Changelog

The ledger
of the ledger.

Every meaningful change to Steward, recorded here. Written for players, not just for developers, including what still does not work.

Known limits, right now. One character per browser, saved locally, and an internet connection to load the app. Export or download your character for a backup. Seventeen questionnaire questions still have no banner illustration. Backgrounds, subclasses, starting kits and the twelve ready made characters also await artwork. We have not checked the v0.52 saving throws fix or the v0.54 item search on a real phone, Home Screen storage on a real iPhone, or Steward with VoiceOver or NVDA. Choice buttons do not yet announce their group to a screen reader. The dice limits listed under v0.47 still apply. See v0.55 below for details.

v0.55

2026-09-30 Rules checked against the SRD

We went through a list of rules questions against the official System Reference Document 5.2.1, line by line. Two of the answers showed that Steward had something wrong, and fixing them turned up a third.

Fixed

  • Rogues, Paladins and Rangers can change all their Weapon Mastery choices after a Long Rest. Steward said you could change only one. That limit belongs to Barbarians and Fighters, and they keep it.
  • The Wand of Magic Detection no longer crumbles to dust. Its last charge does not call for a d20 roll. If you already carry one, it updates on its own the next time you open Steward.
  • The warning on a wand's last charge now shows up. The Wand of Magic Missiles, the Wand of Fireballs and the Wand of Polymorph do ask for a d20 roll when you spend their last charge, but the message was hidden behind the spell's. Now you see both at once.

Known limits

  • We checked the item search of v0.54 on phone sized screens in a desktop browser, not on a real phone. The same goes for the saving throws fix of v0.52. If something looks cut off on yours, tell us which phone it is.
  • We have not tried Steward with VoiceOver or NVDA yet (see v0.51). If you use a screen reader, we would like to hear how it goes.
  • Choice buttons do not announce their group yet. A screen reader hears "Bronze" without "Draconic Ancestry" in front of it, for example.
  • We have not confirmed the separate Home Screen save on a real iPhone yet (see v0.50).
  • Seventeen questions of the questionnaire have no banner illustration yet. It is being drawn.
  • Subclasses, backgrounds and the twelve ready made characters still show a placeholder instead of their artwork.
  • The dice limits listed under v0.47 still apply.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.54

2026-09-29 Find an item

A character who has been adventuring for a while carries a lot. A level 8 Wizard with her magic items fills seven sections of the Inventory tab, and on a phone the last one starts several screens down. To find the wand you had to remember which section it lives in and scroll until you got there.

Added

  • Find an item. A new button at the top of the Inventory tab. Type part of a name and pick the result: Steward takes you to that item in your inventory, opening its section if you had folded it.
  • Names come first. Items whose name matches what you typed are listed first. Items that only match by their section come after them, so typing "light" still finds everything under Light & Fire.
  • Each result tells you the section and how many you carry, so a quick "how many potions do I have?" does not need the jump at all.

Known limits

  • We checked the search on phone sized screens in a desktop browser, not on a real phone. The search field sits near the top so the keyboard should not cover it. If it does on yours, tell us which phone it is.
  • The same goes for the saving throws fix of v0.52. If a save still looks cut off on your phone, tell us which one.
  • It searches what you carry, not the Gear Library. The library keeps its own search, as before.
  • We have not tried Steward with VoiceOver or NVDA yet (see v0.51). If you use a screen reader, we would like to hear how it goes.
  • Choice buttons do not announce their group yet. A screen reader hears "Bronze" without "Draconic Ancestry" in front of it, for example.
  • We have not confirmed the separate Home Screen save on a real iPhone yet (see v0.50).
  • Seventeen questions of the questionnaire have no banner illustration yet. It is being drawn.
  • Subclasses, backgrounds and the twelve ready made characters still show a placeholder instead of their artwork.
  • The dice limits listed under v0.47 still apply.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.53

2026-09-28 Spell numbers only for spellcasters

Another small fix. A Barbarian, Fighter, Monk or Rogue without a spellcasting subclass saw Spell DC and Spell Attack at the top of the sheet anyway: with a dash, or with the spell numbers of the character you had before. Some also saw a Spells tab with nothing in it for them.

Fixed

  • Spell DC and Spell Attack only show up for spellcasters. A Barbarian, Fighter, Monk or Rogue sees four numbers at the top of the sheet: AC, Initiative, Proficiency and Speed. An Eldritch Knight or an Arcane Trickster still sees all six.
  • The Spells tab only shows up when you have spells. If your species gives you a spell, the tab is still there.
  • Nothing is left over from your last character. Taking a new character no longer carries the previous one's spell numbers into the top of the sheet.

Known limits

  • We checked the saving throws fix of v0.52 on phone sized screens in a desktop browser, not on a real phone. If a save still looks cut off on yours, tell us which phone it is.
  • We have not tried Steward with VoiceOver or NVDA yet (see v0.51). If you use a screen reader, we would like to hear how it goes.
  • Choice buttons do not announce their group yet. A screen reader hears "Bronze" without "Draconic Ancestry" in front of it, for example.
  • We have not confirmed the separate Home Screen save on a real iPhone yet (see v0.50).
  • Seventeen questions of the questionnaire have no banner illustration yet. It is being drawn.
  • Subclasses, backgrounds and the twelve ready made characters still show a placeholder instead of their artwork.
  • The dice limits listed under v0.47 still apply.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.52

2026-09-28 Saving throws fit your phone

A small fix for small screens. On a narrow phone, the saving throws on the Character tab could be wider than the screen, so the whole sheet slid sideways when you touched it. It showed most with a Paladin, whose Aura of Protection adds a mark to every save. On the smallest phones it happened to every class.

Fixed

  • The Character tab no longer slides sideways. A saving throw that does not fit in half the width now takes a full row of its own, instead of pushing the sheet past the edge of the screen. Saves that fit stay two to a row, as before.
  • Save names line up on the left, like your skills do, instead of floating in the middle of their row.

Known limits

  • We checked this fix on phone sized screens in a desktop browser, not on a real phone. If a save still looks cut off on yours, tell us which phone it is.
  • We have not tried Steward with VoiceOver or NVDA yet (see v0.51). If you use a screen reader, we would like to hear how it goes.
  • Choice buttons do not announce their group yet. A screen reader hears "Bronze" without "Draconic Ancestry" in front of it, for example.
  • We have not confirmed the separate Home Screen save on a real iPhone yet (see v0.50).
  • Seventeen questions of the questionnaire have no banner illustration yet. It is being drawn.
  • Subclasses, backgrounds and the twelve ready made characters still show a placeholder instead of their artwork.
  • The dice limits listed under v0.47 still apply.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.51

2026-09-26 Steward works from the keyboard

A release about reaching everything. If you play with a keyboard, a switch or a screen reader, much of Steward used to be out of reach: the details of an item, a spell or a feat only opened with a tap. Now every part of the app can be reached, named and closed without a mouse.

Added

  • Everything opens from the keyboard. Tab reaches every row, link and card, and Enter opens it. That includes the details of your gear, feats, magic items, weapons, armor and invocations, and links like Export and Delete item.
  • Every button says what it does. The close button says Close, an add button says what it adds, and a spell slot says its level and whether it is spent. Fields are tied to their labels.
  • Sheets, the dice tray and character creation act like windows. Your focus moves in when one opens, Escape closes it, and you land back on the button you pressed. What is behind stays out of reach until you close it.
  • Your place is kept. Adding an item, spending a slot or filtering a list no longer throws your focus back to the top of the page.

Changed

  • Small labels are easier to read. Ability names, Death saves, "to hit", and Level and AC at the top of the sheet were too dim against the dark background. They are brighter now, and meet the usual contrast guideline for text.

Known limits

  • We have not tried it with VoiceOver or NVDA yet. Everything above was checked with a keyboard and with automated tests. If you use a screen reader, we would like to hear how it goes.
  • Choice buttons do not announce their group yet. A screen reader hears "Bronze" without "Draconic Ancestry" in front of it, for example.
  • We have not confirmed the separate Home Screen save on a real iPhone yet (see v0.50).
  • Seventeen questions of the questionnaire have no banner illustration yet. It is being drawn.
  • Subclasses, backgrounds and the twelve ready made characters still show a placeholder instead of their artwork.
  • The dice limits listed under v0.47 still apply.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.50

2026-09-24 Keeping your character safe

A small release about not losing your character. Steward keeps it in your browser's storage, and Safari on iPhone and iPad deletes that storage for a site after seven days of use without a visit. If you play every other week in a Safari tab, your character could be gone by the next session. This version tells you when that applies, and nudges you toward a copy.

Added

  • A Home Screen tip on iPhone and iPad. In a Safari tab, the Character tab shows a card that explains the seven day rule. On your Home Screen, Steward is safe from it. The Home Screen app keeps its own save, so the card takes you to Data to copy your character first. "Not now" closes it for good.
  • A reminder to keep a copy. When your last saved copy is 14 days old or more, the Character tab suggests downloading one. A download, a copy from Data and an import all count. "Later" hides it until you open Steward again.
  • Downloading asks your browser to hold on. When you download a copy, Steward also asks your browser not to clear its saved data to free up space. The browser decides. In a Safari tab it usually says no, which is why the Home Screen tip exists.

Changed

  • The legal page names what this keeps on your device: the date of your last saved copy, and whether you closed the Home Screen tip. Both stay on your device and are never sent anywhere. The install page explains the Safari rule too.

Known limits

  • We have not confirmed the separate Home Screen save on a real iPhone yet. If your character is already there when you open the Home Screen app, you can skip the copy, and we would like to hear about it.
  • Seventeen questions of the questionnaire have no banner illustration yet. It is being drawn.
  • Screen reader support is only beginning. The dice tray and the sheets that slide up do not yet move your focus the way they should.
  • Subclasses, backgrounds and the twelve ready made characters still show a placeholder instead of their artwork.
  • The dice limits listed under v0.47 still apply.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.49

2026-09-23 Anonymous counts, and a switch for them

A small release with one change you should hear about before anything else: from this version, the app sends a few anonymous counts about how it is used. Until now it sent nothing on its own. This entry says exactly what goes out, and how to turn it off.

Changed

  • The app sends five anonymous counts. When it opens, when you pick one of the three ways to create a character, when you finish a creation step, when you sign a new character, and when you level up. Each one carries only that and the app version: no name, nothing you typed, no ID, and nothing stored on your device to tell one visit from another. They show us where character creation loses people, so we can fix that part before more players arrive. The full list is on the legal page.
  • A switch in Settings. "Anonymous usage counts", under Privacy. It is on by default, and it starts off if your browser sends Global Privacy Control. Switched off, Steward sends nothing on its own.
  • Offline, nothing waits. A count that cannot go out is simply dropped, and the app works exactly the same.

Known limits

  • Seventeen questions of the questionnaire have no banner illustration yet. It is being drawn.
  • Screen reader support is only beginning. The dice tray and the sheets that slide up do not yet move your focus the way they should.
  • Subclasses, backgrounds and the twelve ready made characters still show a placeholder instead of their artwork.
  • The dice limits listed under v0.47 still apply.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.48

2026-09-22 Pictures on the answers, words for the screen reader

A short release. It fixes two things the last one got wrong, and it starts on something Steward should have done from the first day: work properly for players who use a screen reader.

Added

  • A screen reader tells you your roll. When the dice stop, it reads out the name of the roll, the total, and whether it was a critical or a natural 1. It waits for the dice, the same way the number on screen does.
  • A screen reader tells you Steward's notes. The short messages that confirm a rest, a spent slot or a prepared spell used to appear only on screen. They are read out now too. This is the first step of a wider accessibility pass, not the last one.

Changed

  • The questionnaire's answers have their pictures. Thirty small illustrations, one beside each answer about your fighting style, your past and your people. They were drawn for v0.47, but a mistake in how that version was published left them off the site, so you saw two letters in their place.
  • No more promised frames. The notes for v0.47 said seventeen questions would show a crossed frame while their artwork is drawn. Those frames never reached the site either, so that line was wrong. Those questions now simply have no banner until the real illustrations are ready, and the page is laid out for that.

Known limits

  • Seventeen questions of the questionnaire have no banner illustration yet. It is being drawn. The text, the answers and the result are the finished ones.
  • Screen reader support is only beginning. The dice tray and the sheets that slide up do not yet move your focus the way they should. That is the next part of the work.
  • Subclasses, backgrounds and the twelve ready made characters still show a placeholder instead of their artwork.
  • The dice limits listed under v0.47 still apply.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.47

2026-09-15 Dice that land where you can see them

Rolling is the moment that matters most at a table, and until now Steward showed you a d20 tumbling and seven other dice as flat squares. Every die is real now, they fall like objects with weight, they stop on their own, and the number ends up facing you instead of hidden behind the card with your total.

