Roll20 · Build 6 — two pages: Core, and Companions & Gear
Change the class or the level and Class Features repopulates. Click any trait, skill, attack or feature to post it to the chat panel at the bottom right; toggle To DMR and the same rolls become whispers.
So they're built differently. Class Features is a fixed list the sheet reveals by class and level — you can't edit it and it can't drift. Feats stays a growing section, because those are your picks.
Taken from each feature's own text — “Starting at level 3…” — not from the class level tables, which are summaries. The two TBD slots in your files show in red rather than being hidden.
Renamed from Skill Points — SP was already Sanity Pool, and TP buys TB, so the resource and what it purchases now share a root. 9 at level 1, +1 per level, +2→+3 costs two. Landed in the rules files at 0.02.
All four — Brawler, Champion, Golem Fighter, Skirmisher — reveal features at 1/2/4/6/8/10. Rogue Paths and Mage Elements are listed but deliberately not wired, since both are getting a pass.
Four companion slots, each with a type picker that changes the fields underneath — Animal, Eidolon, Follower or Golem, colour-coded. Gear holds the equipment slots, the armor and shield table, and the weapon builder. Leystones and ammo upkeep are deliberately absent.
At 0, status effects land on you.
One at a time. Absorbs before HP.
Anything switched on is rolled with every attack, as its own damage line.
Coin takes no slots.
Over capacity you're Encumbered: speed halved, no Athleticism on skill checks, can't pick anything up.
Granted class features render themselves in the right-hand column and can’t be edited. These are your picks, so every field here is yours to write — open a row to fill it in. Elemental Investment is the exception: raising an element past your granted investments takes that feat, so the Elemental Focus panel writes those rows and they can’t be edited either.
Dreamweaver 0.04
Each slot's fields change with the type. Companions In Dreamweaver.md gives one companion slot — four here is your call, noted as an override. An Active Eidolon costs −1 max Mana / Stamina / Focus, and an Active golem replaces your armor's Dodge, PDR and MDR.
Weapon — free action. Accessory or headwear — quick action. Footwear — action. Armor — outside combat only. Everything equipped still counts toward your inventory slots.
Pick an armor to start.
These add on top of the PDR and MDR boxes on Core, and into Dodge CR. They start at None so nothing you already typed on Core gets counted twice.
Head + Size + Property is the whole weapon. The die shown is after the property steps it; the bonus is Magical + Material + Quality, one each, highest per source. Log the attack itself on Core.