increases

When you add a feat that grants ability score increases, a prompt will appear:

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Select which ability scores to increase. The system enforces the maximum (usually 20) automatically.


Creating and Managing NPCs

NPC Types

The NPC sheet supports three types:

Type

Use For

Creature

Monsters, beasts, humanoid enemies

Vehicle

Ships, carts, airships

Trap

Hazards and traps

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Creating an NPC

  1. Create a new NPC record from the NPCs compendium panel

  2. Fill in the basic information:

    • Name and portrait

    • Type (Creature/Vehicle/Trap)

    • Size and creature type

    • Alignment

    • Stats, etc.

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  1. Set ability scores - modifiers and saves calculate automatically

  2. Add Skills, Speed, Senses, and Languages

  3. Set the Challenge Rating - this automatically sets:

  • XP reward

  • Proficiency bonus

  • Level (for spellcasting calculations)

Adding NPC Abilities

Use the checkboxes in the "Subsection Settings" to enable different ability sections:

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Section

Description

Traits

Passive abilities (e.g., Pack Tactics)

Actions

Standard actions including attacks

Bonus Actions

Bonus action abilities

Reactions

Reaction abilities with counter

Legendary Actions

For boss monsters, with use counter

Lair Actions

Special actions in the creature's lair

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NPC Actions

When adding actions, the system automatically parses:

  • Attack bonuses from the description

  • Damage formulas (e.g., "2d6+4 slashing")

  • Recharge mechanics (e.g., "Recharge 5-6")

  • Uses per day

  • Copy and paste the verbiage exactly as is from a source like D&D Beyond for the automatic setting to work

  • Spellcasting: You may need to manually designate when an action is Spellcasting for the list to appear, then you can Drag Spells to the Spell Casting list from the Spells Compendium so that the NPC can cast those spells.

Legendary and Lair Actions

For legendary creatures:

  1. Check "Has Legendary Actions"

  2. The legendary action counter appears automatically

  3. Add individual legendary actions to the list

  4. Optionally add a description explaining how many actions can be used


Creating Content for Your Campaign

Creating Items

  1. Create a new Item record

  2. Select the Type:

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Type

Fields Shown

Adventuring Gear

Basic item fields

Melee Weapon

Damage, weapon type, mastery, properties

Ranged Weapon

Damage, range, ammo type, properties

Armor

AC, category, Dex modifier options

Shield

AC bonus

Tool

Basic item fields

Magic Item

Rarity, attunement, effects

Item Pack

Contains other items + currency

  1. For Weapons, set:

    • Damage dice (e.g., "1d8 slashing")

    • Weapon Type (for mastery benefits)

    • Mastery property (Cleave, Graze, Nick, etc.)

    • Weapon properties (Finesse, Heavy, Light, etc.)

  2. For Armor, set:

    • AC value

    • Category (Light/Medium/Heavy)

    • Whether to add Dex modifier

    • Maximum Dex modifier (for medium armor)

    • Strength requirement

    • Stealth disadvantage

  3. For Consumables, set:

    • "Has Use" and/or "Consumable" checkbox

    • Effects to apply when used

    • Healing formula

    • Damage formula

Rules Tab

For magic items, you may want certain modifiers applied (such as extra damage, to hit, etc.) These are added in the Rules tab of an item. You can check out how we've implemented many of these in the Magic Items SRD module for examples.

Creating Feats

  1. Create a new Feat record

  2. Set the Feat Type:

    • Origin Feat

    • General Feat

    • Fighting Style Feat

    • Epic Boon Feat

    • Eldritch Invocation (Warlock Only) - for Warlock invocations

  1. Set any Prerequisites

  2. Specify Ability Score Increases if applicable

  3. Write the Description

Important: Use "Eldritch Invocation (Warlock Only)" type for all Warlock invocations. Players add these to their Features tab just like regular feats.

Creating Spells

  1. Create a new Spell record

  2. Set spell level (Cantrip or 1-9)

  3. Select the School of Magic

  4. Choose which class Spell Lists include this spell

  5. Fill in Casting Time, Range, Components, Duration

  6. Write the full Description

CleanShot 2026-01-04 at 17.32.33@2x.png

Tip: The Rules tab contains everything needed for Damage as well as what happens at higher levels or if the spell is up-casted. If the spell applies effects, create the effects first, then search for them in the dropdown on the Rules tab.