Added

  • All seven dice are real dice. The d4, d6, d8, d10, d12, d20 and the percentile pair, each with its own shape and its numbers where a real die carries them. Before this only the d20 was a die and the rest were squares with a number printed on them.
  • They are carved from dark stone with bronze numbers. Bevelled edges that catch the light, a shadow that puts them on the table, and the number of the roll lit up so you can find it at a glance.
  • The total waits for the dice. It appears when they stop, not the instant you tap, so you read the roll off the dice the way you would at a table. Your character sheet is updated the moment you tap, as always: what waits is the number on screen, not the maths.
  • The camera frames the whole roll. When the dice settle it rises and moves so that every die is fully visible above the result card, whatever the size of your screen. Rolling ten dice for a sneak attack no longer hides half of them behind the total.
  • Icons throughout the app. Fifty two of them, drawn for Steward: on the tabs, on every action you can take, on your resources, on the conditions you are carrying and on each of the twelve classes. The words are all still there; the icon is there to let you find them faster.

Changed

  • The dice stop by themselves. Nothing cuts the roll short at a fixed time: they tumble, slow down and settle, and the winning face is left exactly as it landed. If the number ends up sideways, you read it sideways, because that is what a die does.
  • The questionnaire reads better on a wide screen. Lines were running to a hundred characters across on a desktop, which is roughly twice what is comfortable. There is also a portrait when your class is revealed, one for each of the ten species, and a rail of seven steps instead of a line of text telling you where you are.
  • The result card no longer sits in the middle on a desktop. It was covering the dice in more than four rolls out of ten.
  • The roll is lighter on your device. The engine warms up quietly while you are reading your sheet, so the first roll of a session no longer stalls, and the dice draw at a resolution that keeps the animation smooth on a phone.

Known limits

  • Seventeen screens of the questionnaire show a crossed frame where an illustration is going to be. The artwork is being drawn and the frames are there to hold its place. Nothing about those questions is broken: the text, the answers and the result are the finished ones.
  • A very large handful of dice falls back to the old flat squares. Above fourteen dice in one roll, which in practice means a critical sneak attack at a high level, you get the simple animation instead of the 3D one. The result is exactly the same.
  • Extra damage from a magic weapon is listed, not rolled on screen. It shows as a row on the result card, and it counts towards the total, but you do not see those dice fall.
  • Healing tells you the number before the dice land. Attacks, checks and saves wait for the dice; a potion or a healing spell shows you the hit points straight away.
  • Subclasses, backgrounds and the twelve ready made characters still show a placeholder instead of their artwork, same as before.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.46

2026-09-11 Twelve faces, not twelve buttons

Steward comes with twelve characters already written, one per class, and until now they were a list: twelve blocks of text, each with its own button, and nearly five screens of scrolling to reach the last one. Choosing meant reading all of it. Now you see the twelve at once, and you meet them one at a time.

Added

  • The twelve are a grid you can take in at a glance. Three across on a phone, four on a wider screen, and the whole card is what you tap. Each one shows a portrait, a name, a title and the class, in that class's colour. Everything else waits until you open one.
  • Each character has a card of their own, and you can swipe through all twelve. Who they are, what they are good at, how they play at a table, and exactly what you are taking. Move between them without going back to the grid.
  • What they are good at is written into their story, not listed as numbers. Six ability scores is the first thing that puts off anyone who has never played, and nobody picks a ready made character for their statistics. So the sharpest mind in most rooms, or a presence that fills one, is part of the paragraph you read about them.
  • A line on how each one plays. Plain advice, not lore: which one is the simplest way into a spellcaster, which one decides the fight on the first turn, which one asks the least bookkeeping of you. Written for someone choosing their first character.
  • Choose your name, and your level, before you take one. The name field starts blank and keeps the character's own name if you leave it that way. The level is a slider from 1 to 20 that tells you what each level means as you move it, so you know that level 3 is the one where the subclass is already chosen.

Changed

  • The warning about replacing your character only shows when you have one. On a fresh browser there is nothing to lose, so the card goes straight from the character to the button instead of explaining a replacement that cannot happen. If you do have a character, nothing changed: you still get the warning, you still see what you are giving up by name, and a backup is written before anything is touched.
  • The species now says which kind. Three of the twelve read simply "Elf" before, which is the one detail that tells them apart. They read High Elf, Drow and Wood Elf now.

Known limits

  • The portraits are not drawn yet. Each character shows their initials in their class colour while the artwork is made. Everything else about the card is finished and waiting for it.
  • Subclasses and backgrounds still show a placeholder in their own screens, same as before.
  • Nothing about the rules moved in this release. Same classes, same species, same backgrounds, same maths, and the twelve characters themselves are the ones you already had.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.45

2026-09-09 Steward, drawn

The screen where you start a character listed the three ways in as three lines of text. It is the first thing anyone sees of Steward, and it read like a settings menu. Now each way in is a card with its own drawing, and Steward is in all three of them.

Added

  • The three ways in are cards now, and each one is drawn. Steward holding a blank open book for the one where you choose everything, pointing at a checklist for the guided questions, and pushing a cart of finished books for the ones already written. Same three ways, same order as before. What changed is that you can tell which is which before reading a word.
  • Each card says what you are signing up for. Six steps and full control, six questions and no rules needed, or one per class ready to play from level 1 to 20. Until now you had to open one to find out.
  • Steward turns up on your sheet where there was nothing to show. An empty inventory and an empty equipment list used to be one grey line each. Now he is standing there, and on the equipment list he is pointing at a checklist, which is what that line actually is: wear armor, ready a weapon, put on an item.

Changed

  • Three questions in the guided questionnaire were not asking anything. One of them read "Which of the three?", which is an index and not a question: it named nothing you could choose between. The other two named something that every answer under them already shared, so they did not separate anything either. All three now ask about your character.

Known limits

  • On a short screen the drawings switch off. Below about 700 pixels of height, which is a phone like the iPhone SE or a small laptop window, the three ways go back to the plain rows. That screen fits exactly, with nothing to spare, and we would rather you see all three at once than scroll past a picture.
  • The rest of the artwork is still missing. Subclasses and backgrounds show a placeholder, and the ready-made characters still have no art of their own.
  • Nothing about the rules moved in this release. Same classes, same species, same backgrounds, same maths, same characters.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.44

2026-09-08 All the way by asking

Yesterday's release rewrote the questions that pick your class, and players told us it works: they could tell which class matched the way they wanted to play. So we did the same to the other two. Your background and your species are now reached by asking as well, and the whole character comes out of seven questions.

Changed

  • Your old life is two questions now, not a list of sixteen names. First what kind of life it was: reading or praying, carrying a weapon for someone else, performing for a crowd, born into it, working with your hands, or never staying anywhere. Then which one inside that, with a line each on what it actually was.
  • What you are is two questions too. The familiar ones, the small and quick, the ones with something else in their blood, or the ones people look at twice. Then which. If you read "Dragonborn" and have no idea what that means, you no longer have to: you get there by picking the group first, and each answer tells you what it is.
  • Every answer explains itself. The descriptions are the same ones the character sheet shows you, so nothing you read while choosing turns out to mean something else afterwards. This was the point: one description per thing, not a short one for the questions and a long one for later.
  • The Elf reads differently now. Its description used to name a place from the wider setting that you would only recognise if you had played before. It says the same thing in plain words instead. Same for the questions themselves: short sentences, common words.
  • Seven questions, always. Two for the class, two for your old life, two for what you are, and the class card in the middle so you can step back if it guessed wrong. It used to be five, with the last two being lists you scrolled.

Known limits

  • Grouping is a reading, and we did the reading. Putting sixteen backgrounds into six kinds of life, and ten species into four kinds, is our judgement about which ones belong together. A reasonable person would group them differently. If a group feels wrong to you, that is worth telling us.
  • You see less at once than before. Until yesterday all sixteen backgrounds were on one screen, which is better if you already know the names and worse if you do not. We chose for the person who does not. The first way in still shows you everything at once.
  • Nothing about the rules moved in this release. Same classes, same species, same backgrounds, same maths, same characters. Only how you get to them changed.
  • Species with varieties still come out the same way through the questions: a Dragonborn drafted this way is always red. Build with the first door and every variety is yours.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.43

2026-09-07 Asking it plainly

The third way in shipped this morning, and by the afternoon a group of players who had never played D&D had sat down with it and told us the questions were confusing. They were right. This release rewrites all of them. Same door, same result, questions you can actually answer.

Changed

  • The questions are about a scene now, not about a preference. The first one puts a goblin in the road and asks what you do. Walk straight at it, come at it from the side, stay back and use magic, or get the others ready first. Four answers, and each one tells you in plain words what that kind of character is like to play.
  • Every question is written for the choice in front of you. This is the real fix. The old questions had to work for every branch at once, which is why one of them ended up asking how much machinery you wanted to run. Now the question that separates a Sorcerer from a Warlock from a Wizard is simply where your magic came from, which is how the rulebook itself explains those three. It only has to make sense for them, so it can be specific.
  • Two questions, always. It used to be one, two or three depending on your answers. Now every character takes exactly two, and the whole path is five steps instead of four to six.
  • Barbarians are back with Fighters and Paladins, where the players we spoke to expected them. The old questions split them apart because a Barbarian wears lighter armour, which is true and was not what anybody was thinking about.
  • Backgrounds and species are sorted into groups. Sixteen backgrounds under six headings and ten species under four, all still on one screen. You can see everything at once and read the part that interests you, rather than scrolling a flat list of sixteen.
  • Plainer English throughout. Shorter sentences, common words, and no lines that sound nice without helping you decide. The people testing this read English as a second language, and some of what read as confusing was just vocabulary.

Known limits

  • The new wording has not been through a test session yet. It was written in response to one, which is not the same thing. If a question still does not make sense to you, that is the single most useful thing you can tell us right now.
  • The class each answer leads to is our judgement, not the rulebook's. Grouping the twelve classes into four kinds is a reading of them, and a reasonable person could group them differently. The first way in still asks you everything and suggests nothing.
  • Nothing about the rules moved in this release. Same classes, same species, same spells, same maths, same characters. Only the questions changed.
  • Species with varieties still come out the same way through the questions: a Dragonborn drafted this way is always red. Build with the first door and every variety is yours.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.42

2026-09-07 The third way in

The last three releases ended with the same line in Known limits: the third way in is still not built. This is it. There are now three ways to start a character, and this is the one for the player who wants to describe who the character is and let someone else do the arithmetic. It asks between three and five questions, none of them about numbers, and hands you a finished character to read and sign.

Added

  • Answer a few questions, and I will draft it. The third door on the opening screen. The questions are about the character and not about the character sheet: what you want between you and the next blade, what you lean on when it comes down to it, how much machinery you want to run. Nothing asks you what an armour class is, because the player this is for should not have to know yet.
  • The questions run out as soon as they have their answer. Each one only offers the answers that some class still fits, so the list gets shorter as you go and stops the moment one class is left. Say you want nothing between you and a blade but your own skin and it stops right there, because only one class trains for that. Most characters take three questions.
  • Then it shows you the class before going any further. A questionnaire that announces you are a Bard and drops you into a finished sheet is a magic trick, and this app has spent a year doing the opposite. You get the class card, with what it is and what it runs on, and a way back if the answer was not you.
  • Everything else comes from the ready-made character of that class. The kit, the six numbers in the order that class wants them, the class skills, the fighting style. Then your background and your species get folded in on top: the ability bonus goes where your class would want it out of what your background offers, and no skill gets handed to you twice. What is left when it finishes is a character with nothing pending except a name.
  • It hands the draft to the builder rather than signing it. You land on the last page with the whole thing written out, you type a name and a level, and you sign. Every page behind you is still there and still editable, so nothing is locked in by having taken the short way round.

Changed

  • Starting a new character now backs up the one it replaces. If you already have a character and start another from Settings, the old one is saved before the new one is signed, and Data offers to bring it back. This was the one path that could replace a character without a net: taking a ready-made character and importing a file both had one already. And if the backup cannot be written, signing now stops instead of going ahead anyway, because a safety net you cannot see fail is worse than none.

Fixed

  • Random on the kit page could hand you a fighting style your class does not have. Press it as a Sorcerer and the builder's running summary would read "Sorcerer, Archery". It never reached the finished character, so no sheet was ever wrong, but the builder was telling you something untrue about the character you were making. Nine of the twelve classes were affected.

Known limits

  • The questions decide things for you, and that is the whole point of that door. The first way in still asks you everything and suggests nothing, and it is still the one on top. If you want the arithmetic and the opinions kept out of it, that is the door that promises that.
  • Species with variety always come out the same way through the questions. A Dragonborn drafted this way is always red, an Elf is always a high elf. Nothing in the rules connects a dragon colour to a class, so rather than pretend to have a reason we picked one and kept it. Build with the first door and every variety is yours to choose.
  • Nothing about the rules moved in this release. Same classes, same species, same spells, same maths. If a character you built before this looks different now, that is a bug and we want to hear about it.
  • This is still the brand and not the artwork. Subclass and background art is placeholder, and the ready-made characters have none of their own.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.41

2026-09-06 The button that takes you there

No new rules and no new content in this one. The last release put two kinds of help into the character builder, and once they were in front of us it was obvious they had landed wherever there was room rather than where they belonged: three different button shapes at three different heights, and the line telling you what was still missing floating above all of them. This is the tidy-up, and one part of it turned out to be more than tidying.

