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Rules Reference: Bonuses

Bonus rules change a number or a roll on the character carrying the item: stats, defenses, speed, hit points, damage, hit dice, and similar. They apply automatically while the item is on the character, and they stack with other bonuses.

Shared fields

Every rule also has a Label, Identifier, Condition, Priority, a Disabled toggle, and a Suppress activation card setting. Those are explained once in Rules Builder Basics.

Armor Class

Add, multiply, or override the character’s armor class with a formula.

FieldWhat it doesOptionsDefault
FormulaA flat number or formula. Combined per the mode below.Number or formulaNone
How to applyAdd: stack on top of current AC. Multiply: scale current AC. Override: replace current AC.add, multiply, overrideadd

Example: Sentinel's Amulet. A charm that adds +1 Armor on top of whatever the character already has.

  • LabelSentinel's Amulet
  • Formula1
  • How to applyadd

The Label is what players see in the armor breakdown on the character sheet. Use override mode instead (with a higher Priority number) for items that replace armor entirely, like a suit of enchanted plate with Formula16.

Conditional Bonus

Offer the wielder a per-attack choice of advantage or bonus damage when a target condition is met (e.g. a Hunter's quarry). Nothing applies automatically: the activation dialog surfaces the choice.

FieldWhat it doesOptionsDefault
Advantage stacksStacks of advantage offered as one option. 0 means advantage is not offered.Number1
Damage bonusDamage offered as the other option. Flat (5), formula (@level), or dice (1d6). Leave blank to not offer damage.Number or formula@level
Damage typeDamage type applied when the damage option is chosen. Leave blank to match the attack.Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, ThunderNone
DeliveryRestrict to melee or ranged attacks. "Any" matches both.melee, ranged, anyany
SourceRestrict to weapon or spell attacks. "Any" matches both.weapon, spell, anyany
Target conditionPredicate evaluated against the target's state at activation. The choice is only offered when the target matches, e.g. { "$and": ["target:quarry"] }.ConditionNone

Damage Bonus

Add a flat, formula, or dice-expression bonus to damage dealt by attacks of a given delivery (melee/ranged) and source (weapon/spell).

FieldWhat it doesOptionsDefault
BonusFlat (5), formula (@level), or dice (1d6+2).Number or formula@level
Damage typeRestrict to attacks of this type. Leave blank to match all.Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, ThunderNone
DeliveryRestrict to melee or ranged attacks. "Any" matches both.melee, ranged, anyany
SourceRestrict to weapon or spell attacks. "Any" matches both.weapon, spell, anyany
Target conditionOptional predicate evaluated against the target's state. Bonus only applies when the target matches. Use $and / $or with atom strings, e.g. { "$or": ["target:bloodied", "target:concentrating"] }.ConditionNone

Example: Flametongue. A sword that deals an extra 1d6 fire damage on every melee weapon attack.

  • LabelFlametongue: +1d6 fire
  • Bonus1d6
  • Damage typeFire
  • Deliverymelee
  • Sourceweapon

For a bonus that only applies to wounded enemies, add a Target condition row: key target · is · bloodied.

Damage Reduction

Reduce incoming damage by a flat or formula-based amount, or halve it (resistance), optionally scoped to specific damage types. Applied after armor, before temporary hit points.

FieldWhat it doesOptionsDefault
ModeFlat subtracts the reduction value. Half halves the damage instead (resistance); halving applies once no matter how many matching sources the actor has.flat, halfflat
ReductionA flat number (5) or formula (@abilities.str.mod). Dice expressions are not supported. (Only shown when relevant.)Number or formula1
Damage typesRestrict to these damage types. Leave empty to reduce all incoming damage.ListNone

Example: Dragonscale Cloak. A cloak that reduces all incoming fire damage by 3.

  • LabelDragonscale Cloak
  • Reduction3
  • Damage typesFire

Leave Damage types empty to reduce every incoming hit instead. Matching reductions stack, and they apply after armor but before temporary hit points; the damage preview on a chat card's Apply Damage button already shows the reduced number. Reduction takes formulas (@abilities.str.mod) but not dice expressions.

Set Mode to Half instead to halve the matching damage (resistance). The Reduction value is then ignored, and halving applies only once no matter how many matching sources the target has.

Dying Action Limit

Set the maximum number of actions the actor may take while Dying. The highest applicable limit wins, so it never lowers the baseline of 1.

FieldWhat it doesOptionsDefault
Action limitNumber or formulaNumber or formula1

Healing Potion Bonus

Add a flat or formula-based bonus to healing received from potions.