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Creating Classes, Subclasses, and Species

Classes, Subclasses, and Species are more complex records that include:

  • Proficiency grants

  • Feature progression

  • Spellcasting information

  • Ability score requirements

These are typically set up once and shared across campaigns via the Modules system. See the Modules article on how to export a module of your own.


Combat & Rolling Dice

Initiative

Roll initiative by clicking the Initiative button on the Actions tab or the Main tab of the NPC sheet. The roll includes:

  • Dexterity modifier

  • Initiative bonus/penalty effects

  • Any other applicable modifiers

Tip: You can open the Combat Tracker quickly by hitting the "O" key. From the Menu of the Combat Tracker you can change it to the Carousel Mode for a more gamified experience and to free up some screen space.

Making Attacks

Click the attack button on a weapon in your inventory to:

  1. Show the roll prompt with all applicable modifiers

  2. Toggle advantage/disadvantage if needed

  3. Toggle any optional modifiers from abilities

  4. Click Roll to roll the attack

  5. The Chat card that outputs will show the result

CleanShot 2026-01-04 at 17.37.16@2x.png

After the attack, click to either Damage or Critical roll damage. Critical rolls automatically double the damage dice. You can also click the button from the Chat card.

CleanShot 2026-01-04 at 17.38.03@2x.png

Saving Throws

Saving throws can be rolled from:

  • The Main tab (for characters)

  • The NPC sheet (for NPCs)

  • Spell results in the Chat that require saves

Concentration

When a concentrating character takes damage, the system can prompt for a concentration save with the appropriate DC. When this happens, click the button in the Chat Card to roll your Concentration check.

Death Saves

When a character drops to 0 HP, use death saving throws. Track successes and failures until the character stabilizes or dies. You can roll a Death Save from the Main tab of the Character Sheet in the bottom left.

CleanShot 2026-01-04 at 17.39.06@2x.png


Advanced Features

Wild Shape and Polymorph

The Features tab supports shape-shifting abilities:

  1. Enable the Shape-shifting section on the Features tab

  2. Drag an NPC onto the Features tab

  3. Select the type of transformation:

    • Polymorph: Replaces all ability scores, gains NPC's HP as temp HP

    • Wild Shape: Replaces physical stats only, gains temp HP based on druid level

    • Animal Shapes: For the Druid spell that just affects a creatures form

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When transformed:

  • Your stats update to the new form

  • A token change effect is applied (if on the map)

  • The NPC's actions become available

  • Click "Remove Shape-shift" to revert

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Weapon Masteries (2024 Rules)

Weapon Masteries are tracked on the Features tab:

CleanShot 2026-01-04 at 17.41.16@2x.png

Select which weapons you've mastered. Each weapon type has a specific Mastery property per the 2024 rules. If you have a Weapon mastery, and you make an attack with an applicable Weapon, you will see the details for it in the Chat card. Some even have Macros for convenience (such as Graze).

Ability Groups

Class features often grant abilities that share a resource pool (like Channel Divinity or Ki Points). These are managed through Ability Groups:

CleanShot 2026-01-04 at 17.42.46@2x.png

  • Uses are tracked together

  • Abilities within the group share the counter

  • Restoration conditions can be set (short rest, long rest, etc.)


Tips & Tricks

Keyboard Shortcuts

  • Use drag-and-drop extensively - it's the fastest way to add content

  • Right click items in the inventory for quick context menu to Delete or Copy.

  • If you want to dual wield daggers, copy an existing one to have two separate ones in your inventory.