Changed

  • The button that moves you forward now says what it is waiting for, and takes you there. It used to go dim and say "Next" while a separate line above it explained what was missing. Now the button itself says it, and if you press it while something is still pending it scrolls to that control and puts your cursor in it instead of doing nothing. That last part matters more than it sounds: once a button tells you what to do, you try to press it. On the last page it works the same way, so the button reads "Still to choose: a name" until you have one, and then it reads "Sign the ledger."
  • Surprise me is now called Random, and it lives at the bottom next to the button you were already looking at. Same thing it did before, shorter name, and in the place your hand already is. On the ability scores page it now also places your six numbers, so that Random means the same thing on every page of the builder: resolve this one for me.
  • Arrange these for me is now called Recommended, and sits with the ways of getting your numbers. It is not a fifth method, it is what to do with whichever one you picked, so it looks a little different from the four beside it and never shows as selected. The line explaining where the arrangement comes from now sits right under it rather than further down the page.
  • The second page is called Choose your Kit, so it reads like the pages around it.

Known limits

  • Nothing about the rules moved in this release. Same classes, same species, same spells, same maths. If a character you built before this looks different now, that is a bug and we want to hear about it.
  • The arrangement is still our opinion and the book still does not have one. Renaming the button to Recommended does not make it the rule: it copies the ready-made character of your class, which you can go and read, and it is one good way rather than the best way.
  • The third way in is still not built. Answering a few questions and having Steward draft the character from your answers. Still the next thing.
  • This is still the brand and not the artwork. Subclass and background art is placeholder.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.40

2026-09-06 A hand with the choices

The last release added a second way in for players who did not want to make twenty decisions up front. This one goes back to the first way in, the one where you build the character yourself, and gives it the same kind of help without taking any of the deciding away from you. Two of our alpha DMs asked for the same thing from opposite directions: one had players who did not know what to pick, the other had players who wanted the app to just pick. Both were describing a wizard that presents choices and then stands there.

Added

  • Surprise me, on every step of the wizard that is a choice. It resolves the whole step, not just the obvious part: the class, the kit and which instrument it carries, the background with its tool and its ability bonus, the species with its lineage, its ancestry and every choice it asks of you. Then it opens the card with all of it filled in and waits. It does not sign anything. You read what came up, and you either keep it or press the button again. Whatever you already chose on earlier steps stays exactly as you left it.
  • Arrange these for me, on the ability scores step. Placing six numbers in six boxes is the point where the wizard asks the most and explains the least, and it is where our own testers got stuck. Press it and Steward places them in the order it would use for your class. It works whichever method you picked: the standard array, point buy, your own numbers, or the six you just rolled. Every box stays a normal editable box afterwards.
  • The skills on that same step can be picked for you too, with a button that says so plainly. It fills exactly the number your class gets, skips the ones your background or your species already gave you, and never picks the same one twice.

Known limits

  • The arrangement is our opinion, and the book does not have one. The 2024 rules publish the numbers and let you place them; they do not publish a best way to place them. So this is Steward talking, not the book, and the app says so where you press it. What it actually does is copy the ready-made character of your class, which means it is a real arrangement somebody sat down and thought about, and you can go and read that character to see the reasoning. It is one good way, not the best way.
  • It ignores the bonus your background gives you, on purpose. It arranges by what your class cares about and leaves the rest to you. Squeezing the last point out of the combination would be a second layer of opinion on top of the first, and at that point we would be playing your character for you.
  • Surprise me will not name you or choose your level. Those are the last two things the wizard asks and they are yours. It also will not sign the character: every path through the wizard still ends with you pressing the button that says so.
  • The third way in is still not built. Answering a few questions and having Steward draft the character from your answers: the last release said it was the next thing on the list, and it still is. What changed is that the machinery it needs got built here, as a side effect of building these two buttons.
  • This is still the brand and not the artwork. Subclass and background art is placeholder.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.39

2026-09-05 Twelve characters, ready to play

Until now Steward had one way in: build a character step by step. Alpha players kept describing the same wall in different words, and it was usually the same person hitting it, someone at their first table who was being asked to make twenty decisions before they had any basis for making one. This release adds a second way in, and rebuilds the opening screen so that the ways in are the first thing you see rather than a link under a button.

Added

  • Twelve characters that are already finished, one for each class, at any level from 1 to 20. Species, background, subclass, ability scores, spells, feats and starting kit are all chosen. Pick one, pick a level, and from that moment it is an ordinary character sheet: rename it, change anything you like, and when you level up the next choices are already made too. They are not a locked template and nothing about them is read only. If you take Pip Dunnowell at level 3 and decide by level 7 that you would rather have been someone else, every one of those decisions is still yours to change.
  • Magic items on the ready-made characters, and you can leave them out. The 2024 rules do not hand out magic items as you level: that is your DM's call, not the book's. So the gear we suggest for a level is a layer you can switch off before you take the character, and the screen says as much where you switch it. On by default, because a level 12 character with nothing but starting gear does not feel like a level 12 character.
  • The opening screen now shows you the ways to start. Building your own is still first and still the main one: the other ways exist to take the pressure off it, not to replace it. If you would rather choose every detail yourself, nothing about that path changed.

Changed

  • When a card is waiting on a choice, it now names every one of them and shows you where they are. This is the piece the last release said was still missing. Before, the button under a background told you about the first thing you owed it and stopped there, so a background asking for two things only ever mentioned one. A species card was worse and just said to make your choices, without saying which. Now both name all of them, by name, and the controls they are talking about are outlined while you decide. The outline is there from the moment the card opens rather than appearing after you have already got stuck, and it does not move or flash.

Fixed

  • Explanations no longer get cut off against the edge of the screen. The little pop-up that explains a highlighted term was centred on the word, so a word near the right edge of a phone took half its explanation off the page. It now shifts just enough to fit, and only when it needs to: a term in the middle of a line is left exactly where it was. Nothing got narrower, it only moves.

Known limits

  • The twelve are ours, and each is one opinion of its class rather than the best one. They are written to be easy to play and easy to understand, not to be optimal, and they are original to Steward: no roster, name or build here came from anywhere else. If one of them plays badly, or reads like nobody you would want to be, tell us. That is a content problem and content problems are fixable.
  • Taking a ready-made character replaces the one you have on this device. Steward is still one character per browser, so it backs up the current one before it does anything and shows you both first. You can put the old one back from the Data screen. If the backup cannot be written, it refuses to go ahead rather than doing it anyway.
  • There is a third way in that is not built yet: answering a few questions and having Steward draft the character from your answers. It is not on the opening screen, because a door that does not open is worse than no door. It is the next thing on this list.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; the twelve classes and the ten species have their portraits, and the ready-made characters do not have art of their own yet.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.38

2026-09-04 The first release you wrote

Everything here came from the first round of alpha players, and the biggest correction came from someone noticing it mid game. This is the first release whose whole list is your reports rather than an audit or a plan. Where Steward was wrong, it says so, and where the mistake was ours and not the book's, it says that too.

Changed

  • Most classes can no longer learn every spell in the book, and this is the correction that takes the most away. Steward was letting you add as many levelled spells as you liked and then prepare a smaller number of them. That is how the 2014 rules worked, where a bard or a warlock had a list of spells known that was bigger than the list they had ready. In the 2024 rules that second list does not exist: the number in your class table is everything you have. So the count you see is now the real cap, and adding one more asks you to drop one first. The wizard is the one exception and it did not change: a wizard really does have a spellbook that grows past what is prepared. A player who was already over the new limit keeps every spell: Steward flags the count and tells you how many are over, and it will not decide for you which ones to let go. Steward was the one that had this wrong, not the rulebook.
  • The spell library stays where you left it. Picking a spell used to send the list back to the top, which made choosing several in a row a small chore. It happens to have been the same problem in every catalogue in the app, so weapons, armour, gear, magic items, feats, metamagic, invocations and wild shape forms all hold their place now too. Changing the level or the category still takes you to the top, because that is a different list.
  • Spells now tell you if they deal damage, and what kind. A player who rarely runs casters said they could not tell the attacking spells from the useful ones until they were at the table. Twenty three spells in the book deal damage without an attack roll or a saving throw, so nothing on the row gave them away: Magic Missile was one of them. Meanwhile a saving throw was easy to read as damage, and sixty seven spells ask for one without dealing any. Every damaging spell now carries its damage type, and the library has a filter to show only those.
  • Steward tells you what is missing before you can move on. New players got stuck in character creation without knowing why: the Next button was simply dim, which reads like a button that ought to work. It now says what it is waiting for, by name, and the count is live. The step where you place your ability scores gains the most: it was asking for two different things and naming neither.

Known limits

  • If you were over the new spell limit, nothing was deleted, and the sheet will look wrong until you tidy it. The old behaviour was permissive, so there is no way to know which of your spells were the ones you would have picked. Guessing would be worse than showing you an honest number, so the count reads as over the limit and the choice is yours.
  • Knowing what is missing is not the same as knowing where it is. If you get stuck inside a background or species card, Steward now names the choice you still owe it, but it does not yet point at the control. That is the next piece of this, and it is the part that will actually fix what the reports described.
  • Steward will tell you whether a spell does damage, and it will not tell you which one to take. It reports what is on your sheet, including the fact that none of your cantrips deal damage if that is the case. Suggesting a spell, or handing you a ready made list, is a different kind of thing and we have not decided whether Steward should do it. If you have a view, we would like to hear it.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.37

2026-09-03 The ten species, read closely

An outside audit read all ten species against the 2024 rules: their lineages, the spells they grant, and the origin feats a human can pick. Every finding held up. This release is the whole list. One correction reaches past species entirely: Ray of Enfeeblement is also a wizard and warlock spell, so if you cast it, it changed for you too.

Changed

  • A species name Steward does not know no longer hands you somebody else's species. This is the correction that takes the most away, so it goes first. If you typed something like Half-Elf or Orc-blooded into the Species field, Steward matched the word it recognized inside it and quietly gave you the whole thing: the darkvision, the traits, the lineage spells. It was never asked to guess, and guessing wrongly on your character sheet is worse than saying nothing. Now a name it does not recognize is simply yours, and the sheet stays out of your way. The names the app itself writes still work, and so do the ones you would reasonably write: Wood Elf, Tiefling (Infernal), Dragonborn (Bronze).
  • Ray of Enfeeblement is not an attack roll any more. Steward was offering you a to hit roll and a 2014 effect. The 2024 spell asks the target for a Constitution save instead. Fail, and it has Disadvantage on Strength-based d20 tests and subtracts 1d8 from every damage roll it makes; succeed, and it only has Disadvantage on its next attack. It repeats the save at the end of each of its turns. The tiefling with a chthonic legacy gets this at level 5, and wizards and warlocks have it on their list.
  • Three aasimar corrections narrow what you were being promised. The extra damage from Celestial Revelation goes to one target you hurt on your turn, not to everything caught in a spell. Necrotic Shroud is not a list of creatures you pick: when you transform, every creature within 10 feet that is not your ally makes the save, once. And Crafter, the origin feat, keeps its item until you finish another long rest, not until you make the next one, and it needs the matching artisan's tools and proficiency with them.
  • Your lineage cantrip never had a free cast, and the text implied it did. Elven Lineage and Fiendish Legacy both read as though the cantrip, the level 3 spell and the level 5 spell all shared the same deal. Only the two levelled spells are always prepared with one free cast per long rest. The cantrip you simply know. Steward's bookkeeping was already right; the sentence was not.
  • And some corrections hand things back. Relentless Endurance says can drop to 1 hit point: it is your call, which matters because it spends your only use. Stonecunning works while touching stone, not only standing on it, and the stone can be natural or worked. Inner Radiance also sheds light, 10 feet bright and 10 more dim. Trance now says you stay conscious through the four hours. And the rock gnome's clockwork device is activated by touching it and can be taken apart with a Utilize action.
  • Two things fixed themselves once each rule had one home. Every species feature was written twice, once on its card and once in Traits, and two of them had already drifted apart. Each rule now lives in one place and both screens read from it, with the activation and the uses shown as a tag. The same went for the lineage summaries, which were retyping the resistance, the speed and the darkvision the app already knew.
  • Changing your species in Settings now moves your speed with it. A character who switched to goliath stayed at 30 feet with the species printing 35. If you had set your speed by hand, it is left alone.
  • Writing "Elf (Drow)" gives you a drow. Before, Steward read the species and dropped the part in brackets, so you quietly became a high elf. The same went for the tiefling legacies and the gnome lineages.

Known limits

  • Creature type is not on the sheet, and that is a decision. All ten species in the 2024 book are humanoid, so a field saying so would repeat itself ten times and change nothing. If a species that is not humanoid ever arrives, this is the first thing that will need to move.
  • A species spell shows the right save DC on your pinned card, and not yet everywhere else. A species casts with the ability you chose for it, which is not always the one your class uses. The card in Actions now works that out correctly. The other casting screens still read your class number, and that is on the list.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.36

2026-09-02 Ranger, line by line

An outside audit read the ranger against the 2024 rules, feature by feature, and found five places where Steward was telling you something the book does not say. All five are corrected here. Two of them sit in spells the ranger shares, so the fix reaches past one class: Summon Fey is also a wizard, druid and warlock spell, and Mislead is also a bard, wizard and warlock spell. If you play any of those, text on your sheet changed too.

