- All of a Dexterity modifier counts toward AC in light armor, at most +2
in medium armor, none in heavy armor, going by the equipped item's kind
- The gear card says when the armor is holding something back
- Library and seed armor notes and docs brought in line
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Unarmored Defense (barbarian, monk), Draconic Resilience, Fast Movement,
Unarmored Movement, Aura of Protection, Diamond Soul, Slippery Mind and
Jack of All Trades are counted, by level in the class that gives them
- Armor and shields are items marked with what kind they are, so the sheet
knows when a character is unarmored or in heavy armor; the library's and
the seeds' are marked
- The sheet lists the class features in force; a speed the DM set is final
- A cantrip can be cast with every spell slot spent (tested end to end)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Each die is drawn as its own shape, tumbles in and lands on its result;
a natural 20 glows, a natural 1 shakes; respects reduced motion
- In a campaign the server makes every digital roll and keeps it
- The DM sees each roll as it lands: an "Everyone's rolls" tab in the
roller, a pop-up beside the dice button, and a list on the encounter page
- Players see everyone's rolls or only their own, by the campaign setting;
the DM can roll hidden
- Physical dice are typed in, one box per die, and checked; with "both",
each person chooses in the roller
- game/dice.js: parsing, rolling, checking typed dice, critical damage
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- "Level up..." beside Rest approves a level for any of the party at once;
with XP tracked, those who have the XP start ticked
- Each player is told with a notice and picks for themselves in the checklist:
class (multiclass), subclass, Boon, spells within the level's allowance,
the weapon upgrade; a waiting level shows on the sheet and campaign page
- The DM sees who still has picks to make, and can finish or take back any
- Hit points on a level up can be rolled (campaign setting): by the site, or
at the table and typed in with physical dice
- Toasts: notices that slide in over any page
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- With the campaign setting on, the level-up checklist asks which class gains
the level; a new class needs both classes' ability requirements (2014 rules)
- HP, Hit Dice, features, Boons, subclasses and counters go by each class's
own level; spell slots add up to a caster level, pact slots apart
- A first level in a new class writes its level-1 gifts and what it teaches
- Eldritch Knight and Arcane Trickster cast from level 3 with real slots
- The sheet shows each class's road to 20 and suggested multiclass routes
(Hexadin, Sorlock, fighter dip...) with the character's progress and scores
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- All 123 official subclasses (2014 books and the 2024 Player's Handbook), each
with its book and features up to level 20; one file per class
- The builder has a subclass step after the class: pick one, let a die suggest
one, or decide later; its gifts arrive at the class's choice level
- 2024 updates (Wild Heart, Warrior of the Elements) offer a one-click switch
- The Road Ahead: a level 1-20 timeline on every sheet and in the builder
- 33 new species (2024 Aasimar and Goliath, Monsters of the Multiverse) with
chosen +2/+1 or +1/+1/+1 bonuses; species roll is now a d8 by family
- The Artificer: class, half-caster slots from level 1, features, Flash of Genius
- Class tables and counters run to level 20; a fifth Boon, Resolve
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Settings grouped into Characters, Dice & rolls, Combat and Progression
- Dice: digital, physical or both; a campaign's own choice applies to every character
- Ability scores by 4d6, the standard array or point buy (27 points, 8 to 15)
- Track XP can be turned off for milestone levelling: XP is hidden and not awarded
- New settings saved ahead of their features: multiclassing, auto-rolled monster
and NPC attacks, roll visibility, hidden monster rolls, HP on level up, crit rule
- docs/CAMPAIGN_SETTINGS.md lists every setting
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Seven steps in one commit, 1.15.0 to 1.21.0. They change the same files
and were not saved apart, so they go in together.
- The battle at a glance (1.15). A strip across the top of an encounter
lists everyone in turn order and stays in view; a click goes to that
card. On a wide screen the stat block of whoever is on turn stays
beside the cards, and Pin keeps anyone else's there. Saving throws,
every skill and passive Perception, Investigation and Insight are on
encounter cards and in the character panel, which "Sheet" on a card
and a button on the party overview open. For the DM, N is Next Turn
and S opens the sheet of whoever is on turn. The party overview shows
passive scores and spell save DC.
