DAD Character Creator Page Guide
The DAD Character Creator is used to create, maintain, export, and review full Damsels, Adventurers, and Dragons player characters. It is arranged as a six-page working record so players and Adventure Masters can move through the character in a sane order instead of wrestling one giant form.
The six pages are Character Record, Equipment and Proficiencies, Priest Spell Sheet, Wizard Spell Sheet, Known Spells, and Character Notes. Each page handles a different part of the character record, and together they form the character’s working table file.
The character JSON save is the working record. Exports, screenshots, Roll20 files, SillyTavern files, and handouts are outputs. Keep the JSON save when the character will continue to be edited later.
Page 1: Character Record
The Character Record page is the front desk for a DAD character. It covers Character Identity, including character name, race, subrace or type, sex, alignment, religion, class mode, class, level, class combinations, campaign maximum level, movement, experience points, hit points, and the details that make the character playable instead of abstract.
This page includes buttons to generate a name, generate age, generate height and weight, reapply race adjustments, recalculate class details, and recalculate movement. Those controls keep the sheet tied to the rules while still letting the player and Adventure Master make deliberate choices.
The ability score section supports method selection, rolling scores, assigning rolled scores, clearing scores, manual entry, and exceptional Strength where appropriate. Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Appearance each have their own derived values, so the character sheet can track bonuses, penalties, reactions, languages, spell-related results, loyalty, bearing, and other numbers without forcing the player to recalculate them by hand.
The right side of the page handles Combat Summary, hit points, hit dice, movement, THAC0, weapon attacks, Armor Class, and saving throws. The page includes Roll Hit Points and recalculation buttons for hit points, THAC0, class progression, armor class, and weapon attacks. The goal is simple: make the rules visible, keep the arithmetic honest, and preserve the character as a usable campaign record.
Page 2: Equipment and Proficiencies
The Equipment and Proficiencies page tracks carried equipment and acquisition details. Equipment can be selected through catalog fields, with quantity, equipment category, equipment type, carried or equipped state, material, ornamentation, manual gem value, magic item type, magic item fields, spellbook details, spell component search, component tables, component quantity, unit cost, unit weight, market size, weight source, and purchase override support.
Carried equipment is not just decorative inventory. The page tracks carried items, value, weight, assigned mounts, and notes. Where supported, mount assignments from the Expedition Planner can write back into the character save so expedition logistics and character equipment do not drift apart.
The money section handles coinage, total value, physical coins, coin weight, total carried weight, encumbrance level, base and modified movement, established wealth, starting money, liquid cash, operating capital, expedition equipment reserve, purchase ledger details, refunds, and upgrades to coins. It treats money like table matter, not a vague number sitting in a corner.
Nonweapon proficiencies and weapon proficiencies are tracked with group or choice selectors, available slots, spent slots, remaining slots, specialization or mastery notes, eligibility, extra slots, and total cost. Rogue abilities and kit abilities live here as well, including rogue ability values, assigned points, remaining points, armor category, dual-wield eligibility, backstab multiplier, main-hand and off-hand penalties, bonus weapon proficiencies, bonus nonweapon proficiencies, special benefits, and special hindrances.
Page 3: Priest Spell Sheet
The Priest Spell Sheet is for characters whose magic is tied to faith, spheres, conduct, and sacred obligations. It includes the priest spell level table, prepared spell rows, prepared spell controls, and recalculation support for priest spells.
Priest conduct has its own space, including mandatory tenets and violations that trigger loss. Religion and patron details include religion, patron, and priest title fields. Priest spheres are tracked with Major and Minor checkboxes so the spell list is connected to the character’s actual sphere access.
The page also includes granted powers and additional features, because priest characters often carry duties, gifts, restrictions, and special capabilities beyond a daily list of prepared spells. Those details deserve to stay attached to the character.
The altar and sacred space section supports shrine, temple, and sacred site campaign play. It tracks altar name, deity or patron, religion, location, existing temple or shrine status, new building requirement, building material or type, square footage, costs, construction time, special material costs, discounts, consecration state, consecration time, blessing radius, desecration, funding notes, altar notes, and rule notes. Priest magic is not only a spell list. It belongs to vows, sacred places, and campaign consequences.
Page 4: Wizard Spell Sheet
The Wizard Spell Sheet begins with wizard identity: mage or generalist status, specialist status, schools, and opposition. It is built to make school identity visible, including opposition handling where the rules call for it.
The wizard spell level table and memorized spell rows support the daily spell-preparation side of wizard play. Familiar and specialist notes give room for special features, while incantations and casting support provide space for spell protections, casting notes, and details that matter at the table.
The wizard laboratory and research infrastructure section is where the page stops being a simple spell tracker and starts supporting the campaign life of a wizard. It tracks whether the character has a laboratory, location, ownership, material, square footage, rent, research base costs, research surcharges, library tier, activity, maintenance, formulas, lab space, build cost and time, lab value, upkeep, restocking, relocation, equipment subtotal, replacement cost, and other research-support numbers.
The Pay Selected Lab Cost control helps record laboratory spending, while warnings and corrections give the sheet somewhere to surface problems. A wizard’s power is not just memorized spells. It is research, infrastructure, cost, risk, and the time spent making dangerous knowledge usable.
Page 5: Known Spells
The Known Spells page records the character’s known spells separately from daily preparation. Each row supports spell level, spell name, school or sphere, source, and notes. Sources can include starting spells, researched spells, copied spells, found spells, purchased spells, or spells granted by the Adventure Master.
The spellbook capacity and page use section tracks the practical side of wizard records. It supports spellbook name or label, spellbook type, total page capacity, pages used, pages remaining, and status. This matters because known spells do not float in the air. They are written, carried, copied, lost, protected, and sometimes left behind.
When a spellbook is found on Page 2 equipment, the Known Spells page can use that spellbook for capacity tracking. When no spellbook is found, the page shows the fallback rule: pages use the formula spell level plus 1d6 minus 1. Spellbook notes give the player and Adventure Master room for AM rulings, book-specific details, damaged pages, ownership questions, travel books, copied formulas, and other campaign facts.
Page 6: Character Notes
The Character Notes page is deliberately broad. It includes physical description, character notes, background notes, personality notes, and campaign notes. These are not throwaway fields. They are where a long-term character becomes more than numbers.
This page is for durable written context: backstory, goals, allies, enemies, oaths, injuries, curses, family ties, campaign events, treasure claims, downtime notes, reminders, AM rulings, unresolved questions, debts, obligations, grudges, scars, titles, property, followers, and anything else the table needs to remember.
Some details do not need a subsystem. They need room. Page 6 gives players and Adventure Masters that room without forcing every campaign fact into a cramped single-line field.
Recommended Page Order for a New Character
- Start on Page 1 and establish identity, race, class, level, alignment, movement, ability scores, hit points, combat values, Armor Class, saving throws, and weapon attacks.
- Move to Page 2 and purchase or record equipment, money, carried gear, mounts, proficiencies, rogue abilities, and kit abilities.
- If the character is a priest, use Page 3 to record priest spell access, prepared spells, spheres, conduct, patron details, granted powers, and altar or sacred space records.
- If the character is a wizard, use Page 4 to record school identity, opposition, memorized spells, casting notes, familiar details, and laboratory or research infrastructure.
- Use Page 5 to record known spells and spellbook capacity, especially when spellbooks are carried on Page 2.
- Use Page 6 to record description, backstory, personality, campaign history, AM rulings, goals, allies, enemies, debts, curses, treasure claims, and reminders.
After finishing the pages needed by the character, save the character JSON. Export PDF, Roll20, SillyTavern, or screenshots only after the working save is current.
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