Changed

  • Three corrections take something away, so they go first and with the reasoning. Mislead read as though your double moved and spoke for free. In the 2024 rules, directing it costs you a Magic action, and it moves up to twice your Speed. The same spell also claimed that dismissing the illusion costs an action, which it does not: ending your own concentration is free, so that sentence is gone. Summon Fey told you the spirit was Challenge Rating 1 and climbed by one for each slot level above 3. There is no such progression. The Fey Spirit has no Challenge Rating at all, and what the slot you spend actually sets is the spell level its stat block reads for armor class, hit points and attacks. And the Primal Companion looked like it could be brought back from across the room: reviving your beast means touching it, not only spending the slot.
  • Superior Hunter's Prey was firing on too narrow a trigger. It asked you to deal extra damage to your marked quarry before the damage would carry over to a second creature. The rule asks only that you deal damage to it, so an ordinary weapon hit counts. This one hands back uses the app was quietly refusing you.
  • Three descriptions were missing clauses that change how you play them. Your primal beast is friendly to you and your allies and obeys your commands, which the card never said. When you summon a different one after a long rest, it appears in a free space within 5 feet of you and the old one vanishes. And the Druidic Warrior fighting style now says what the rule says: the two druid cantrips you learn count as ranger spells for you.
  • The gloom stalker was saying the same two rules twice, in different words. Dreadful Strike and its level 11 upgrade were each written out in two places, which is how two descriptions of one rule slowly stop agreeing. Each now lives in one place and both screens read from it, which is also why the upgraded damage die is worked out rather than typed in. Nothing about how they work has changed.

Known limits

  • The fey wanderer's cosmetic blessing is left out on purpose. The 2024 book prints a small table of Feywild Gifts, six marks the Feywild leaves on you: illusory butterflies while you rest, hair that changes color at dawn. Not one of them touches a number, so Steward does not track it. That is a choice and not an oversight, and it is your character sheet to write on.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.35

2026-09-02 The crossroads, in full

Level 3 is where you pick the path your character walks, and the cards you read to decide were letting you down twice over. Two of every five features listed on them had no description at all, and a handful of the summaries promised more than the rule actually gives. Both are fixed, and nothing else in this release is new: it is the choosing screen, told straight.

Changed

  • Five summaries were promising more than the rule gives, and now say what it says. These take something away, so they go first and with the reasoning. Assassinate offered advantage against anyone who had not acted yet, without saying it only lasts the first round. The Third Eye offered tongues, when what the feature grants is reading any written language, not understanding speech. Psychic Spells offered casting without word or gesture, which only applies to your enchantments and illusions. Aquatic Affinity offered breathing water, which it does not grant at all: what it gives is swimming as fast as you walk. And Hunter's Prey mentioned giants, which is a leftover from a third option the 2024 rules removed from that feature. The detailed text on your sheet was already right in every one of these cases; the short summary was the one that had drifted.
  • Two summaries were named after features that do not exist. One was titled Maneuvers, which is not a Battle Master feature: the maneuvers are learned inside Combat Superiority, so that is where the repertoire is described now. The other called the Land druid feature Circle Spells instead of its full name.

Fixed

  • The path cards were missing two of every five descriptions, in all twelve classes. Ninety nine of the two hundred and forty eight features listed across the forty eight paths showed their name, their level, and then nothing. It was not an oversight so much as the shadow of an earlier cleanup: when we made each feature keep a single description instead of two that could disagree, this one screen kept looking in the old place. Every row has its text now, and the numbers in it are the ones that path would give you, not zeros.
  • Battle Master gains two features the sheet never named. Your Superiority Die grows at level 10 and again at 18, which the app already did correctly, but the two features responsible went unmentioned when you reached those levels. They are on the sheet now, each stating its own die.

Known limits

  • A path card shows what it would give you today. The numbers on it are figured at your current level, so a feature listed above your level shows its shape rather than the values you will eventually see; those rows are marked as still ahead. It is a preview, not a projection.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.34

2026-09-02 Feedback from inside

Reporting something no longer means leaving Steward. The Send feedback button used to open your mail client, which in an app whose only character lives on your device is a small act of faith: it looks like walking out might lose your work. Now the report goes from inside, and it answers back.

Changed

  • The Send feedback button no longer takes you out of the app. It opens a card instead. Pick what kind of thing it is, tick the symptoms that match, write as much or as little as you want, and send. Steward attaches the technical context by itself, so you never have to describe your device or remember which screen you were on, and you can read exactly what is going out before it goes: it sits in a panel you can open.

Added

  • You can attach your character, stripped. Optional, and off unless you turn it on. Your name, your portrait, your notes and your reminders come out before it leaves your device, along with anything you typed into a description field, and the report is refused if any of it is still there. What travels is the mechanical side: your class, your numbers, your choices, and the names of what you carry. It imports back into Steward exactly as it is, which is the difference between a bug being reproducible and being described.
  • Every report gets an answer. An acknowledgment arrives with a reference code, so if you remember something later it lands in the same place. And when a detail is needed to reproduce what you saw, you get a real reply asking for it rather than silence.

Known limits

  • A report made offline waits, and it does not send itself. It goes out when you next open the card or send another one, never on its own when the app starts. That is deliberate rather than unfinished: Steward talks to the network only when you tap send, and a request fired at startup would look exactly like the telemetry this app promises not to have. The card and Settings both tell you when something is still waiting.
  • Your email address is remembered on this device, kept outside your character save so it never travels with an export. Clearing the field once forgets it.
  • The mail route is still there, as a choice rather than a fallback: the card has a link to send the whole report from your own mail app instead, already written.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.33

2026-09-01 The Wizard, line by line

A full read of the Wizard and its four traditions against the 2024 rules, in the same shape as the Barbarian, Fighter, Rogue and Monk passes. Nothing here reaches past the Wizard. Nine of these changes take something away from you, so they go first, with the reason, and the first one is the largest correction in this release by a wide margin. There is also something unusual at the bottom: this review told us a spell was filed under the wrong school, we checked, and the review was wrong. We left the app as it was and we are asking you about it instead of quietly picking a side.

Changed

  • Overchannel gets more painful every time you use it. The app said each use after the first deals you 2d12 Necrotic damage per level of the slot, flat, forever. It climbs: the second use is 2d12 per level, the third is 3d12, the fourth is 4d12, and so on until you finish a Long Rest. By the fourth use in a day the app was telling you half the real cost. Three smaller things in the same sentence were also off: the level 1 to 5 restriction is on the slot you spend and not on the spell's own level, the maximum damage only applies on the turn you cast it, and the Necrotic damage ignores Resistance and Immunity rather than being impossible to reduce by any means at all, which is a narrower and more accurate claim.
  • Portent has to be decided before the die is rolled. The app said you decide "before you learn the outcome", which reads like you can watch the d20 land and then swap it. You call it before the roll happens. This is not an edition change: it worked this way before too, and the sentence in the app was simply ours and wrong.
  • The Arcane Ward can only be created once per Long Rest. The app said the ward forms the first time you cast an Abjuration spell with a slot, as if it simply happened to you. You choose whether to create it, and once you have, you cannot create it again until you finish a Long Rest. The app never mentioned the second half, which is the half that matters once the ward has been spent down to nothing.
  • Spell Breaker only refunds the slot if the spell failed to stop another spell. It said the slot comes back when Counterspell or Dispel Magic "fails to have any effect", which can be read as a refund for any casting that accomplished nothing, including one with no spell there to stop. The refund is narrower than that.
  • Projected Ward lets the leftover damage through. If the damage you absorb reduces the ward to 0 Hit Points, the creature you were protecting takes whatever is still remaining. The app explained the order that their Resistances apply in and then stopped, so the ward looked like it could soak anything at all as long as it had a single point left.
  • Improved Illusions needs a range of 10 feet or more. The extra 60 feet applies to your Illusion spells whose range is already 10 feet or more, and the app extended it to anything with a range measured in feet. A 5 foot range does not qualify. This one is worth naming plainly: the app had a note next to that line claiming it had been verified, and it had not been.
  • Illusory Reality's object cannot impose conditions either. The app said the object cannot deal damage "or otherwise directly harm anyone", which is vaguer than the rule. It cannot deal damage and it cannot give conditions. In the same feature you gain something back: you can make the object real when you cast the spell or later, as a Bonus Action on your turn, for as long as the illusion is still going. The app only ever offered the first.
  • Scholar's Expertise has to go on a skill you are already proficient in. The app listed the six skills and left the condition out, so it read as though Scholar could hand you a skill you had never trained. It cannot. The Rogue, the Ranger and the Bard already said this on their own Expertise features, so the Wizard was the only one of the four that did not.
  • Ritual Adept needs the book in your hands. Casting a ritual out of your spellbook without preparing it means reading it from the book while you cast. It matters exactly when it is inconvenient, which is when the book is somewhere else.
  • Expert Divination triggers more often than the app said. The app tied it to casting a Divination spell of level 2 or higher. The condition is on the slot: cast any Divination spell using a level 2 or higher slot and you get one back. A level 1 Divination spell cast with a level 2 slot counts, and the app was denying you that.
  • Illusory Self waits until the attack actually hits. It said you could use the Reaction when a creature makes an attack roll against you, so you had to decide before knowing whether it would land. You use it when the attack hits, and it turns that hit into a miss. In practice this stops you from burning it on an attack that was going to miss anyway.
  • Two spells were filed under the wrong school. Resilient Sphere is Abjuration and Telepathy is Divination in the 2024 book. Both were still carrying their older school from the previous edition.

Added

  • Four spells the Wizard list was missing. Summon Fey, Summon Construct, Summon Elemental and Circle of Power are all on the 2024 Wizard list and none of them were showing up in the library. Circle of Power is the surprising one: it used to belong to Clerics and Paladins, and 2024 opened it up.
  • Improved Illusions gives you a replacement cantrip if you already knew Minor Illusion. The feature always said so and the app never did anything about it, which left the Wizard who already knew the cantrip strictly worse off than the one who did not: they kept it counting against their cantrips and got nothing in exchange. Now the app notices, and offers you a different Wizard cantrip on the same free terms.

Known limits

  • One question, and this time it is the review that we think is wrong. If you have the 2024 book, we would like a second opinion on Flaming Sphere. The review said it should be Evocation and the app says Conjuration. We checked, and the spell's own entry in 2024 says Conjuration, same as the previous edition, so we left it alone. But the book appears to contradict itself: at least one printed class list has it as Evocation. We went with the spell's own entry, because that is the more specific source, and we would rather tell you that than let it look settled.
  • Wizards still track a few things by hand. The Arcane Ward's points are yours to tap down as you absorb damage and back up as your Abjuration spells refill it, because the app does not watch you cast. The same goes for the slot Expert Divination gives you back. And Overchannel's card tracks the one free use per Long Rest but not how many painful uses you have stacked on top of it, so the size of the next hit is still yours to count.
  • Spell Mastery and Signature Spells are still text. At levels 18 and 20 they let you pick spells that become always prepared and free to cast. The app describes them correctly but does not let you record the picks or track the free castings yet.
  • Anything that depends on the turn or on a target is still yours: Sculpt Spells choosing who is spared, Potent Cantrip on a miss or a successful save, and Portent's once per turn.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.32

2026-08-31 The Monk, line by line

A full read of the Monk and its four subclasses against the 2024 rules, in the same shape as the Barbarian, Fighter and Rogue passes. Nothing new was added to the roster: this is the app being corrected where it was telling you the wrong thing. Four of these changes take something away from you, so they go first, with the reason. And one of them is a correction of our own work rather than of the rules: a while back an outside review told us that three of the Monk's level 17 benefits shared a single damage type, we believed it and wrote it into the app, and the book does not say that. It is called out below where it happens. Unlike the last two releases, nothing here reaches past the Monk.

