Cards on the character sheet
A character’s sheet and the card compendium work as one system. Weapons, spells, features, and gear all appear as cards on the sheet’s Cards tab — some generated from the character’s class and choices, others attached straight from the official compendium of nearly 4,000 cards. Attached cards carry real play state: they can be equipped, attuned, prepared, stacked, stored in containers, and spent and recovered through rests.
The Cards tab
Section titled “The Cards tab”Open a character and switch to the Cards tab. It’s split into four sub-tabs, each with its own card carousel:
- Actions — weapon attacks, class and species actions (Second Wind, Rage, and the like), the standard actions every character can take, plus any attached action cards.
- Spells — every spell the character knows, plus attached spell cards.
- Inventory — the character’s gear, both custom items and attached item cards.
- Features — species traits and class features, plus attached feature and trait cards.
Each sub-tab shows a count badge, and a single search box filters all four at once — the badges switch to matched/total so you can see where the hits are, and the view jumps to the first sub-tab with results.
Adding cards from the compendium
Section titled “Adding cards from the compendium”-
On the Cards tab, select + Add from compendium.
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Search the official catalog by name — Chain Shirt, Fireball, Rage — or narrow the list with the type filters (Items, Spells, Features, Conditions).
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Each result suggests a slot (an item goes to inventory, a spell to spells, and so on). Change it if you want the card somewhere else, then select Add.
The card appears in the matching sub-tab immediately, rendered exactly as it looks in the compendium browser.
Equipping, attuning, and preparing
Section titled “Equipping, attuning, and preparing”Attached cards carry per-copy toggles — Equip, Attune, and Prepare (which toggles show depends on the kind of card). You can flip them from two places:
- Under the card — as you swipe through a carousel, the active card’s controls appear just below it, alongside its uses tracker.
- On the inventory row — every item in the Inventory sub-tab’s list has equip and attune toggles right on the row.
Both places control the same state, so a toggle flipped on a row is instantly reflected under the card and vice versa.
The attunement bar
Section titled “The attunement bar”The Inventory sub-tab shows an attunement bar with one pill per slot (three by default). It counts everything in one place — attuned compendium cards and attuned custom items share the same slots.
- Filled pills show what’s attuned. Select one to jump the carousel to that item.
- Empty pills open a picker of everything eligible to attune — cards that require attunement and aren’t attuned yet, plus any unattuned custom items.
When every slot is full, attune toggles in the inventory grey out until something is released.
Containers and organising gear
Section titled “Containers and organising gear”Inventory entries live in Carried by default, and you can add containers — a backpack, a chest at camp, saddlebags — and drag any row into them. Attached cards and custom items move the same way, and the arrangement is remembered.
Rows also carry:
- Quantity — use the +/− controls to stack identical gear (three potions is one row, not three).
- Detach — remove an attached card from the character. This only detaches the copy; the official card stays in the compendium.
Uses, charges, and resting
Section titled “Uses, charges, and resting”Cards with a limited-use economy — 2/long rest features, 3/day abilities, charged wands and magic items — show a row of pips under the card and on their inventory row. Tap a pip to spend a use; tap back to restore one. The count is per copy, so two characters holding the same wand track their charges separately.
Resting recovers them. Select Rest… on the Actions sub-tab:
- The rest dialog previews exactly what will come back — hit points, hit dice, features, and every attached card that recharges on this kind of rest, with its before → after count.
- A short rest restores short-rest abilities; a long rest restores those plus long-rest, dawn, and per-day abilities.
- Confirming the rest resets them all in one go.
How gear changes the character’s stats
Section titled “How gear changes the character’s stats”Equipping and attuning isn’t just bookkeeping. On the Stats tab, the Play state strip shows the character’s AC, initiative, and speed with every active card folded in. Equip a Chain Shirt and AC moves immediately; unequip it and it moves back — no reload needed, and the change shows for everyone viewing the sheet.
Select Why? on the strip to expand a breakdown of exactly which cards and effects contribute to each number, so there’s never a mystery bonus at the table.