FieldWhat it doesOptionsDefault
BonusNumber or formulaNumber or formula1

Hit Dice

Add to the actor’s maximum hit dice. Optionally targets a specific die size.

FieldWhat it doesOptionsDefault
BonusNumber or formulaNumber or formulaNone
Die size (0 = class default)NumberNumber0

Hit Dice Advantage

Grant advantage on hit-dice rolls. Raise the amount to roll with greater advantage (e.g. advantage 2), and choose whether it applies to field-rest healing or the max-HP increase when leveling up.

FieldWhat it doesOptionsDefault
ConditionOptional narrative condition shown to the player (e.g. ‘in the wild’). Field-rest rules appear as a toggle during a rest.TextNone
Advantage Level1 = normal advantage (roll 2, keep highest). 2 = advantage 2 (roll 3, keep highest).Number1
Applies ToWhich hit-dice roll the advantage modifies: field-rest healing or the max-HP increase when leveling up.fieldRest, maxHpIncreasefieldRest

Hit Points

Add a flat bonus to the actor’s maximum HP. With perLevel, the bonus scales with character level.

FieldWhat it doesOptionsDefault
BonusBonus HP added to maximum.Number0
Multiply by character levelWhen on, the bonus is applied per level (e.g. +2 per level → +20 at level 10).On/off toggleOff

Increment Hit Dice

Increase the size of the actor’s hit dice (e.g. d8 → d10) by a flat or formula amount.

FieldWhat it doesOptionsDefault
Die size bonusNumber or formulaNumber or formula1

Initiative Bonus

Add a flat or formula-based bonus to the actor’s initiative roll.

FieldWhat it doesOptionsDefault
BonusNumber or formulaNumber or formulaNone

Initiative Roll Mode

Set or adjust the actor’s default initiative roll mode (advantage/disadvantage).

FieldWhat it doesOptionsDefault
Roll mode valueNumberNumber1
How to applyTextset, adjustset

Maximize Hit Dice

Causes hit-dice rolls to take their maximum value instead of rolling.

This rule has no settings of its own beyond the shared fields (label, condition, and so on).

Modify Incoming Attack

Modify attacks made against this actor. Disadvantage, forced rerolls, and automatic misses apply when this actor is targeted; Redirect to Self offers this actor a reaction to swap in as the target when a nearby ally is attacked.

FieldWhat it doesOptionsDefault
ModifierDisadvantage and Auto Miss apply automatically to the attack roll. Force Reroll and Redirect to Self offer an interactive prompt on the attack card.disadvantage, forceReroll, redirectToSelf, autoMissdisadvantage
Range (spaces)How far away a targeted ally can be for this actor to redirect the attack to themselves. The baseline heroic Interpose reaction covers 2 spaces. (Only shown when relevant.)Number2
AutomaticReroll happens automatically when the attack resolves instead of offering a button. Use when you want a reroll to be mandatory. (Only shown when relevant.)On/off toggleOff
Reroll whenAlways, only when the attack hits (not a miss), or only when it is a critical hit. (Only shown when relevant.)always, hit, criticalHitalways
Reroll at disadvantageThe forced reroll is made at disadvantage instead of a straight reroll (e.g. FAST). (Only shown when relevant.)On/off toggleOff

Example: Pocket Sand. A trick that lets the target force an attacker to reroll, at disadvantage.

  • LabelPocket Sand
  • ModifierforceReroll
  • Reroll whenalways
  • Reroll at disadvantage → checked

This rule changes attacks made against the character carrying the item. It is consulted when the attack is rolled, not during data preparation, so positional predicates like alliesAdjacent are checked with fresh positions.

The Modifier picks what happens:

  • disadvantage gives the attack one level of disadvantage. Two matching rules give two levels. Advantage and disadvantage cancel one for one.
  • autoMiss turns the attack into a miss, even against attackers who normally cannot miss.
  • forceReroll offers a button on the attack card to discard the roll and roll again; the second result stands.
  • redirectToSelf offers an Interpose: when an ally within Range (spaces) is attacked, this character may swap in as the target.

disadvantage and autoMiss apply on their own. forceReroll and redirectToSelf show a button on the attack card that only the reacting player (or the GM) can use.

Force Reroll has three extra options. Check Automatic to reroll the moment the attack resolves with no button, for rerolls that are not optional (for example, rerolling an incoming critical hit). Reroll when limits it to always, only on a hit (not a miss), or only on a criticalHit. Check Reroll at disadvantage to make the reroll itself roll at disadvantage.

