Getting Started
Player Guide - Desktop
Player Guide - Gameplay
 Character Sheet

GM Guide - Desktop
GM Guide - Gameplay
Reference
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Overview
The character sheet for the 4E ruleset is comprised of several tabs which group together all of a character's details. The tabs are organized along the right side of the character sheet. Just click the tab you want to view to change tabs.
If you have data set up in modules for the various character options (feats, features, powers, weapons, ...), you can drag and drop the window links for these sheets onto the appropriate locations on the character sheet to automatically create a new item and pre-fill with the data from the module. (i.e. Drop a power from a module onto the powers list on the Powers tab.)

Tab Overview
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Main: Classes, abilities, hit points, senses, and overview of common combat totals
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Combat: Initiative, defenses, saves, speed, basic attacks, weapons/implements
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Skills: Skill details
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Abilities: Feats, special abilities (features/rituals), proficiencies
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Inventory: Items, coins, armor effects, encumbrance
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Powers: Power details
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Notes: Character appearance, languages, notes
Number Field Enhancements
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Highlights when you click it: The field can be edited.
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Small dice symbol in the lower left corner: Rolls can be made directly from this field by dragging or double-clicking.
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Small plus sign in the upper right corner: This field supports a temporary modifier. To edit the temporary modifier, hold the CTRL key while using the mouse scroll wheel, or drop a number onto the field. These fields are always read-only.
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Small plus sign in the lower right corner when you are holding a number over it: Dropped numbers will be added to the field, instead of replacing the original number.
Cycle Fields
Some fields are essentially a set of choices about which option to apply, such as for ability bonuses for attack and damage rolls. To change the value of a cycle field, just click on the cycle field.
Adding a weapon or implement



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Locate the weapon/implement list on the bottom of the character sheet combat tab. |

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Drop an existing weapon or implement from a module or another sheet. |

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If you drop a weapon/implement from a module (or GM drops from campaign items) and the weapon can be used for either melee or ranged attacks, then 2 weapon entries will be created (one for melee, one for ranged). |
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Locate the weapon/implement list on the bottom of the character sheet combat tab. |

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Create a new item using the radial menu. |

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Enter the basic weapon information (name, range, ammo, properties). Make sure to enter the properties information as it is listed in the rulebooks. |

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Change the weapon type to match weapon usage. Click the icon just right of the weapon name to change the usage. The weapon type is Melee by default. |

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Fill in the attack information.
- By default, the base ability will be used for this attack roll. (STR for melee, DEX for ranged)
- If you use an alternate ability for this attack, then click on the cycle field just right of the attack dice image.
- The base ability for all melee or ranged attacks can be adjusted in the Attacks section of the weapons list.
- Enter any attack bonuses as a total next to the ability field, which may include proficiency (weapon only), enhancement, feat and feature bonuses.
- By default, AC will be used as the defense for this attack roll.
- If your attack targets an alternate defense, then click on the cycle field just right of "vs."
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Fill in the damage information. Only weapons need damage information, since implement powers do not inherit damage dice.
- Drop any damage dice for this attack onto the left side of the damage section.
- By default, the base ability will be used for this attack roll. (STR for melee, DEX for ranged, STR for ranged with Heavy Thrown property)
- If you use an alternate ability for this damage roll, then click on the cycle field on the right side of the damage section.
- Enter any damage bonuses as a total next to the ability field, which may include enhancement, feat and feature bonuses.
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Fill in the critical information.
- Drop any extra critical damage dice that should be applied for this damage roll on a critical result.
- Enter any extra critical damage bonuses as a total next to the dice field.
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Fill in the damage types.
- Click the small icon just right of the critical damage field.
- Enter the damage types (separated by commas) for the regular and/or critical damage in the fields that appeared underneath the respective damage entries.
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Adding a power


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Locate the power list on the bottom of the character sheet powers tab. |

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Drop a power from a module. |

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All of the fields for a power will be placed in the appropriate fields, and the power description parsed for abilities (attack rolls, damage rolls and effects). |

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If you dropped the power on an existing power, then the ruleset will assign that power to the same power section. Otherwise if dropped on a power section header or on a blank area of the power list, the ruleset will automatically determine the correct section for the new power. |
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Locate the power list on the bottom of the character sheet powers tab. |

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Create a new item using the radial menu. |

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Enter the basic power information: name, action required, recharge (at-will, encounter, daily), range, keywords. |

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Enter any remaining clauses in the power description using the format. ([HEADING]: [TEXT]; [HEADING]: [TEXT]; ...) See example image above. Make sure to enter the information exactly as written in the rulebooks, including any spacing. |

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Right-click the power description field, and select the "Reset power abilities" menu item. The abilities subsection of the power will be automatically filled with any attack rolls, damage rolls, healing or effects that the ruleset can find. |

