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Sheets by game system

When you create an actor you pick a game system, and the builder and sheet reshape themselves around it — the right scores, the right resources, the right vocabulary.

The most fully tailored experience, for both characters and monsters.

  • Characters get the full cinematic sheet: the six ability scores, saves, all eighteen skills, senses, defences, movement, and spellcasting. Spells that demand focus carry a Concentration chip, and a Conditions row tracks the fifteen standard conditions (plus your own homebrew ones) as removable chips.
  • Monsters are built around a stat block: size, creature type, alignment, and Challenge Rating; a damage grid for Resist, Immune, and Vulnerable; condition immunities; and senses. A Legendary badge appears for creatures of CR 5 and up, with their legendary action cards alongside the rest — see Creating a monster or NPC.

The sheet speaks Daggerheart natively:

  • The six traits — Agility, Strength, Finesse, Instinct, Presence, and Knowledge — rated from −1 to +4.
  • Ancestry and Community in place of species and background, and levels from 1 to 10.
  • Hope (0–6) and Stress (0–6) tracked as markable slots.
  • Evasion, Armor Score, and armor slots, with Major and Severe damage thresholds — your armour’s thresholds plus your level, so they rise every time you level up.
  • Proficiency, the number of damage dice each weapon rolls, shown beside Evasion and Armor.
  • Active Weapons and Active Armor laid out as the printed sheet lays them out — name, trait and range, damage dice and type, and the item’s own feature — plus two Inventory Weapon slots to swap from. You don’t choose a weapon’s slot: it comes from the weapon itself, so its button reads Equip as primary or Equip as secondary. A two-handed weapon takes both hands — equipping one puts your secondary weapon away, and equipping a secondary weapon puts the two-handed one away.
  • Your class’s two domains, marked with their ribbon.
  • Your Loadout and your Vault, drawn as the actual cards rather than a list of names. Five slots in the loadout, and everything else you own held in the vault — move a card either way with the button under it. The card’s recall cost is printed beside it: swapping during a rest is free, and otherwise you mark that much Stress.
  • Experiences with the +2 that makes them worth spending a Hope on.
  • Your Hope Feature and class features, filled in from your class — the Hope Feature sits beside the Hope track, so its cost is next to the diamonds you spend it from.
  • Advancement: your tier, which traits are still marked, what you took at each level, and the guide’s three tier columns with your own squares filled in. It’s a record, not a form — spending an advancement happens in the level-up panel, which knows the rules about what crosses out what.
  • A Description block that keeps the character guide’s prompts — “Clothes that are…”, “Eyes like…” — beside your answers, along with your class’s background questions and the connections between you and the other players’ characters.
  • Gold in the three denominations the game uses: handfuls, bags and chests.
  • A Transformation slot for SRD 2.0’s vampire, werewolf, ghost, reanimated, shapeshifter and demigod — optional, and skippable, since most characters never become one.
  • Just two damage types — Physical and Magic.

The creator is built on SRD 2.0, so the class list runs to thirteen (including Assassin, Brawler, Warlock and Witch), there are 26 subclasses, 24 ancestries, 15 communities, and Warlocks and Witches can draw on the tenth domain, Dread.

A scoundrel’s sheet: pick a Playbook (Cutter, Hound, Leech, Lurk, Slide, Spider, or Whisper), plus Heritage, Background, a Vice and its purveyor, and your Look.

The 2024 rules are a separate system, not a toggle on the 5e sheet. Character creation genuinely differs — you choose a species rather than a race, there are no subraces, your background carries your ability score increases and an origin feat, and weapons have mastery properties — so picking “D&D 2024” gives you a creator built for those rules rather than the 2014 one with exceptions bolted on.

Existing 2014 characters stay 2014. There’s no conversion, and nothing about your sheet changes because the 2024 system exists.

For every other game, the generic sheet keeps things flexible: three broad stats (Physical, Mental, Social), health with current, max, and temporary values, defense and speed, and freeform lists for abilities and inventory. It’s deliberately light — perfect for one-shots and systems PostRoll doesn’t know yet.

Some characters never roll anything. A rival merchant, a patron, the voice behind a letter — persona is for them. Name, pronouns, portrait, an epithet, then roles and affiliations, a few traits, and who they know. No hit points, no defense, nothing to initiative-order. It’s built for fiction and worldbuilding rather than for play at a table.