Changed

  • Hand of Harm is still once per turn during Flurry of Healing and Harm. The app described the level 11 talent as making everything free, and left out the one limit the rule keeps: the free Hand of Harm is still one per turn. It also had you replacing every Unarmed Strike with a Hand of Healing and then landing a Hand of Harm on one of those same strikes, which cannot happen, because using Hand of Healing is not an attack and cannot hit anything. The two benefits are written apart now, which is how the book has them.
  • Cloak of Shadows needs you entirely in dim light or darkness. The app said "while in dim light or darkness", and the rule says "entirely within". If half your space is lit you cannot use it. Shadow Step, in the same subclass, already said it correctly, so two talents that share a requirement were describing it differently.
  • Addle ends at the start of the target's next turn. The app said the target could not make Opportunity Attacks "until its next turn", which reads like it lasts through that turn. It ends when that turn begins, so anyone leaving after that is fair game again.
  • Open Hand Technique's Push moves the target away from you. It said "pushed up to 15 ft" with no direction, and the rule pushes them away from you and nowhere else. Fifteen feet in the direction of your choice is a different and much better feature than the one you have.
  • Elemental Epitome's three benefits do not share a damage type, and this one is our mistake to own. The app said all three were "keyed to one chosen damage type". They are not: the resistance picks its own type and you can change it at the start of each of your turns, Destructive Stride picks its own separately, and Empowered Strikes simply deals whatever type that strike already dealt. This was not a rules change and not a misreading of the book. An earlier outside review of the Monk told us the three were linked, we took it, and it has been in the app since. This is what a second pair of eyes is for, and we would rather say where it came from than quietly fix it.
  • Destructive Stride hits creatures you choose, not everything you walk past. Read the way the app had it, running through your own party hurt your own party. You pick which creatures take the damage, it triggers when you enter a space within 5 feet of one, and it lasts until the end of that turn rather than only during that one burst of movement.
  • Open Hand Technique is not a second Bonus Action. It sat in the Bonus Actions list as if using it cost you one, on top of the Bonus Action your Flurry of Blows already cost. It is something you add to a Flurry hit, so it moves next to Stunning Strike and Hand of Harm, which work the same way, and it no longer announces an activation you never had to pay.
  • Improved Shadow Step frees both ends of the teleport, not just the start. Spending the Focus Point removes the requirement on the space you leave and the space you arrive at. The app said you could use it "even when you aren't in dim light or darkness", which most people read as a rule about where you are standing.
  • Hand of Ultimate Mercy removes all of the conditions, not one. It listed five conditions and then said "that condition ends", in the singular. If the creature died with three of them, it comes back without all three.
  • Quivering Palm ends with an ordinary action. The app called it a Magic action. The rule does not, and the distinction matters for anything that cares which kind of action you took.
  • Wholeness of Body works at least once per rest. The number of uses is your Wisdom modifier with a minimum of one, and the app only mentioned the modifier. The gems were already right; the sentence next to them was not, and a Monk with low Wisdom had every reason to think the feature did nothing.
  • Smaller corrections. Cloak of Shadows still reminds you that attacking does not drop your invisibility, but it now names the Invisibility spell instead of implying that invisibility in general works that way. The class card no longer says Martial Arts covers all simple weapons: it is simple melee weapons and light martial melee weapons, and a sling was never included. The note on that card no longer claims Steward only tracks two things for you. And two subclass blurbs stopped promising what their features do not do: Open Hand cannot pull a target toward you, and the Warrior of the Elements does not throw force.

Added

  • Superior Defense is tracked. The level 18 talent has its own card with a button: it takes the 3 Focus Points, stays on until you turn it off, and while it is on the resistance to everything except force damage shows up with your other active effects. Until now the app described it and left every part of it to you.
  • Quivering Palm and Shadow Arts have their own cards. Both cost Focus Points and neither had anywhere to spend them from. They do now, and the Focus Points card lists every single thing that spends from the pool with its real cost, which is where the four talents that were missing show up.
  • Uncanny Metabolism does both halves with one button. It gives back your Focus Points and heals you for your Monk level plus a roll of your Martial Arts die. The app had a button for the points and left the healing for you to roll somewhere else. One press now does both, and the number it rolls is the number it applies.

Known limits

  • One question we would rather ask than guess. If you have the 2024 book, we would like a second opinion on Flurry of Healing and Harm. As printed, it lets you replace each of the Flurry's Unarmed Strikes with a Hand of Healing, and separately lets you add a free Hand of Harm to an Unarmed Strike of that same Flurry. If you replaced every strike, there is no strike left to carry the Harm. We wrote both halves the way the book has them rather than pick a reading for you, but we would like to know how your table handles it.
  • Disciplined Survivor's reroll is still yours to count. Spending 1 Focus Point to reroll a failed saving throw costs no action at all, and every other thing in the app that spends a resource hangs off a button somewhere. This one has nowhere to hang. The cost is written on the feature and the point comes off the gems when you tap it, but there is no button of its own.
  • Durations are not counted for you. Superior Defense lasts a minute, Elemental Attunement ten, Cloak of Shadows one, and Quivering Palm's vibrations last days. The toggles stay on until you turn them off.
  • Anything that depends on the turn is still yours: the once per turn limits on Hand of Harm, Stunning Strike and Empowered Strikes, and the once per turn per creature on Destructive Stride.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.31

2026-08-31 The Rogue, line by line

A full read of the Rogue and its four subclasses against the 2024 rules, in the same shape as the Barbarian and Fighter passes. Nothing new was added to the roster: this is the app being corrected where it was telling you the wrong thing. One of these corrections reaches past the Rogue and lands on the Fighter's Psi Warrior, because two talents in the two subclasses are built from the same part, and it is called out where it happens. Three of the changes take something away from you, so they go first, with the reason. And one of them closes a limit we declared in the last release.

Changed

  • Rend Mind is once per Long Rest, not once per turn. The Soulknife's level 17 talent was presented as available every turn with no limit on how often you could use it. It is one use, it comes back on a Long Rest, and you can buy it back early by spending three Psionic Energy Dice. This is the biggest thing this release takes away, and it was the app's mistake and not a rules change: the sentence "once per turn" describes when you may trigger it, and the app read it as the only limit there was.
  • Psychic Teleportation always costs a Psionic Energy Die. The app offered you one free use per Long Rest before it started charging. That free use is real, but it belongs to Psychic Whispers and to Psychic Veil, not to this one. The button now asks for the die from the first use after a rest, and the text says so.
  • Versatile Trickster is a different feature than the app was describing. It was a Bonus Action to mark a creature near your spectral hand and gain Advantage on attacks against it. That is the previous edition. In 2024 it improves the Trip option of Cunning Strike: when you use Trip on a creature, you can apply Trip to a second creature within 5 feet of the hand, and the second one costs you no extra Sneak Attack dice. It stops being its own card in Actions and becomes part of what Cunning Strike does, which is where the rule now lives.
  • Psychic Whispers was wrong in every part of it. The app said you could speak to one creature within 60 feet. It is a Magic action, it reaches up to your Proficiency Bonus in creatures you can see, the talking goes both ways, and once the connection exists you can send and receive messages up to 1 mile apart. The duration was right: hours equal to the die you roll.
  • Psychic Veil ends on damage, not on attacking. The app dropped your invisibility if you attacked or cast a spell. It ends when you deal damage to a creature or force one to make a saving throw, which is not the same thing: an attack that misses does not break it, and neither does a spell that does neither. You can also end it yourself at any time without spending an action, which the app never mentioned.
  • Infiltration Expertise was two older features glued together. The app had you creating a false identity with forged documents and an established history, and mimicking someone after studying them. The false identity is gone from the 2024 Assassin entirely, and the feature is now two named halves: Masterful Mimicry, the imitation, with its requirement of at least an hour of study, and Roving Aim, which stops Steady Aim from dropping your Speed to 0. Which means Steady Aim's own card was contradicting your subclass from level 9 onward, and it now reads the right way for an Assassin and the old way for everyone else.
  • Assassinate was giving you less damage than it should. The app tied the extra damage to hitting a creature that had not taken its turn yet. Those are two separate clauses: the Advantage on attacks needs the target not to have acted, but the extra damage equal to your Rogue level applies whenever your Sneak Attack lands on any target during the first round. If you rolled badly on Initiative and hit someone who already moved, you still collect it.
  • Envenom Weapons collects its 2d6 every time, not once. The Poison option of Cunning Strike repeats its saving throw at the end of each of the target's turns, and the extra Poison damage lands on each failure. Read the way the app had it, a long fight was worth a lot less than the rules give you.
  • Spell Thief triggers more often than the app allowed, and has limits it never mentioned. It does not need the spell to target only you: being caught in its area is enough. The spell you steal has to be level 1 or higher and of a level you can cast, and while you hold it for those 8 hours the creature that cast it cannot cast it either.
  • Mage Hand Legerdemain is a permission, not a list. The app enumerated specific errands the hand could run, copied from how the previous edition worded it. In 2024 you can make Dexterity (Sleight of Hand) checks through the hand, whatever that means at your table, and you also control it as a Bonus Action, which the app never said.
  • The Fighter's Psi Warrior gets one change too, and it is why this release is not only about the Rogue. Protective Field and the Rogue's Psychic Teleportation are the same shape: both always cost one Psionic Energy Die and neither has a free use. Once Psychic Teleportation started charging the die properly, Protective Field was the last talent in the pair still asking you to count it yourself, so it now has its button. In the last release this was the one Psi Warrior limit we wrote down as still open, and it is closed.
  • Smaller corrections across the class and the Thief. Thieves' Cant also gives you one more language of your choice. Cunning Action offers your Bonus Action one of Dash, Disengage or Hide, and the class card no longer suggests you get three small actions for free. Fast Hands can also take the Magic action to use a magic item that needs it. Use Magic Device explains how a Spell Scroll actually works: you cast it with Intelligence, a cantrip or a level 1 spell always works, and anything higher needs an Intelligence (Arcana) check against DC 10 plus the spell's level or the scroll is destroyed. Psychic Blades can be manifested for an Opportunity Attack and not only on your Attack action, it counts as a Simple Melee weapon, it adds your ability modifier to the damage, it vanishes right after it hits or misses, and its Vex mastery does not use up one of the masteries you know.

Added

  • The Rogue is proficient with Thieves' Tools. The app handed you the tools in your starting equipment and never gave you the proficiency, which is not the same thing. It shows up in your Tool Proficiencies now, whichever starting equipment you took, and it is there even if you take the gold instead of the pack.
  • Cunning Strike finally tells you what its three options do. The app said you could trade dice for effects "like Poison, Trip, or Withdraw" and stopped there, so the feature was unusable without the book open. All three are written out with their cost, their saving throw and their limits, and the DC is calculated from your Dexterity and Proficiency Bonus instead of being described. Worth reading before you count on it: Poison requires you to have a Poisoner's Kit on you, so whether that option exists at all depends on your inventory.
  • The Arcane Trickster knows one more cantrip than the app allowed. Three at level 3, counting Mage Hand, and four from level 10. The app was using the Eldritch Knight's numbers, which are genuinely lower, and the two subclasses only share the prepared spell column.
  • Assassin's Tools hands you the two kits. The feature gives you a Disguise Kit and a Poisoner's Kit as objects, not only the proficiency with them. Both appear in your inventory when you take the subclass, with their price and weight, and they leave again if you change your path. A copy you bought yourself is left alone.
  • Three Soulknife uses are tracked now. Psychic Whispers, Psychic Veil and Rend Mind each get their own use to spend and a button to buy it back with Psionic Energy Dice, one die for the first two and three for Rend Mind. Until now the app told you the free use existed and left the counting to you, the same gap the Psi Warrior's talents had before the last release.

Known limits

  • One question we could not close, and would rather ask than guess. If you have the 2024 book, we would like to be corrected on Masterful Mimicry. We wrote that you can imitate a person's speech or their handwriting, because that is how the wording we found reads. The text the app had before said speech, handwriting, or both, and that phrasing came from the older feature this one replaced, so we did not keep it. If it really is both, tell us.
  • Cunning Strike shows you each option, its cost and its live save DC, and stops there. Applying Poisoned, Prone or the rest, and tracking the saves that repeat, is still yours to do at the table. The same goes for anything that depends on the round or the turn order, which is most of what the Assassin does.
  • Psychic Blades is described, not built into the weapon list. The dice, the properties, the range and the mastery are all there to read, and you roll the attack yourself.
  • Spell Thief tracks its one use per Long Rest and nothing else. The spell you steal does not appear in your spell list, and the 8 hours are not counted for you.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.30

2026-08-30 The Fighter, line by line

A full read of the Fighter and its four subclasses against the 2024 rules, in the same shape as the Barbarian pass. Nothing new was added to the roster: this is the app being corrected where it was telling you the wrong thing. Two of these corrections reach past the Fighter and land on the Rogue as well, because two of its subclasses were built from the same parts, and those are called out where they happen. Four of the changes take something away from you, so they go first, with the reason.

