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Classes, attacks and spells

Characters · guide 2 of 5

Classes, attacks and spells are where the rules pile up. Critsmith works out the numbers and keeps count for you, so nobody has to do sums in the middle of a fight.

On your campaign's Build page, open Players and Character Sheets, pick a character, and look under Build.

Classes

Progression holds the character's classes. The total level is the sum of every class, kept in step for you. Most characters only need one. For genuine multiclassing, open Add a class, choose the class, a subclass if it has one, and its level, and press Add class.

Progression, with the row to add a class

A character's subclass shows on its class. It's normally chosen in Level up, when the class reaches that level. Levelling up has its own guide: Inventory, XP and levelling up.

Attacks

Next, Attacks and spells. Critsmith works out Unarmed Strike, every weapon the character carries, and their attack cantrips, and keeps them up to date as their scores and gear change. Those are marked Worked out by the app.

Attacks worked out by the app

For anything else, use Add an attack. The app works out its numbers too, unless you type them in yourself.

An attack added by hand

Weapon Mastery

For a Barbarian, Fighter, Paladin, Ranger or Rogue, the Weapon Mastery box shows the weapons they've mastered, and what each mastery does. Change picks lets you choose differently, even beyond the class rules.

Weapon Mastery, with what each mastery does

Spells

Under Spells, add one with Add a spell, and press Prepare or Unprepare on a spellbook spell. For a spell that needs concentration, choose the slot and press Cast and concentrate. That spends the slot and starts concentrating, in one press. Casting another concentration spell ends the first.

Spells, with one being concentrated on

When the rules let a spell be changed, choose the spell, its replacement, and press Change.

Slots and uses

Slots and uses keeps count of spell slots, limited uses and hit dice, showing what's left. Press Use to spend one, and Undo if you pressed it by mistake. Spend one on a hit die rolls it, and heals the character for you.

Slots and uses: spell slots, limited uses and hit dice

The short and long rests you call on the Run screen bring them all back, so there are no tally marks to keep.

That's classes, attacks and spells. The rules handled, so the table can get on with playing.

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