- Subclasses (1.16). Three per class, picked in the level-up checklist
at level 2 (cleric, druid, wizard) or 3, shown beside the class
everywhere, and changed by the DM from the sheet: the old one's lines
come out of Special Abilities and the new one's go in. Characters
already at that level keep the path they were on.
- Character state (1.17). Inspiration, exhaustion and conditions on the
sheet and in the panel, and counters for what a class does a set
number of times (Rage, Ki, Channel Divinity...), which the player
spends and a rest gives back. A long rest takes a level of exhaustion
off. A character's conditions are their own now: they stay from one
encounter to the next.
- Faster battles (1.18). Up to 20 of a monster added at once, numbered.
One button rolls initiative for the monsters and NPCs. A condition can
be given a number of rounds and then comes off by itself. Hovering
over a condition shows its rule, and damaging someone who is
Concentrating shows the save to call for.
- Rolls from the sheet (1.19). A number with a dotted underline rolls
when clicked, with its bonus: skills, saves, ability checks, attacks,
damage, spell dice, and a monster's attack, damage and abilities. The
dice roller has advantage and disadvantage. "Call for a roll" rolls
one check or save for the whole party. Rolls stay in the browser.
- XP and difficulty (1.20). An encounter shows the DM how hard it is,
Trivial to Deadly, from the monsters' challenge ratings against the
characters in it, and what it is worth in XP; one button shares that
out, once. The sheet and the party overview show XP and when a level
is due. Levelling up stays the DM's decision.
- Subclasses are optional per campaign (1.21). With "Characters choose a
subclass" unticked in the campaign's Settings nobody is asked, each
class follows its first subclass, and none is named.
- Conditions, exhaustion, counters and subclass features are reminders
for the table: none of them changes a number on the sheet.
- The docs cover all of it, with generated tables of what each subclass
adds.
- New migrations: a character's subclass; inspiration, exhaustion,
conditions and spent counters on a character; the rounds left on a
combatant's conditions; the XP awarded for an encounter; the
campaign's subclass setting.
- All packages at version 1.21.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Spell slots. Every class that casts has a slot tracker, worked out
from class and level: the full-caster table for bards, clerics,
druids, sorcerers and wizards, the half-caster table for paladins and
rangers (from level 2), and a warlock's few slots of one level. It is
in the Spellcasting card on the sheet and in the character panel, and
the party overview has a column for it. A player presses Use to spend
a slot; only the DM gives one back.
- Rests. The DM's "Rest…" button, beside the character list and on the
party overview, rests any of the party at once. A short rest shows
which Hit Dice each character can roll and heals from what they
rolled (typed in, or rolled by the site), and gives a warlock their
slots. A long rest puts back HP, every spell slot and half the level
in Hit Dice, and clears temp HP.
- Hit Dice are counted: one per level, shown on the sheet, the panel
and the party overview.
- Level Up. "Level Up…" on a sheet takes a character up one level with
the whole checklist: the new max HP and a full heal, the class's new
special abilities for levels 2 to 10, a Boon where the level grants
one (Toughened raises Extra AC, Hardy gives temp HP now and after
each long rest), fresh spell slots and new spells, and the free
upgrade of one standard weapon.
- A level typed into the Level field still writes down what the class
gains on the way up, and leaves a line where a Boon is owed.
- The docs cover all of it, with a generated list of what each class
gains at each level. The Hollowcrown seed's note no longer says to
track spell slots on paper.
- New migration: spent spell slots and Hit Dice on a character.
- All packages at version 1.14.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- The campaign page shows one part at a time, picked from a row of
buttons under its name: Overview (characters and encounters), NPCs,
Locations, Weapons, Items, Spells, Monsters, Notes and Settings for
the DM; Overview, Places and Notes for a player. Each button counts
what is in its part. On a phone the row scrolls sideways. The part
showing is in the address (?view=weapons), so the back button steps
through the parts.
- NPCs, weapons, items, spells and monsters are lists of short rows.
Clicking a row opens a pop-out with everything about it and
everything that can be changed. Adding one, by hand or from the
library, is a pop-out too: a window on a wide screen, the whole
screen on a phone.
- "Search this campaign" looks through everything added to the
campaign at once: characters, encounters, locations and notes, and
for the DM also NPCs, weapons, items, spells and monsters. Each of
the DM's lists has a search box of its own as well.