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To manually add a attack/damage/heal/effect ability to an existing power, right-click the power and select the "Add Ability" menu item and the type of ability you want to add. |

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Fill in or modify any abilities to fit your character or game.
- Attack rolls support one ability bonus plus a numerical modifier vs. a single/empty defense.
- Damage rolls support weapon multiples (weapon powers only), extra dice, two ability bonuses (including half/double multipliers just left of ability cycle fields), and a numerical modifier.
- The weapon/implement used for a particular attack and damage entry can be changed by entering the number of the alternate weapon/implement you want to use in the Wpn/Imp field.
- Heal rolls support healing surge value multiple applied, type of heal (HP/TEMP), healing surge cost, two ability bonuses (including half/double multipliers just left of ability cycle fields), and a numerical modifier.
- Effects support a large number of potential conditions and modifiers that can be applied (see Effect Reference), in addition to the duration that the effect will be applied. Also, there are 2 buttons which allow you to specify targeting (self or current target(s)) and application (all rolls, one roll, each bonus singly).
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Using the Powers tab
The powers tab contains all of the details about the powers that your character knows. There are several controls on the sheet to help you manage your powers.
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Default Weapon: The weapon number that should be used for any powers with the Weapon keyword. Weapon numbers can be found on the Combat tab. Affects power attack bonus, damage dice/bonus, and critical dice/bonus.
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Default Implement: The implement number that should be used for any powers with the Implement keyword. Affects power attack bonus, damage bonus, and critical dice/bonus.
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Power Section Header: There are power sections for each of the standard Recharge values (At-Will, Encounter, Daily, At-Will(Special), Encounter(Special); as well as special sections for Situational, Utility, Cantrips, Channel Divinity, and Item (Daily). You can click on the power section header to hide or show all powers in that section. If you expand a section with no powers, a new power will be created.
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Power Usage Indicator: This checkbox indicates whether the associated power has been used, and will report that the power was used to the chat window. At-Will power usage icons will only report to the chat window when clicked, since they are always available.
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Power Detail Toggles: These buttons allow you to bring up additional information on the associated power. Click the sword to show any attack/damage/heal/effect abilities for the power. Click the magnifying glass icon to show all the text fields for the power. Click the window reference icon to open a power card for the power (links to the original source of power information, such as modules, if possible).
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Power Section Use Limit: Only available for Daily, Utility and Item(Daily) power sections. If this field has a positive numerical value, then the character can only use that number of powers from this section before resting. Once the limit is reached, the usage indicators for powers in that section will be grayed out. The Daily and Utility limits are primarily for spellbook-using characters, while the Item (Daily) limit enforces item daily use limits.
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Power Section Toggles: These toggle boxes can be used to show/hide specific power sections that are not used by every character.
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Powers Display Mode (Standard): The default view shows all known powers.
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Powers Display Mode (Preparation): The preparation view shows you the At-Will(Special) and Encounter(Special) sections with the usage indicator for each power replaced by a number field. Change the number to the uses available for each power in those sections. If there are use limits defined for the Daily and Utility power sections, the powers in those sections will also be shown. Enter 1 for powers currently memorized, and enter 0 for powers in the character's spellbook but not available.
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Powers Display Mode (Combat): The combat view shows all powers currently available. Any powers that do not have the At-Will recharge value will be hidden when the usage indicator for that power is checked. Additionally, if the use limit has been reached for a given power section, then all powers from that section will be hidden.
Making attack rolls
Note
If you want to make an opportunity attack roll, then hold the SHIFT key while making your attack roll. See the Action Modifiers reference page for all action modifier keys.

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Define targets for your character. Make sure the correct character is active before targeting. |

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Open the character sheet to the Combat or Powers tab. |

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Double-click the dice icon in the attack field of a weapon list entry,
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Double-click the attack summary field of a power ability entry.
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Dice will be automatically rolled in the chat window, with the corresponding modifiers and description strings. |

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If you have defined multiple targets, then a separate roll will be made for each target. |

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The results of your dice rolls will automatically be checked versus the all of the targets' appropriate defenses. |
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Open the character sheet to the Combat or Powers tab. |

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Drag the dice icon from the attack field of a weapon list entry,
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Drag the attack summary field of a power ability entry.
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Drop the dice on your desired target using their combat tracker entry, or their token on the map. If targeting the token, make sure you see the tooltip before dropping the dice to make sure you are over the token. |

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Dice will be automatically rolled in the chat window, with the corresponding modifiers and description strings. |

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The results of your dice roll will automatically be checked versus the target's defenses. |
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Open the character sheet to the Combat or Powers tab. |

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Drag the dice icon from the attack field of a weapon list entry,
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Drag the attack summary field of a power ability entry.
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Drop the dice in the chat window. You can modify the force of your roll by the mouse movement used just prior to dropping the dice. |

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Dice will be rolled, with the corresponding modifiers and description strings displayed in the chat window. |

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The results of your dice roll can be checked versus a target's defenses by dragging the result onto the target's combat tracker entry or their token on the map. |
Making damage rolls
Note
If you want to make a critical damage roll, then hold the SHIFT key while making your damage roll. The original damage dice will be maximized, and any extra critical dice or bonuses defined for your weapon/implement will be added to the damage roll. See the Action Modifiers reference page for all action modifier keys.
Note
The following weapon/implement properties will be checked and applied when making damage rolls: High Crit, Vorpal, Brutal #, Jagged, Crit Range #.