Changed

  • The Psi Warrior was carrying two editions of the same rule at once, and this one also hits the Rogue. Your Psionic Energy Dice come back one on a Short Rest and all of them on a Long Rest. On top of that, the app offered you a Bonus Action to recover one more die once per rest. That option belongs to the 2020 version of the subclass and the 2024 book removed it. What makes it worth reading twice is that the app was already handing back the die on a Short Rest correctly: it had the new rule working and the old rule written beside it. The Soulknife Rogue shares the same pool and had the same sentence, so the same correction applies there.
  • Protective Field and Psionic Strike were quietly rounding your Intelligence up. Both treated an Intelligence modifier of zero or lower as if it were plus one. With Intelligence 8 and a 6 on the die, Protective Field reduces 5 damage, not 7. The minimum of one applies to the total reduction, not to your modifier, and Psionic Strike has no minimum at all. Bulwark of Force keeps its minimum of one creature, because there the book really does say it.
  • Lunging Attack does not extend your reach any more. It is now a Bonus Action that lets you Dash, and if you move at least 5 feet in a straight line before landing a melee attack as part of your Attack action, the die is added to that damage. The extra 5 feet of reach was the older version of the maneuver.
  • Rally gives temporary Hit Points equal to the die plus half your Fighter level, not your Charisma modifier, and the ally has to be within 30 feet and able to see or hear you. For a Fighter with a good Charisma at low levels this is less than the app was promising.
  • Your Maneuver save DC does not depend on the attack any more, and you can now see both numbers. It is 8 plus your Proficiency Bonus plus Strength or Dexterity, your choice each time you use a maneuver. The app tied it to whichever ability you attacked with, and only spelled the formula out on one maneuver while four others pointed at that one. Combat Superiority now shows both live DCs, and it also says the two limits the catalogue never mentioned anywhere: one maneuver per attack, and that when you learn new maneuvers at levels 7, 10 and 15 you can also replace one you already know.
  • Three more maneuvers worked the way they used to, not the way they do now. Commander's Strike replaces one of your attacks instead of costing a Bonus Action, has no 60 foot limit, and directs any willing creature that can see or hear you, who answers with a weapon or an Unarmed Strike. Evasive Footwork is a Bonus Action that lets you Disengage and adds the die to your AC until the start of your next turn, rather than lasting while you keep moving. Distracting Strike helps the next attack against that target by anyone other than you, so you no longer pick an ally, and nobody has to have watched you swing.
  • Ten maneuvers said "weapon attack" where the book does not. This is not one correction repeated ten times, and that is the point: they fall into three different groups. Disarming, Distracting, Goading, Maneuvering and Menacing Attack trigger on any attack roll, with no mention of weapons, and so does Precision Attack, on a miss. Pushing and Trip Attack want an attack roll using a weapon or an Unarmed Strike, with no requirement that it be melee. Riposte and Sweeping Attack are the melee ones. Flattening those into a single sentence would have quietly removed combinations the rules allow.
  • And a run of smaller corrections across the catalogue. Parry lets you choose Strength or Dexterity rather than inheriting your last melee attack, and it triggers when a melee attack actually damages you. Pushing and Trip Attack only work on a Large or smaller target, and Pushing moves it straight away from you. Bait and Switch costs 5 feet of movement, does not work on a creature that is Incapacitated, provokes no Opportunity Attacks, and works with any willing creature and not only an ally. Ambush cannot be used while you are Incapacitated. The item Disarming Attack knocks loose lands in the target's own space, and the damage Sweeping Attack deals to the second creature is the same type as the original attack.
  • The Eldritch Knight and the Arcane Trickster were both changing spells on the wrong schedule. Both said you could swap a prepared spell after a Long Rest. In 2024 you replace one when you gain a level in the class, and the same is true of one of your cantrips, with Mage Hand staying fixed for the Trickster. Both can also use an Arcane Focus for their Wizard spells, which the app never mentioned and which the Eldritch Knight could not do in the previous edition. This was on our open questions list from an earlier release, and it is now settled.
  • War Magic wants one of your Wizard cantrips, taken on your own turn, and Improved War Magic replaces exactly two of your attacks with one of your level 1 or level 2 Wizard spells. The app allowed any cantrip and said "up to two" attacks.
  • Weapon Bond is called War Bond, and its ritual was described as merely short. It takes 1 hour, you can do it during a Short Rest, the weapon has to stay within your reach the whole time, and it fails if another Fighter is already bonded to that weapon or if it is a magic item attuned to someone else. You can hold two bonds at once, and a third breaks one of them.
  • Bulwark of Force was inventing two requirements it does not have. It needs no Concentration and you do not have to see the creatures you shelter: within 30 feet is enough. It lasts 1 minute, or until you have the Incapacitated condition, which the app never mentioned. Telekinetic Thrust moves the target up to 10 feet horizontally in any direction rather than pushing it away from you, and it finally shows you its saving throw DC instead of just naming the save. Telekinetic Movement wants an unoccupied space you can see, and can carry a Tiny object to or from your hand. Guarded Mind ends every effect on you that is causing Charmed or Frightened, not just the one condition. Telekinetic Master always has Telekinesis prepared and casts it without a spell slot and without components, and you can now open and read the spell from your features.
  • Smaller things across the base class. Studied Attacks gives Advantage on your next attack roll, not only a weapon one. Action Surge no longer claims you cannot get an extra spell out of it: it does not give you the Magic action, but an Eldritch Knight can take the Attack action with it and use War Magic. Fighting Style can be swapped for another Fighting Style feat whenever you gain a Fighter level. Tactical Master swaps a mastery property for that attack only. The turn reminder no longer says every Weapon Mastery property triggers on a hit, which was never true of Graze or Nick. And the Fighter's card in character creation no longer tells you the class has no spells while listing the Eldritch Knight among its subclasses, or that Action Surge doubles your turn.

Added

  • The Psi Warrior's four free uses are tracked now. Telekinetic Movement, Psi-Powered Leap, Bulwark of Force and Telekinetic Master each get their own use to spend, and a button to buy it back with a Psionic Energy Die, which is what the rules let you do without spending an action. Until now the app told you about the free use and left the counting to you. Two of them come back on a Short Rest and two on a Long Rest, which is the rules being uneven, not us.
  • Student of War's two proficiencies are real choices. The Battle Master picks a type of Artisan's Tools and a skill from the Fighter list, and both now stick to your sheet instead of living in a paragraph.

Fixed

  • A stray space appeared before the punctuation whenever a bolded phrase ended a sentence on a resource card, all over the app. It was a small thing in 81 places, and none of it was the Fighter's fault.

Known limits

  • One question we could not close, and would rather ask than guess. If you have the 2024 book, we would like to be corrected on Trip Attack. We are confident it triggers on an attack roll using a weapon or an Unarmed Strike, with no requirement that the attack be melee, exactly like Pushing Attack. We found that wording in fewer places for Trip than for Pushing, so it is the sentence in this release we are least sure of.
  • The app still tells you which weapons your class may take masteries in without stopping you from switching one on for a weapon outside that list. The text is the guide; the choice is still yours to get right.
  • Protective Field always costs a Psionic Energy Die and has no free use, so it is the one Psi Warrior talent where you still spend the die yourself.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.29

2026-08-30 The Barbarian, line by line

A full read of the Barbarian and its four paths against the 2024 rules. Nothing new was added: this is the app being corrected where it was telling you the wrong thing. Three of these corrections take something away from you, so they go first, with the reason.

Changed

  • Weapon Mastery was telling five classes they could swap everything. After a Long Rest you change one of your mastery choices, not all of them, and the app said "you can change your choices" to the Barbarian, Fighter, Rogue, Paladin and Ranger alike. It also never told you which weapons you may pick, and the answer is different for each of them: the Barbarian is limited to Simple or Martial Melee weapons, the Fighter to Simple or Martial, and the other three to weapons they are proficient with. That is a real narrowing of what the app implied, which is why it leads.
  • Rage ends if you are Incapacitated, and the app never mentioned it. Keeping it going is also stricter than we said: it takes an attack roll against an enemy, or forcing an enemy to make a saving throw, not any creature at all. What we had too harsh, we also fixed: you do not need to hit. Rolling and missing keeps the Rage burning, and one of our reminders said otherwise. From level 15 Persistent Rage narrows that ending to Unconscious specifically.
  • Zealous Presence does not include you. It is up to ten other creatures, and we said ten creatures, which reads as though you could be one of them.
  • Ram was asking for a saving throw the 2024 rules do not ask for. This is the one worth reading twice. Our text made the target roll a Strength save against your DC or fall Prone. That is the wording of a 2023 playtest draft, not of the published book. In 2024 you hit a Large or smaller creature with a melee attack while raging and you can simply knock it Prone. No roll, no DC, your choice.
  • Brutal Strike named its four effects and explained none of them. You could see that Forceful Blow and Hamstring Blow existed and had no way to know what they did. All four are now written out, along with the two things the feature never said: the attack you give up Advantage on cannot already have Disadvantage, and the extra damage is the same type your weapon or Unarmed Strike deals. Worse, at level 17 the two options you unlock at 13 vanished from the screen entirely, right when you earn the right to use two at once. All three levels now show their own text.
  • Two features promised to hand you back a whole pool and handed back nothing. Persistent Rage says it refills every Rage use when you roll Initiative, and the Monk's Uncanny Metabolism says the same about Focus Points. Both spent their own use and left the pool exactly where it was, so you had to reset it by hand. They now do what they say.
  • Paying a Rage use is a button now. Intimidating Presence and Zealous Presence both let you spend a use of Rage to get the feature back, and both used to just tell you to do the bookkeeping yourself. Intimidating Presence did not even track its one free use per Long Rest. Both now count the use, offer the payment, and refuse to offer it when you have no Rage left to spend.
  • And a run of smaller corrections across the four paths. Frenzy's extra dice deal the weapon's damage type. Retaliation's reaction is an attack with a weapon or an Unarmed Strike, not any melee attack. Battering Roots wants a weapon that is Heavy or Versatile, not both, and the mastery it adds has to be a different one. The temporary Hit Points you hand an ally with Vitality of the Tree vanish when your Rage ends. Branches of the Tree can drop a target in the nearest space you can see, and dropping its Speed to 0 is your option, not automatic. Travel along the Tree needs unoccupied spaces you can see, for you and for everyone you bring. Lion also spares another Barbarian running Lion. Primal Knowledge lets you use Strength for those five skills instead of forcing it, which matters when your own modifier is better. Reckless Attack now says plainly that both halves last until the start of your next turn. And the Barbarian's class card no longer claims you get bonus damage on every hit, or that armor is not an option: you are trained in Light and Medium, and a Shield works with Unarmored Defense.

Known limits

  • The app now tells you which weapons your class may take masteries in, but it does not stop you from switching one on for a weapon outside that list. The text is the guide; the choice is still yours to get right.
  • Three questions we could not close, and would rather ask than guess. If you have the 2024 book in front of you, we would genuinely like to be corrected on any of them. First: does Power of the Wilds let you knock a target Prone with no saving throw at all? We are confident it does, and it is the biggest correction in this release, so it is the one we most want confirmed. Second: are Staggering Blow and Sundering Blow written the way we now describe them? We found that wording in a single place. Third: how exactly does the Rogue, Paladin and Ranger entry for Weapon Mastery phrase which weapons you may choose? We are sure of the limit and less sure of the sentence.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.28

2026-08-30 What the audits left behind

No new class review this time. This one came from going back over the reviews already finished and asking a duller question: when we corrected a sentence, did we correct every place it was written? Twice the answer was no, and chasing that turned up a whole feature that had been missing since the Sorcerer was first built.

Changed

  • The Sorcerer had no level 19 feature at all. Every class gains an Epic Boon there, and the Sorcerer's list jumped straight from 17 to 20, so a Sorcerer at 19 saw nothing. It is there now, and it recommends Boon of Dimensional Travel, which is what the book suggests for the class.
  • Three classes pointed you at the wrong Epic Boon. The Rogue was sent to Boon of Dimensional Travel when the book recommends Boon of the Night Spirit. The Wizard was sent to Boon of Energy Resistance, which is not a boon this app carries at all, so the suggestion led to a feat you could not find. It recommends Boon of Spell Recall. And the Fighter recommended nothing where the other classes each name one: Boon of Combat Prowess.
  • Wild Shape said reverting was "a free Bonus Action", which reads backwards. The Bonus Action is not free. What costs you nothing is the use of Wild Shape: dropping the form early does not spend another one. The main description was corrected earlier, but the same sentence was still sitting in the shapeshift chip at the top of the screen and in the reminder that shows while you are transformed. Both now say the same thing as the card.

Known limits

  • The recommended Epic Boon is only a suggestion printed in the book. You can take any Epic Boon feat, or any other feat you qualify for, exactly as before: nothing about this release narrows the choice.
  • This is still the brand and not the artwork. Subclass and background art is placeholder; classes and species have their portraits.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.27

2026-08-29 What the oath actually holds you to

An outside review of the Paladin, the base class and all four oaths, checked line by line against the 2024 rules. Nineteen things were wrong, and this release corrects them. Three of them take something away from you, and those come first, with the reason.