Redirect to Self covers an ally within Range spaces (2 by default). Every living allied character is already offered the baseline Interpose within 2 spaces without any rule; use this modifier for feature versions that reach further or that let a non-character (such as an animal companion) step in. Using an Interpose swaps the attack card's target to the protector, so armor and damage reduction are resolved against them when damage is applied. Moving the token into place stays manual.

Gate any modifier with the rule's Predicate, for example self: dying so a reroll only applies while the character is Dying. Only the first target of an attack is checked, and area attacks are left alone so one target's defense does not change a roll shared by everyone.

Save Bonus

Add a flat or formula-based bonus to one or more saving throws. Use ‘all’ to apply to every save.

FieldWhat it doesOptionsDefault
BonusA flat number, formula, or dice expression added to the save.Number or formulaNone
Apply toPick one or more saves. Use "all" to apply to every save.ListNone

Save Roll Mode

Set or adjust the saving throw roll mode (advantage/disadvantage), optionally requiring a player choice at use.

FieldWhat it doesOptionsDefault
Roll mode valueNumberNumber0
Target saveTextTextall
Selected saveText (Only shown when relevant.)TextNone
How to applyTextset, adjustset
Player chooses save at useOn/off toggleOn/off toggleOff

Skill Bonus

Add a flat or formula-based bonus to one or more skills. Use ‘all’ to apply to every skill.

FieldWhat it doesOptionsDefault
BonusA flat number, formula, or dice expression added to the skill check.Number or formulaNone
Apply toPick one or more skills. Use "all" to apply to every skill.ListNone

Example: Gloves of the Second-Story Guild. Fine leather gloves that grant +1 to Stealth and Finesse.

  • LabelGuild Gloves
  • Bonus1
  • Apply toStealth, Finesse

The Bonus also accepts formulas: @level makes the bonus grow with the character. Pick all to affect every skill at once.

Skill Roll Mode

Set or adjust the roll mode (advantage/disadvantage) for one or more skill checks. Use ‘all’ to apply to every skill.

FieldWhat it doesOptionsDefault
Roll mode valuePositive values grant levels of advantage; negative values grant levels of disadvantage.Number1
Apply toPick one or more skills. Use "all" to apply to every skill.ListNone
How to applyAdjust stacks with other sources; set overrides them. When mixing modes on one skill, order matters: a set that runs after an adjust discards it, so use priority to control which wins.set, adjustadjust

Example: Professional Skulker. A feature that grants advantage on Stealth checks.

  • LabelProfessional Skulker
  • Roll mode value1
  • Apply toStealth
  • How to applyadjust

Advantage stacks: two separate advantage rules (or a value of 2) roll two extra dice. Negative values apply disadvantage instead, and advantage and disadvantage from different sources cancel each other one for one. Use set to override other sources entirely.

When mixing set and adjust rules on the same skill, order matters. Rules run in priority order, so a set rule that runs after an adjust rule discards that adjustment, while a set that runs before it composes normally. Use the rule priority to control which one wins.

Speed Bonus

Add a bonus to the actor’s speed. Without an explicit movement type, applies to walk; otherwise scoped to fly/swim/climb/burrow.

FieldWhat it doesOptionsDefault
BonusBonus to speed in tiles. Negative numbers reduce speed.Number or formulaNone
Movement type (blank = walk)Leave blank to apply to walk speed only. Pick a specific type to grant or modify it.walk, fly, climb, swim, burrowNone

Example: Winged Cloak. A cloak that grants a fly speed of 6.

  • LabelWinged Cloak
  • Bonus6
  • Movement type (blank = walk)fly

For simple "+2 speed" boots, set Bonus2 and leave the movement type blank. It then applies to walking speed.

Stat Bonus

Add a flat or formula-based bonus to one or more ability scores. Use ‘all’ to apply to every ability.

FieldWhat it doesOptionsDefault
BonusA flat number, formula (e.g. @level), or dice expression.Number or formulaNone
Apply toPick one or more abilities. Use "all" to apply to every ability.ListNone

Example: Belt of Giant Strength. A magic belt that grants its wearer +2 Strength.

  • LabelBelt: +2 Strength
  • Bonus2
  • Apply toStrength

Leave the Condition box empty; equipping and unequipping the belt turns the rule on and off automatically.

Unarmed Damage

Override the actor’s unarmed-strike damage formula.

FieldWhat it doesOptionsDefault
valueDice formulaDice formula1d4 + @abilities.strength.mod

Wounds

Add to the actor’s maximum wounds before death.

FieldWhat it doesOptionsDefault
BonusNumber or formulaNumber or formulaNone

Released under the MIT License.