- With three pages or more, the page number of a paged list is a menu
to jump straight to any page.
- The invite code, the party and archive or delete are under Settings.
- A weapon's properties and range, and a spell's casting time, range
and duration, are shown in its pop-out.
- All packages at version 1.13.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- A player can no longer heal or hurt their own character: the Damage,
Heal and Temp HP controls on the sheet are the DM's, and the server
refuses the change from anyone else. Players still roll their own
death saves.
- A player can no longer add money to their own purse or write it off:
recording a gain or a spend is the DM's, in any coin or in cash, on
the sheet and on the server.
- Players still exchange gold, silver and copper on the sheet, give
money to another character, and buy from or change money with an NPC.
- All packages at version 1.11.1.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Weapons and items can carry effects: bonuses and penalties to AC, speed,
initiative, max HP, passive Perception, ability scores, saving throws
and skills, plus a note. They apply on their own while equipped and stop
when the thing comes off. Armor is an item with an AC effect. The DM
sets them with "Effects" on a row in the weapon or item pool.
- The sheet's "armor bonus" is now "Extra AC", the DM's own adjustment on
top of gear, and only the DM can set it.
- Only what is equipped counts: a weapon has to be equipped to be used in
an encounter. A character can have two things equipped at once, one of
them a weapon (campaign settings). Equipping at the limit is refused
with a message, and can be changed at any time, mid-encounter included.
- A built-in item library: armor, shields, worn gear and supplies, with
their effects set. The weapon library gains paired weapons (a pair of
daggers is one weapon).
- A floating character button on every page opens a panel with a
character's numbers and everything they hold, with equip ticks. Players
get their own characters, the DM everyone's, and each character card in
an encounter has an Inventory button. It replaces the quick stats drawer.
- A player's own characters stand out: marked and highlighted in
encounters, with a button that jumps to their card; highlighted on the
party screen; and listed once, not twice, on the campaign page.
- All packages at version 1.11.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- The main destinations are always on screen: Campaigns, Campaign and
Party (for the campaign last visited, from any page) and Account. They
are links along the top bar on a wide screen, and a bar along the
bottom on a phone or small tablet (900px or less).
- Nothing floats over the page on a phone: the dice roller is the last
button of the bottom bar, and quick stats sits in the top bar.
- The campaign page and the character sheet start with a row of links to
their sections.
- On a small screen every table is a stack of labelled cards, rows of
controls wrap, fields shrink to fit, and things to tap are bigger.
- The encounter list is paged, ten to a page, as is the archived list.
Moving an encounter still works across pages.
- Text boxes with no type given, and native checkboxes and dropdowns, now
match the dark theme. Long monster notes and item descriptions wrap
inside their table cell.
- All packages at version 1.10.1.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- An NPC can change gold and cash at a rate of their own ("2 gold = $15"),
the same both ways. Only gold and cash are taken: no silver, no copper
and no change, and the amount has to be a whole multiple of the rate.
- An NPC can sell weapons and items from the campaign pools, each with a
price in any coin or in cash, a level and an optional stock. The wares
follow the NPC into every quest. An encounter can sell things itself
too, for a stall with nobody behind it.
- Trading is open only in an NPC quest in progress, never in a battle,
with an NPC who is in the scene and standing, for a character who is in
it. Players see every rate and ware and trade for their own character
in a new Trade card; the DM can trade for anyone.
- Only the DM sets trade up: "Trade" on an NPC's row on the campaign page,
and the DM's part of the Trade card for an encounter's own wares. A
ware's price and stock can be edited afterwards.
- Every exchange and purchase is written to the character's money log.
- All packages at version 1.10.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- "+ Add Monster" takes the whole stat block: challenge rating, speed, the
six ability scores, special trait and notes, as well as name, AC, HP,
attack and damage. Damage can name its type ("1d6+2 necrotic").
- Monsters can be edited: "Edit" on a row opens the same form filled in.
Copies already in encounters show the new stat block.
- The monster list shows each full stat block, the library picker shows
speed and ability scores too, and removing a monster asks first.
- Characters have a fourth balance, cash ($), for crossover worlds. It is
gained, spent, given and awarded like a coin, but it has no worth in
coins: it is never exchanged or used to make change.