Changed

  • Peerless Athlete no longer doubles what you can carry, push, drag and lift. That clause belongs to the older version of the oath, which ran for ten minutes; the current one runs for an hour and dropped it. What you keep is Advantage on Athletics and Acrobatics for that hour, and ten extra feet on your Long and High Jumps, which cost movement like any other distance.
  • Sacred Weapon no longer makes the weapon magical. The 2024 version took that out and gave it something else in the same breath: every hit can deal Radiant damage instead of the weapon's normal type, which is most of what the magical property was doing for you. It also ends if you are not carrying the weapon rather than the instant you let go of it, and you can end it early without spending an action.
  • Branding Smite is gone, and Shining Smite stands in its place. They are not the same spell with a new name. The current one is Transmutation rather than Evocation, and past the extra radiant damage it makes the target shed bright light, gives attacks against it Advantage, and stops it benefiting from being Invisible. If you had the old one prepared, your sheet renames it for you the next time it loads.
  • Three smites stopped asking for Concentration. Divine Favor, Searing Smite and Wrathful Smite each last a minute on their own now, so they no longer compete with each other or with anything else you are holding. Wrathful Smite also deals necrotic damage rather than psychic.
  • Your auras go quiet when you are Incapacitated, not when you fall unconscious. Those are not the same condition, and the older wording turned the aura off in cases where the rules keep it on. Aura of Courage and Aura of Devotion are outright immunities now, to Frightened and to Charmed, and they reach exactly as far as your Aura of Protection instead of carrying a range of their own. Only one Aura of Protection can help a creature at a time.
  • Abjure Foes was inventing a restriction. A creature frightened by it can still take Reactions. What it cannot do is act freely on its turn: it gets one of three things, move, take an action, or take a Bonus Action.
  • Elder Champion speeds up any spell, not only Paladin ones. If a spell you cast takes an action, you can cast it as a Bonus Action while the form lasts, wherever that spell came from.
  • Holy Nimbus guards you against more than spells. You have Advantage on any saving throw a Fiend or an Undead forces you to make, not only the ones their spells cause.
  • Glorious Defense can answer at range. When your Reaction turns a hit into a miss, you strike back with a weapon if the attacker is within that weapon's range, so a bow reaches as far as a bow does.
  • Divine Sense tells you what you sensed, not only where it is, and it ends if you become Incapacitated.
  • Four smaller corrections. Living Legend turns a miss into a hit once on each of your own turns, not once in any turn that passes. Undying Sentinel stops you aging visibly as well as keeping you from being aged by magic. The two cantrips from Blessed Warrior count as Paladin spells for you. And Plant Growth's slow half can only enrich the same plants once a year.
  • Two spell schools were wrong on the shelf. Divine Favor is Transmutation and Banishing Smite is Conjuration.

Known limits

  • Steward shows the reach of your Aura of Protection and grows it at level 18, but it will never tell you who is standing inside it. Where everyone is at the table is the table's business, not the sheet's.
  • Inspiring Smite still appears under Bonus Action, because that is where the sheet groups it, but its badge now says it rides along after Divine Smite rather than costing a Bonus Action of its own.
  • Still one character per browser, still stored on your own device, still needs to be online to load. The class and species art is real; everything else is a placeholder.

v0.26

2026-08-29 What the pact actually says

An outside review of the Warlock, every patron and every invocation, checked line by line against the 2024 rules. Twenty of them were wrong, and this release corrects all twenty. The ones that take something away are first, because those are the ones worth knowing before your next session.

Changed

  • Gift of the Protectors saves one creature, not one per name. You can still write as many names as your Charisma allows, but the magic has a single shared use: once it catches somebody, nobody else is protected until your next Long Rest. It also does nothing for a creature killed outright. We had it as a separate safety net for every name, which is a much bigger invocation than the one in the book.
  • Plant Growth is harsher than we said, and its farming half is smaller. Moving through the overgrowth costs four feet of movement for every foot travelled, not the usual difficult terrain, and you can leave patches out of it. The eight hour version enriches half a mile for a year and doubles the food harvested there. We had said it triples the next harvest.
  • Your pact weapon has a leash, and some weapons refuse the bond. The bond breaks if the weapon stays more than five feet from you for a minute or more, which is stricter than the "out of reach" we had, especially with a reach weapon. You also cannot bond a magic weapon that somebody else is attuned to, or that another Warlock has already claimed.
  • We stopped telling you that Bewitching Magic is free. We used to say that casting Misty Step through it does not spend one of your Steps of the Fey uses. The rules do not actually settle that, and we could not find an errata or a ruling that does, so the app no longer decides it for you.
  • Fiendish Resilience is chosen on a rest. The damage type you resist is picked when you finish a Short or Long Rest, not whenever you feel like it. Steward still lets you correct the tracked choice at any time, and now says so plainly instead of presenting our convenience as the rule.
  • Thirsting Blade only doubles your attacks on your own turn, and Disappearing Step keeps you invisible until the start of your next turn, not the end. That second one was quietly handing you most of an extra turn.
  • Steps of the Fey has two separate gifts, and we had welded them together. The free casts are one thing; choosing a flourish is another, and it happens whenever you cast Misty Step. We had attached the flourish to the free casts only, so the Reaction route at level 6 looked like it came without one.
  • Dark One's Own Luck contradicted itself. It opened by saying once per Long Rest and then correctly listed uses equal to your Charisma modifier. The uses are the truth. Create Thrall was pinned to your own turns and works on any turn. Aid never required line of sight. Pact Magic slots come back on a Short Rest and a Long Rest, not instead of one.
  • Four invocations were missing pieces of what they do. Gaze of Two Minds also lends you the creature's special senses, lets you cast from either space when you are close, and needs you both on the same plane. Investment of the Chain Master had the wrong owner on two things: it is the creature your familiar targets that rolls against your spell save DC, and it is you who spends the Reaction to protect it. Pact of the Blade grants proficiency with the bonded weapon. Pact of the Tome cannot pick spells you already have prepared.
  • Awakened Mind opens without a shared language. You need one to understand each other, not to form the bond, and the link works in both directions. Contact Patron's free cast is for reaching your patron specifically.

Added

  • Bond a weapon with Pact of the Blade and the sheet does the arithmetic. Mark it in the weapon's editor and it gains proficiency and uses Charisma for attack and damage. The Charisma part is optional in the rules, so the Ability control is still yours if you want to swing with Strength: the proficiency stays either way. Only one weapon at a time, and simple or martial melee only.
  • The four repeatable invocations can finally be taken more than once. Agonizing Blast, Eldritch Spear, Repelling Blast and Lessons of the First Ones each want a different cantrip or feat every time you take them, and Steward only kept one of each. Each copy now has its own note, so you can write down which cantrip it is for.
  • Two invocations became trackers instead of paragraphs. Gift of the Depths gets its free cast of Water Breathing, with the spell readable from your features even though it is off the Warlock list, and Gift of the Protectors gets the single use described above.
  • Art for every class and every species. The twelve class illustrations were reframed and the ten species illustrations are in, so the creation flow is no longer showing you monograms where a portrait should be.

Fixed

  • Opening a weapon and saving it could take away its proficiency bonus. The Proficient box was drawn empty for any weapon that was proficient by default, which is nearly all of them, so saving without touching anything wrote down that you were not proficient and the bonus vanished from the attack. If a weapon of yours has looked a couple of points low, this was why: open it, tick the box back on, and it will stay. It affected every class, not just Warlocks.

Known limits

  • The damage type a pact weapon can swap to (necrotic, psychic or radiant) is chosen per attack, so Steward leaves it to you rather than pinning one to the weapon and showing you a number that might be wrong that turn.
  • Thirsting Blade and Devouring Blade are still text only. Their extra attacks apply to the pact weapon alone, and Steward has nowhere to say that yet without claiming it for every weapon you own.
  • Two things we could not verify, and would like a second pair of eyes on. First, whether a Misty Step paid for with a normal Pact Magic slot also gets a flourish, or whether flourishes only come with Steps of the Fey. Second, whether the Misty Step from Bewitching Magic spends one of those uses. Two independent checks disagreed on the first and neither settled the second. If you have the book and can tell us, please use the feedback button in Settings.

v0.25

2026-08-23 What you can actually cast

A full pass over the Spells tab, from an outside review of the whole screen. The first change takes something away and it is the point of the release: until now the prepared list was decoration, because Steward let you cast anything you owned. Everything else is what that correction made possible.

Changed

  • A spell of level 1 or higher that you have not prepared can no longer be cast. The button is still there, dimmed, and it tells you why. This one hurts, and it is deliberate: in 2024 your prepared list is the list of what you can cast, so the cap on prepared spells meant nothing while any spell on your sheet could be launched. If a spell you use often is greyed out, mark its diamond first.
  • A spell your class, subclass or species grants you can no longer be removed from your sheet. It was never your choice to have it, so it is not yours to delete. Tapping remove now tells you which feature keeps it there. Spells you added yourself are untouched.
  • Cantrips no longer have a prepared diamond. They are never prepared in 2024, so the control meant nothing. They now show up under the Prepared filter, which is where you look for what you can cast right now.
  • Removing a spell asks first, and says what you would lose: your note and its pin to Actions do not come back if you add the spell again.
  • Marking a spell prepared behaves the same from the row and from the spell's own sheet. The button inside the sheet used to skip both the cap and the slot range, so the same change was legal or illegal depending on where you tapped it.
  • Concentration now states the whole rule: DC 10 or half the damage taken, whichever is higher, rounded down, up to a maximum of 30. The three places that mention it were all missing the second half.
  • The subclass badge only appears when the spell really comes from your subclass. It used to appear whenever a spell belonged to any subclass in the book, which is almost all of them: a Sorcerer saw Fireball tagged as a subclass spell because a Warlock patron grants it.
  • Wording that only made sense for one class was made class aware. No more suggesting Font of Magic to a Cleric who is out of slots, no more calling your spell list a spellbook when only Wizards have one, and no more explaining always prepared spells by naming a Sorcerer subclass.
  • Paladins swap one prepared spell after a Long Rest, not the whole list, and Warlocks can replace one prepared spell when they gain a level. Both texts were wrong in different directions.

Added

  • Rituals. A prepared spell with the Ritual tag can be cast as a ritual: ten extra minutes, no spell slot, no upcasting. Wizards can do it straight from the spellbook without preparing the spell first, which is what Ritual Adept has always promised on their features page. The app had been describing rituals for months without letting you cast one.
  • Slots you create with Font of Magic can finally be spent by casting. They showed up in Resources and could be ticked off by hand, but the Cast button never offered them, so a slot you had paid Sorcery Points for was invisible where it mattered. Same for spending one to recover Wild Shape, and for the reminder that used to say you had no slots left while you were holding one.
  • Your slots are visible from the Spells tab, as a read only strip at the top. The tracker stays in Resources: this is a glance, not a second set of controls.
  • Wizards choose how a spell enters the book. Copying a spell you found never used up one of the two you learn each level, but the app only offered the choice once the level slots were full, so copying early quietly cost you one.
  • Copying from a Spell Scroll now tells you the rest of the rule: an Intelligence (Arcana) check, and the scroll is destroyed whether you succeed or fail.
  • The search box and filters stay in place while you scroll. On a phone a high level spell list runs past three thousand pixels, so changing a filter meant scrolling all the way back up.
  • A pinned spell survives closing the app, and a spell you picked as a Magical Discovery no longer disappears if it was already yours and you change your mind. Both were being dropped when your character was saved.

Known limits

  • Steward does not track time, so the ten extra minutes a ritual takes are yours to keep an eye on. Same for the hours and gold a Wizard spends copying a spell.
  • Your class decides when you may rearrange your prepared spells, and Steward tells you but does not enforce it: you can change the list whenever you like and it trusts you to do it at the right moment.
  • The row controls are easier to hit than before, though not as large as we would like. Making them any wider would start stealing taps from the spell name next to them, which is worse.
  • One thing we could not verify, and would like a second pair of eyes on: Eldritch Knight and Arcane Trickster are not in the free rules, and we could not confirm when they are allowed to swap a prepared spell. Steward currently says after a Long Rest. If you have the book and we got it wrong, please tell us with the feedback button in Settings.

v0.24

2026-08-22 Weapons, feats and a way to write back

Two rules the app was quietly getting wrong, one limit that got in the way of a very common choice, and a button to tell us when something is off. The corrections come first, because one of them lowers a number on your sheet.

Changed

  • A weapon your class was never trained with no longer adds your proficiency bonus. Until now every weapon added it, so a Wizard holding a greatsword rolled as if they knew how to use it. Your attack rows say "no proficiency: no PB" when that is the case. If your table plays it differently, the weapon's own settings still let you tick proficiency by hand.
  • Elemental Adept stops naming a damage type you never picked. It was showing the element from Dragonborn ancestry, which has nothing to do with the feat. Now you choose the type on the feat's card and the reminder uses it.

Added

  • Repeatable feats can finally be taken more than once. Ability Score Improvement, Magic Initiate, Skilled and Elemental Adept all say "repeatable" in the rules, and the app was allowing only one of each. Taking Ability Score Improvement at several levels is one of the most common things a character does, and it works now. Each copy is its own entry, with its own choice.
  • Send feedback, from inside the app. Settings has a button that opens your mail app with a short technical note already written: the version, the tab you were on, and your class, subclass, species and level. Your name, your notes, your inventory and your spells are never included, and you see the whole message before you send it. There is also a "copy the technical details" option if you would rather paste them somewhere else.
  • Three features that promised martial weapons now grant them: Divine Order (Protector) for Clerics, Primal Order (Warden) for Druids, and Martial Training for the College of Valor. Their text said so already; the attack rolls did not follow.
  • Monks and Rogues get the 2024 treatment of their weapon list. Instead of a fixed handful of weapon names, a Monk is trained with any martial weapon that has the Light property, and a Rogue with any that has Finesse or Light. Bards and Druids, in turn, are simple-weapon classes in the 2024 rules, which is a change from before.

Known limits

  • Magic Initiate, Skilled and Ability Score Improvement let you take them again, but Steward does not walk you through their choices: note what you picked on the feat's card, the way you already do. Elemental Adept is the one with a real picker, because its choice feeds a reminder.
  • The general feat "Martial Weapon Training" is not in the feat library yet, so it cannot grant you martial weapons. Neither can Pact of the Blade, which trains you with one conjured weapon rather than a whole category.

v0.23

2026-08-22 Magic items, corrected

This release is about the things you carry: wands, staves, and everything that needs a Short Rest to bond with you. A few fixes take something away, so they come first.