Efficient Character Setup

  1. Complete the wizard fully before adding extra content

  2. The Actions tab populates your spell slots based on your Class automatically

  3. Use Item Packs for starting equipment instead of individual items (these are in the SRD module!)

  4. Check your Origin Feat for skill proficiency choices

For Game Masters

  1. Create NPCs using the dedicated NPC record type, not character sheets

  2. Use the Challenge Rating field - it auto-calculates XP and proficiency

  3. Enable only the sections you need (Traits, Actions, etc.) to keep NPC sheets clean

  4. Description fields for actions auto-parse attack/damage formulas

Common Issues

Q: My ability modifiers aren't calculating correctly
A: Check that your proficiency bonus is set correctly. Changes to proficiency bonus update all dependent calculations. Proficiency bonus is auto set when the level is changed by adding a Class or using the Level Up button.

Q: Spells aren't appearing at the right level
A: Ensure the spell's level is set correctly in the spell record itself, not just dragged to a section. Spells go to their section based on base level. The icon with the number can be clicked to change the Upcast level.

Q: My AC isn't updating when I equip armor
A: Make sure the armor is set to your equipped armor slot, not just in your inventory.

Q: I can't find Eldritch Invocations
A: They're in the Feats compendium! Filter by "Eldritch Invocation" type and drag them to your Features tab.

Q: I can't find the Level Up button
A: If experience was awarded by the GM while you had the character sheet open, try closing and re-opening your character sheet.


Quick Reference

Drag-and-Drop Summary

Source

Target

Result

Spell (from Compendium)

Actions Tab

Adds spell to spell list

Item (from Compendium)

Inventory Tab

Adds item to inventory

Feat (from Compendium)

Features Tab

Adds feat and applies bonuses

NPC (from Compendium)

Features Tab

Initiates Wild Shape/Polymorph

Class (from Compendium)

Character

Applies class (use wizard for best results)

Proficiency Levels

Level

Bonus

Description

Unproficient

+0

No proficiency bonus

Half

+PB/2

Half proficiency (round down)

Proficient

+PB

Full proficiency bonus

Expertise

+PB×2

Double proficiency bonus

Ability Score Modifier Chart

Score

Modifier

1

-5

2-3

-4

4-5

-3

6-7

-2

8-9

-1

10-11

+0

12-13

+1

14-15

+2

16-17

+3

18-19

+4

20

+5

Modifiers & Effects

Modifiers are the engine behind almost every automatic adjustment on a character sheet — a feat that adds your Proficiency Bonus to a save, a magic item that boosts your AC, a class feature that lets you use your spellcasting ability to attack. Instead of editing your numbers by hand, you attach modifiers to the things that grant them, and the sheet recalculates everything for you.

Where modifiers live

A modifier can be placed on any of three things:

  • Features (class features, feats, species traits, background features) — apply while the character has the feature.

  • Items (weapons, armor, wondrous items) — apply only while the item is equipped. If the item requires attunement, the modifier applies only while it is both equipped and attuned; un-attuning or unequipping removes it automatically.

  • Effects (conditions, spells, auras) — apply while the effect is active, and can include duration, stacking, and target-aware logic.

Tip: Put one-time, "always-on" bonuses on the feature or item that grants them. Use Effects for anything temporary (a spell buff, a condition) or anything that depends on who applied it.

Anatomy of a modifier

Every modifier row has the same columns:

Column

Purpose

Type

What it changes (e.g. Attack Bonus, Armor Class Bonus, Speed Bonus).

Field

The context it applies to (an ability, a skill, a damage type, melee/ranged, etc.). Many types leave this blank.

Value Type

How the Value is read: Number, String, or From Field.

Value

The amount or expression (e.g. 2, 1d6 fire, Proficiency Bonus).

Active by Default

Whether it's on automatically, or appears as a toggle the player checks at roll time.

Predicate

An optional condition that must be true for the modifier to apply (see Conditional modifiers).

Value Types

  • Number — a plain integer (2, -1). For Penalty types you can enter a positive number; it's subtracted for you.

  • String — text that can contain dynamic tokens and dice (1d6 fire, Proficiency Bonus, advantage).

  • From Field — reads the number live from another sheet field (e.g. proficiencyBonus), so it stays current as the character levels.