- `npm test` in the backend runs again (the script pointed at a jest path
that does not exist in the workspace).
- All packages at version 1.9.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- A dead character, or a monster or NPC at 0 HP, is out of the fight: the
server no longer sends it to players, target marks included, and it has
no turn. Healing or reviving brings it straight back.
- The DM's screen leaves the fallen out too until "Show dead" is ticked,
which lists them in a group of their own, marked hidden.
- Players see dead characters by name in a Fallen box. The player whose
character is on turn in a battle gets "Try revive" there if that
character is on their feet and knows a spell that revives, at a level
they can cast. The dead come back at 1 HP.
- Spells have a "Revives" tick in the campaign's spell list. Revivify and
Raise Dead have it, in the library and in existing campaigns.
- A dead character cannot be added to an encounter until revived.
- All packages at version 1.8.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- A character at 0 HP is Dying, Stable or Dead. The tallies live on the
character, so the sheet and the encounter card always agree.
- Death saves are typed in as the d20 showed: 10 or more succeeds, less
fails, a 1 fails twice, a 20 puts the character back up at 1 HP. Three
successes make them stable; three failures kill.
- Damage taken at 0 HP is a failed save and ends stable. A blow that leaves
as much as max HP still to take after reaching 0 kills outright.
- Healing from 0 clears the tallies. The dead cannot be healed; the DM
revives them at 1 HP.
- A player rolls and stabilises for their own character; the DM for anyone,
and only the DM sets tallies by hand or revives.
- The party overview, campaign list and quick stats show the state.
- All packages at version 1.5.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- A character's purse holds gold, silver and copper as separate coins:
1 gold = 10 silver = 100 copper. The money log records each entry's coin.
- Spending and giving are paid from the whole purse: coins of the kind
named go first, then the nearest bigger coin is broken (change comes back
in as few coins as possible), then smaller coins are counted out. A
payment is refused only when the whole purse isn't worth enough.
- Exchange converts one coin into another at the fixed worth.
- Encounter rewards and gifts between characters can be in any coin; the
party overview shows the whole purse.
- All packages at version 1.4.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Hollowcrown: The Rift Between Worlds as its own seed (npm run
seed:hollowcrown), built from the campaign book: pools, 58 monsters,
57 NPCs, 28 locations, 72 encounters with rewards, and DM notes. Shared
seeding logic moved to prisma/seedCampaign.js.
- What players can see: only encounters their own character is in; only
the pool entries their character holds (plus starting options while
building); only locations their character has been to; no invite code;
no gold, inventory or money log of other players' characters. Socket
events carry ids only and campaign rooms are members-only.
- Encounters have a location; while one is in progress its characters are
there, and visits are remembered.
- Campaign setting to show players a health bar only for monsters and NPCs.
- Initiative is entered as the d20 roll (1-20) and the bonus is added;
players can enter their own character's roll.
- Number fields enforce their limits when typing, and the API enforces
the same limits.
- Temp HP shows on HP bars and absorbs damage before real HP.
- All packages at version 1.3.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Characters
- Builder: pick-then-Next on every step with live preview, Back button,
plain-language help throughout, and "Suggest for me" for ability scores
- Motivation is picked from a list; new steps for special abilities,
background and appearance, all composed from fixed lists and DM-only
to edit afterwards
- Copy a character to another campaign
- Characters can give gold, weapons, items and spells to each other
- Money tracker: gold only changes through a logged ledger
- Fixes: level/XP/location are DM-only, HP stays within 0..max, physical
dice ability rolls, every die is rolled once
Gear
- DM-managed item pool; weapons, items and spells are handed out by the DM
- Starting-option flag per pool entry
- Gear levels 1-9 per held copy with a damage ladder, growth rate and
starting level; spells gated by spell level with a fixed damage value
- Spell library carries default damage; damage is picked from a list
Encounters
- Battle and NPC quest modes, turn tracking, scene description, DM notes
- NPCs, richer combatant cards, conditions from a list
- Rewards (gold, weapons, items) lined up and awarded, with gold splitting
- Character HP is shared between the sheet and the encounter
- Monster stat blocks and NPC secrets are never sent to players
Other
- Dice roller on every page
- Docs for characters, weapons, spells, items, encounters, monsters and
NPCs, with full lists generated from the data (npm run docs:lists)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>