Roll20 · Core Tab · Build 5 — features by class and level

Working core sheet

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.

Features are granted, feats are chosen

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.

Levels come from the prose

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.

Training Points

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.

Warrior Disciplines wired

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.

Advantage +0 cap +3 · disadvantage uncapped
Saved locally

Skills

13 / 13 TP
9
13
6
32
/ 5

At 0, status effects land on you.

/

One at a time. Absorbs before HP.

/ 14Death's Door only

Attacks

3 entries
RollNameActionHitDamageEdit

Temporary Modifiers

0 active
OnNameAddsType

Anything switched on is rolled with every attack, as its own damage line.

Prosthetics

Aux 0/

Inventory

10 + 3 + 0 / 13 slots

Coin takes no slots.

ItemQtySlotsTotalNote

Over capacity you're Encumbered: speed halved, no Athleticism on skill checks, can't pick anything up.

/ 6
How it works

Turn order
  1. Reaction returns — before anything else
  2. Stamina refills
  3. One Standard, one Quick, one Movement, one Free — any order

Resource Trackers

Class Features

granted

Feats

3 chosen

Notes

placeholder

Dreamweaver 0.02