Dynamic values (String type)

String values support these tokens, resolved when the roll happens:

  • Ability modifiers — Strength Modifier, Dexterity Modifier, … Charisma Modifier

  • Level & proficiency — Character Level, Half Character Level, <Class> Level, Half <Class> Level, Proficiency Bonus

  • Shield AC — Shield AC resolves to your equipped shield's AC bonus (0 if none)

  • Field references — @record.data.<field> reads any field from this character; @caster.data.<field> reads from the creature that applied the effect (for effects only)

  • Math expressions — wrap in braces: {floor(Character Level / 2)}, {max(1, Charisma Modifier)}. Supports floor, ceil, min, max, abs. Without an explicit floor/ceil, results round down (D&D convention).

Example — a Cleric feature that adds your Wisdom modifier to a damage roll: Type Damage Bonus, Value Type String, Value Wisdom Modifier.


The modifier catalog

Attack & damage

Modifier

Field

Value

Example

Attack Bonus / Penalty

melee, ranged, all, or blank

number/string

+1 magic weapon: Attack Bonus, blank field, 1

Damage Bonus / Penalty

melee/ranged/all, a weapon property, weapon type, or blank

number/string (may include a type, e.g. 1d6 fire)

Flame Tongue: Damage Bonus, 2d6 fire. Add noCrit to a flat bonus to exclude it from crit-doubling.

Attack Calculation

ability name, or Spellcasting Ability

—

Pact of the Blade: field Spellcasting Ability to attack & damage with your casting stat

Unarmed Damage Override

—

damage string

Unarmed Fighting: 1d6/1d8 bludgeoning (the d8 is used when the attack's hand toggle is Two-Handed / hands free). Strength is added automatically.

Weapon Damage Type Override

—

a damage type

Turn a weapon's damage to radiant

Additional Weapon Mastery

—

a mastery name (Cleave, Sap, Topple, …)

Grants an extra mastery property when attacking with that weapon

Martial Arts Die

a level:die scaling table (e.g. 1:1d6,5:1d8,11:1d10,17:1d12)

— (the Field holds the table)

Monk's scaling unarmed die — see Special case: Martial Arts Die below

Weapon Finesse

a weapon type/category

—

Grants Finesse (use the higher of STR/DEX) to matching weapons

Special case: Martial Arts Die

Martial Arts Die is unusual — the scaling table lives in the Field, not the Value. Put a comma-separated list of level:die thresholds there, and the sheet picks the die for your current level:

1:1d6,5:1d8,11:1d10,17:1d12

This reads as "1d6 at level 1, 1d8 at 5, 1d10 at 11, 1d12 at 17." The Value is left blank.

It scales by the level of the class that granted the feature (not your total character level), so a multiclassed Monk 5 / Fighter 3 still gets the level-5 die. It only upgrades the unarmed/monk-weapon damage die — if your weapon already rolls a larger die, that larger die is kept.

Example — Monk's Martial Arts: on the Martial Arts feature, Type Martial Arts Die, Field 1:1d6,5:1d8,11:1d10,17:1d12, Value blank.

Spells & healing

Modifier

Field

Value

Example

Spell Attack Bonus / Penalty

melee, ranged, or a school

number/string

+1 to spell attacks

Spell DC Bonus

a school, or blank

number

+1 to all spell save DCs

Spell Damage Bonus / Penalty

attack or all

number/string

Add Charisma Modifier to spell damage

Cantrip Damage Bonus / Penalty

attack or all

number/string

Add a flat bonus to cantrips only

Healing Bonus / Penalty

—

number/string

Increase healing received

Hit Die Healing Multiplier

—

number

Double HP regained from Hit Dice (value 2)

Hit Die Healing Bonus (Per Die)

—

number

Durable: extra HP per Hit Die spent

Saves, checks & skills

Modifier

Field

Value

Example

Saving Throw Bonus / Penalty

ability or all

number/string/advantage/disadvantage

Add Prof to Wis saves; or advantage on a save

Saving Throw Proficiency

ability

—

Grant proficiency in a save

Saving Throw Note

ability/{ability}Save/saves/all/blank

Tag(PIPE)Tooltip

A reminder tag (e.g. Evasion) shown on the result — no math - replace (PIPE) with a pipe char