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Define targets for your character. Make sure the correct character is active before targeting. |

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Open the character sheet to the Combat or Powers tab. |

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Double-click the dice from the damage field of a weapon list entry,
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Double-click the damage summary field of a power ability entry.
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Dice will be automatically rolled in the chat window, with the corresponding modifiers and description strings. |

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If you have defined multiple targets and you are rolling damage for a melee or ranged weapon/power, then a separate roll will be made for each target. |

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The results of your dice rolls will automatically be applied to all of the targets' wound values. |
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Open the character sheet to the Combat or Powers tab. |

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Drag the dice from the damage field of a weapon list entry,
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Drag the damage summary field of a power ability entry.
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Drop the dice on your desired target using their combat tracker entry, or their token on the map. If targeting the token, make sure you see the tooltip before dropping the dice to make sure you are over the token. |

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Dice will be automatically rolled in the chat window, with the corresponding modifiers and description strings. |

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The results of your dice roll will automatically be applied to the target's wound value. |
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Open the character sheet to the Combat or Powers tab. |

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Drag the dice from the damage field of a weapon list entry,
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Drag the damage summary field of a power ability entry.
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Drop the dice in the chat window. You can modify the force of your roll by the mouse movement used just prior to dropping the dice. |

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Dice will be rolled, with the corresponding modifiers and description strings displayed in the chat window. |

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The results of your dice roll can be applied to a target's wounds by dragging the result onto the target's combat tracker entry or their token on the map. |
Applying targeted effects
By default, applied effects are untargeted and apply to all rolls with regards to the creature affected. In addition to the steps below to pretarget effects, the GM can set targets for the effect in their combat tracker.
See Effect Reference for more details on what effects can do. See the Action Modifiers reference page for all action modifier keys.

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Define targets for your character. Make sure the correct character is active before targeting. |

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Open the character sheet to the Powers tab. |

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Hold the SHIFT key while dragging the effect description of a power ability entry. |

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Drop the effect in the chat window. |

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Drop the effect on the desired effect target using their combat tracker entry, or their token on the map. If targeting the token, make sure you see the tooltip before dropping the dice to make sure you are over the token. |

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The effect will be automatically applied to the creatures targeted by your character, with the target of the effect set to the creature that you dropped the effect on. |
Note
Example: On a hit, the power, Warlord's Strike, grants a damage bonus to all allies against the target of the power. To apply this effect, you would:
- Remove targeting from original target of power.
- Target all of your allies.
- Hold the SHIFT key, and drag the damage bonus effect.
- Drop the damage bonus effect on the map token of the original target.
- Effects will then be created on all of your allies with the target of the effect set to the original target of the power.
Making saving throws
Note
If you want to make a death saving throw, then hold the SHIFT key while making your saving throw. The result will be applied as a death saving throw, instead of being applied to an effect. See the Action Modifiers reference page for all action modifier keys.
The GM can choose to enable automatic saving throws for characters. If this option is set, you will automatically make end-of-turn saving throws.

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Open the character sheet to the Main tab. |

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Double-click the saving throw modifier field.
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Drag the saving throw modifier field to the chat window.
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Dice will be rolled in the chat window, with the corresponding modifier and description string. |

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If you have only one effect that allows a saving throw, then the results of your dice rolls will automatically be applied to that effect. |

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Otherwise, the GM will need to update the effect on their screen. |
Making skill checks
Note
If you want to make a skill assist check, then hold the SHIFT key while making your skill check. See the Action Modifiers reference page for all action modifier keys.

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Open the character sheet to the Skills tab. |

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Double-click the skill total modifier field.
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Drag the skill total modifier field to the chat window.
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Dice will be rolled in the chat window, with the corresponding modifier and description string. |
Making ability checks

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Open the character sheet to the Main tab. |

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Double-click the ability modifier field.
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Drag the ability modifier field to the chat window.
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Dice will be rolled in the chat window, with the corresponding modifier and description string. |
Using mini sheets
It is often inconvenient to keep a character sheet open as it takes up a large portion of the entire tabletop space. For this purpose, there is a mini sheet available that provides a smaller, mostly read-only version of the character sheet data.


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Click the "Mini" button on the lower left of the full character sheet to open/close the mini character sheet. |
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Click the "Full" button on the lower left of the mini character sheet to open/close the full character sheet. |
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