Ability Check Bonus / Penalty

ability

number/string/advantage/disadvantage

Advantage on Strength checks

Skill Check Bonus / Penalty

a skill, proficient, or all

number/string/advantage/disadvantage

+2 to Stealth; proficient = only skills you're proficient in

Skill Proficiency

a skill or all

true, half, expertise

Expertise: doubles proficiency if already proficient

Passive scores

Modifier

Field

Value

Example

Passive Bonus / Penalty

a skill

number/string

Observant: +5 Passive Perception

Passive Proficiency

a skill

—

Count as proficient for passive only

Armor Class & defense

Modifier

Field

Value

Example

Armor Class Calculation

the bonus ability

base AC number

Unarmored Defense: base 10 + DEX + the field ability

Armor Class Ability Swap

the ability to use

armor category

Use a different ability than DEX for AC in that armor

Armor Class Bonus / Penalty

blank or conditions

number

+1 shield; Defensive Duelist via weapon-property condition

Armor Max Dex Bonus

light/medium/heavy or blank

cap number

"Max Dex bonus while in medium armor becomes 3" (only raises)

Resistances, immunities & vulnerabilities

Modifier

Field

Value

Example

Add Resistance

blank, or upgrade

a damage type

Resistance to fire; upgrade turns existing resistance into immunity

Add Immunity

—

a damage type

Immunity to poison

Add Vulnerability

—

a type, all, or spell

Vulnerability to radiant

Tip: Resistance can also do flat reduction — set Field to a damage type and Value to a number (e.g. Heavy Armor Master: field bludgeoning nonmagical, value 3).

Bypassing resistance & immunity

To make your own damage ignore a target's defenses (e.g. a sorcerer's Elemental Adept, or a feature that says "your fire damage ignores resistance"), use a Damage Bonus with a String value in one of these forms:

Value

Effect

ignore <type> resistance

The target's resistance to <type> is ignored for this attack

ignore <type> immunity

The target's immunity to <type> is ignored for this attack

The middle word is the damage type, so the value is exactly three words — ignore fire resistance, ignore cold immunity. These are directives, not damage: they don't add anything to the roll and never appear as a toggle; they simply tell the damage step to skip that defense for the listed type. Add one modifier per type/defense you need to pierce.

Example — Elemental Adept (Fire): "Spells you cast ignore resistance to fire damage." Put a Damage Bonus, Value Type String, Value ignore fire resistance on the feat. (For a version that also pierces immunity, add a second one with ignore fire immunity.)

Tip: Combine with a Predicate to scope it — e.g. {"and": ["spell:fire"]} so it only fires on fire spells, not weapon attacks.

Hit points & ability scores

Modifier

Field

Value

Example

Hit Point Maximum

—

number/string

Tough: {Character Level * 2}

Temporary HP Bonus

—

number/string

Add to temp HP whenever it's granted

Attribute Bonus

an ability

number

+2 Strength (with optional max, e.g. 4:24)

Attribute Set

an ability

target score

Amulet of Health: set CON to 19 (no effect if already higher)

Dual Concentration

—

spell-level cap

Maintain two concentration spells at once

Movement & initiative

Modifier

Field

Value

Example

Initiative Bonus / Penalty

—

number/string

Alert-style initiative boost

Base Speed

—

number

Set walking speed (only raises)

Speed Bonus / Penalty

—

number or mode

10 faster; or Fly 30 ft to add a movement mode

Weapon Range Bonus

normal or long

number

Extend a ranged weapon's range

Senses, proficiencies & utility

Modifier

Field

Value

Example

Senses

—

sense string

Darkvision 60, Darkvision 120/60, or Darkvision +30

Armor / Weapon / Tool Proficiency

(tool: blank or expertise)

a proficiency name

Martial Weapons; or Choose 1 from … prompts

Add Language

—

a language

Add Draconic

Wild Shape Bonus

tempHp/ac/attack/damage/…

varies

Tune Wild Shape temp HP, AC, attacks

Regeneration (Start/End of Turn)

—

number

Troll-style regrowth

Death Save Threshold

—

number

Adjust the death-save success target

Encumbrance Size Increase

—

1 / -1

Powerful Build (carry as one size larger)

Ignore Worn Armor Weight / Ignore Armor Skill Penalty

—

—

Remove armor weight or Stealth disadvantage

Ability Group Uses Bonus

a group name

number

Extra uses of a limited feature

Set Value

a data field

any

Write a raw field directly (advanced)

Toggle

a toggle key

display name

Adds a checkbox above the attack list, used by Predicates

Important: Use Attribute Set (not Set Value) for ability scores — it floors the score correctly, reverts when removed, and recalculates everything that depends on it (modifier, HP, saves). Set Value writes a field once with no revert.


Conditional modifiers: Predicates

A Predicate makes a modifier apply only when a condition is true. The simplest case ties a modifier to a Toggle the player checks before rolling; more advanced predicates inspect the roll itself.

  • A toggle name — focused-shot — only when that toggle is checked

  • weapon:<property> — only with a matching weapon: weapon:finesse, weapon:ranged, weapon:heavy, weapon:name:dagger

  • self:proficient — only on a check/skill you're proficient in

  • effect:<name> / feature:<name> — only if the character has that effect or feature

  • Combine with logic — JSON like {"or": ["weapon:finesse", "weapon:ranged"]}, {"not": "feature:heavy-armor-master"}, or an array ["sneak-attack", "weapon:finesse"] (all must be true)

Example — Sneak Attack die only on a finesse or ranged weapon: a Damage Bonus with Predicate ["sneak-attack", {"or": ["weapon:finesse", "weapon:ranged"]}].


Special value keywords

These work in bonus/penalty values:

  • advantage / disadvantage — grant advantage/disadvantage on the roll

  • criticalN (e.g. critical19) — crit on N–20; works on attacks and checks

  • minrollN (e.g. minroll10) — treat any d20 result below N as N (Reliable Talent)

  • <value> noCrit [type] — a damage bonus added on a hit but not doubled on a crit

  • ignore <type> resistance / ignore <type> immunity — on a Damage Bonus, makes this attack bypass the target's resistance/immunity to that damage type (see Bypassing resistance & immunity above)


Effect-only modifier types

When building an Effect (rather than a feature/item), a few extra types become available because they're aimed at a creature:

  • Attacks Targeting You — adjusts attacks made against the affected creature. Supported values:

    • advantage / disadvantage — attacker rolls with adv/disadv

    • critical — attacks against this creature auto-crit (also critical19, etc. to widen the attacker's crit range)

    • noAdvantage — cancels any Advantage the attacker would otherwise have (e.g. "attack rolls against you don't have Advantage"); does not grant disadvantage Honored by every attack path (weapon, spell, NPC action, Wild Shape). Pair with predicates like {"not": "target:applied_by"} for "disadvantage on attacks, except from me."

Effects also support target-aware predicates (target:creature_type:dragon, self:senses:darkvision) and special value sources (stack count, externally-set values).


Worked examples

Amulet of Health — "Your Constitution score is 19." On the item: Type Attribute Set, Field constitution, Value Type Number, Value 19. Mark the item as requiring attunement; the change applies only while attuned and reverts when you remove it.

Unarmed Fighting fighting style — "1d6 + STR, becomes 1d8 if you have no weapon or shield in hand." On the feature: Type Unarmed Damage Override, Value Type String, Value 1d6/1d8 bludgeoning. Flip the unarmed strike's hand toggle to Two-Handed for the d8.

Dueling fighting style — "+2 damage with a one-handed melee weapon." Type Damage Bonus, Field melee, Value 2, Predicate {"not": "weapon:two-handed"}.

Observant — "+5 to Passive Perception." Type Passive Bonus, Field perception, Value 5.


Tips & gotchas

  • Number vs String: use String the moment you need a die, a damage type, or a token like Proficiency Bonus.

  • Penalties: enter a positive number on a Penalty type — it's subtracted automatically.

  • Active by Default off turns a modifier into a roll-time toggle (great for optional bonuses like a feat you choose to use).

  • Attunement: item modifiers respect attunement automatically — no need to gate them yourself.

  • Rounding is always down unless you write ceil().

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User GuidesUpdated 8/17/2026 · 30 min read

D&D 5th Edition (2024) Ruleset User Guide

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