Changed

  • Wands and staves no longer recharge on a Long Rest. The rules recharge them once a day, at dawn, and the app was handing back their charges every time you rested instead. There is a new "New Dawn" action for it now, separate from resting.
  • The Staff of Power had two costs wrong. Casting Fireball or Lightning Bolt from it costs 5 charges, not 3 and 1. Both come out at spell level 5, and Levitate, which the table always included, is on the list too.
  • The Staff of Healing's Cure Wounds now costs charges by the level you cast it at, up to 4. It used to cost 1 charge no matter what, so a single charge could heal as much as 4 used to.
  • You can no longer attune to two copies of the same magic item at once. Owning two identical wands never let you bond with both; that rule has not changed since 2014. A recent fix to how the app tracks duplicate items had opened the door to it by accident.
  • A few item descriptions were quietly wrong. Spell Scroll said no components were needed, when only the Material ones are waived. The Light property's extra attack does not use the word "off-hand" anymore, since the current rules do not either. And the attunement notes now say that identifying an item and attuning to it are two separate Short Rests.

Added

  • Wand of Fireballs and Wand of Magic Missiles now let you spend extra charges to cast at a higher level, up to 3 in one use, the way the rules allow.
  • A Thief of level 13 or higher rolls to save charges. Use Magic Device gives a 1-in-6 chance that using a charged item costs no charge at all.
  • Two of the same wand or staff now track separate charges. Before this release they shared one pool and showed as a single item with a count, so the second one was effectively unreachable once the first ran dry. Vicious Weapon also got its damage corrected: 2d6 on every hit now, instead of a flat +7 that only triggered on a natural 20.
  • Gear remembers its price and weight once it is in your inventory, not just on the shop list.

Known limits

  • We could not confirm whether the Wand of Magic Detection is meant to crumble to dust on its last charge, the way the other wands do. The app currently says it does. If you can point at the page, tell us.

v0.22

2026-08-21 Four classes, read again

Four classes went back under the lamp against the 2024 book: Sorcerer, Bard, Cleric and Druid, and all sixteen of their subclasses. This release is almost entirely corrections. Nothing here makes the app do more than it did; most of it makes the app stop telling you things that were not true. A few of the fixes take options away, and those are named first, because finding out mid-session that a spell you counted on was never yours is worse than reading it here.

Changed

  • Circle of the Moon was granting two spells from a playtest document instead of the published table. Vampiric Touch at Druid level 5 and Dawn at level 9 were never in the final book. They are replaced by Conjure Animals and Mass Cure Wounds. The other four levels were already right.
  • A Bard of level 10 or higher was being offered eighteen cantrips that Magical Secrets does not grant. The feature widens the spells you can prepare, and cantrips are a separate allowance, but the app was not making that distinction. If you had picked one of those, it is still on your sheet: nothing was deleted. It simply will not be offered again.
  • Two Druid cantrips were missing from the list: Thorn Whip and Thunderclap. Both are yours to pick now.
  • The extra cantrip promised by Thaumaturge and by Magician now actually counts. Divine Order for the Cleric and Primal Order for the Druid both say you know one more cantrip. The text said it, the allowance did not move. It does now.
  • Speak with Animals no longer takes up one of your prepared spells. Druidic gives it to you free, and the app was charging you for it anyway.
  • Guided Strike was describing a different feature. The War domain's level 3 option had the older wording of War God's Blessing sitting under its name. Blessing of the Trickster also opened with "Touch", which the current rules do not ask for.
  • Wrath of the Sea had four rules wrong in a single sentence: a successful save gave half damage (it gives none), the effect looked like it cost a second Bonus Action to apply, the target could be anyone including yourself, and the push had no size limit. All four are corrected.
  • Twinkling Constellations had the wrong flight. In Dragon form you get a Fly Speed of 20 feet and can hover, not a Fly Speed matching your own. That belongs to a different Circle.
  • Wild Shape now tells you where the form ends, that you cannot cast while shaped before level 18 but keep concentrating on what you cast before, and that dropping the form early costs a Bonus Action but not one of your uses. The old text said "a free Bonus Action", which read backwards.
  • Rules text corrected across all four classes and their sixteen subclasses. Star Map only works while you hold it, Cosmic Omen is declared before the die is rolled, an ally carrying Oceanic Gift uses your save DC and your Wisdom, Druidic can hide messages, Nature's Sanctuary has to stay on the ground when it moves, and the conversions in Wild Resurgence and Archdruid need no action.

Added

  • Wild Resurgence and Nature Magician have buttons now. Trading a spell slot for a use of Wild Shape when you are out, trading a use back for a level 1 slot once a day, and at level 20 turning several uses into one big slot: all three were written in the text and none of them could be done in the app.
  • Circle of the Sea Spells appears in your traits, with the level each spell arrives at. It was the only subclass in the app that handed you spells without naming them anywhere.
  • The three Sorcerer subclasses that said "a set of subclass spells" now list them. Draconic, Aberrant and Clockwork all told you there were spells without telling you which.

Known limits

  • One spell left the catalogue: Dawn. It was only reachable through Circle of the Moon, and the evidence says it did not make it into the 2024 book. If you have it on a sheet and you can point at the page, tell us and it comes back.
  • Thorn Whip went in as a Player's Handbook spell. Whether it is also in the free rules is a question we could not settle; it does not change your access to it in the app.
  • This is still the brand and not the artwork. Species, background and subclass art is placeholder: only the twelve classes have their portrait, and starting kits do not have illustrations yet either.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.21.1

2026-08-19 The logo, uncropped

The logo that arrived yesterday was clipped. On the opening screen the S was missing a slice and the tall letters lost their tips, because of a mistake in how the mark was placed rather than in the mark itself. It is fixed, and the two other places where Steward still showed a stand-in are done as well: the header of the character builder, and the small mark at the foot of the sidebar on desktop.

Fixed

  • The logo on the opening screen is no longer cut off. It was being nudged up and to the left by about seven pixels and then trimmed at the edge, which ate the left side of the S and the tops of the capitals. Nothing about the artwork was wrong; the way it was framed was.

Changed

  • The character builder shows the logo instead of spelling the name. Its header used to read "Steward" in plain letters next to the same placeholder dot the opening screen had, so the name was said twice and neither of them was the real mark. Now the logo sits there and the text keeps only the step you are on.
  • The mark at the foot of the sidebar on desktop is now the ledger, in full colour, at a size where you can actually read it. Yesterday it was the small star from the end of the logo, chosen because the ledger is too detailed to survive at that scale. It turned out the sidebar had room to make it bigger instead.
  • The last placeholder is gone. A small circle drawn in code stood in for the mark in three places while the identity was being finished. There is nothing left in the app that is waiting for a logo.

Known limits

  • This is still the brand and not the artwork. Species, background and subclass art is placeholder: only the twelve classes have their portrait, and starting kits do not have illustrations yet either.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.21

2026-08-19 The mark on the door

Steward has had a real logo and a real app icon for a while, on the website. The app did not. The first thing you saw when you opened it was a stand-in: a small circle drawn in code and the word "Steward" in plain letters, which is exactly what the website showed before its own logo was finished. So the two halves of the same project greeted you with two different marks. That is fixed, along with the icon you get when you install Steward on your phone, which until today was a lightning bolt that was never meant to ship.

None of this changes a rule, a number or a button. It is the app finally looking like itself.

Changed

  • The mark on the opening screen is the real Steward logo, the same one the website carries, at the same size. What was there before was a placeholder built out of a circle and a word.
  • The icon you get when you install Steward is the ledger, the closed book the whole identity is built around, instead of a placeholder lightning bolt. On Android it is now declared properly for the launcher as well, so the system no longer paints its own background behind it or clips the corners.
  • The small mark at the foot of the sidebar on desktop is now the four-pointed star that closes the logo, instead of that same lightning bolt.
  • If you set your own app icon and then clear it, Steward goes back to its own. Before, clearing it left the icon you had just removed sitting on your home screen until you reloaded the app.

Added

  • The browser tab has an icon. It never had one, so Steward showed up blank in your tabs and your bookmarks next to everything else that does.

Known limits

  • This is the brand, not the artwork. Species, background and subclass art is still placeholder: only the twelve classes have their portrait, and starting kits do not have illustrations yet either.
  • The logo and the app icon travel inside the app itself, so this release makes the file about 100 KB heavier. It loads once and then it is yours, offline artwork included, but it is worth saying plainly rather than hiding it.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.

v0.20

2026-08-15 Reminders get their own room

Your reminders and your level-up to-do list used to sit at the top of the Character, Actions, Spells and Traits tabs, pushing your hit points, your skills and your spell list further down the screen. Worse, they charged you that space even when there was nothing left to do: a finished character still paid for a block that said "All clear". They now live in one panel, behind a new button in the header, with a small count on it the way a messages app does it.

On a phone that gives the Character tab back about 450 pixels when you do have things pending, and about 280 when you do not. Your hit points are the first thing on screen again, instead of being most of a screen down.

Changed

  • Reminders and the level-up to-do list moved into a single panel, opened from the bell in the header. It groups what is waiting on you by the tab where you actually do it, and it opens on the tab you are standing in, so the question "what am I missing here?" gets answered where you asked it. The Character tab keeps one line showing the most urgent thing and how many more there are; with nothing pending it shows nothing at all.
  • The count on the button only counts things you can act on. Abilities that are available, and things already running like a rage or a concentration, are shown in the panel but never counted. Otherwise the number would never reach zero, and a number that never reaches zero stops meaning anything.
  • Steward was sending you to tabs that do not exist. The four classes with Weapon Mastery were told to choose it in a "Combat tab", and a Wild Magic Sorcerer was sent to a "Limited Uses tab". Neither has ever been a tab in this app. Battle Master Maneuvers and the College of Lore skills pointed at the wrong tab as well. Every to-do now names the right place, and offers a button that takes you straight there.
  • A correction to the spellcasting rule shown on your turn. One reminder still carried the previous edition's wording: that casting a levelled spell as a Bonus Action forces every other spell that turn to be a cantrip. The 2024 rule is narrower and says something different. You can spend only one spell slot per turn, and it does not mention Bonus Actions or cantrips at all, so a free casting from a feature, species or item is perfectly legal in the same turn. The old wording forbade things the rules allow.
  • "What can I do on my turn?" moved into the same panel, alongside the passive rules for your build. It is reference you read now and then, not something you operate, so it no longer sits above your attacks.

Added

  • Your own reminders can now say what they are about (an item, a class feature, a spell, or pure roleplay), and they can be edited after you write them, which was not possible before.
  • And they can be standing notes. "I never lie to a dwarf" is not a task and never gets finished, so marking it as a standing note keeps it visible in the panel without counting as something pending forever. Everything you already wrote stays exactly as it was, as an ordinary reminder.

Known limits

  • Reminders do not fire on their own. Steward will not notice that you just cast a fire spell and remind you of something. It shows you what you wrote and you decide when it applies. Steward keeps your bookkeeping; it is not a virtual tabletop.
  • Still one character per browser, still stored locally on your device, and the app still needs to be online to load. Export your character now and then: it is plain text, and it is your backup.
  • The new button in the header uses a placeholder icon while the real artwork is drawn.

v0.19

2026-08-09 A security audit, and what came out of it

This release is different from the others: instead of rules or layout, it is the result of a security review, one Steward commissioned on itself, of the app, the site and how a character is stored. Nothing here changes how you play. It changes what happens when something goes wrong, gets imported, or gets shared, in ways that matter more than a new feature would.

The most important fix: a character file that got corrupted, whether from a bad copy-paste, a bug, or browser storage acting up, could silently reset to a blank character without any warning, and the very next autosave would overwrite the real one underneath it. That is now caught before it can happen, and if a save genuinely cannot be read, Steward tells you, keeps the original safe on its own, and pauses saving until you decide what to do, instead of guessing for you.

Changed

  • A corrupted or unreadable character no longer gets silently replaced with a blank one. Steward now repairs what it safely can from an imported or stored file, and if it truly cannot be read, it says so, keeps your original untouched in its own recovery slot, and stops autosaving until you import a backup or start fresh. Before this, the failure was invisible: the app would look normal and the real character would be gone after the next save.
  • A shared or imported character file is checked more carefully before Steward trusts it. A handful of fields (your concentration spell, your Draconic element, a few others) could, in an unusual file, display in a way that let text run past where it should. They are handled safely now. There is also a sensible size limit on what a pasted or imported file can contain, so a broken or oversized file gets rejected with a clear message instead of freezing the tab.
  • Portrait, app icon and splash image no longer come from a web address. Pick an image from your device instead: it is resized and stored inside your character, and nothing is ever requested from another server to show it. Steward already made no network requests of its own; this was the one exception, and by import a web address was one a stranger's file could set without you noticing. If you already had one saved, it stays on record but no longer loads, and Steward tells you where to find the new picker.
  • The site's own privacy notice now says, correctly, that page-view analytics (Cloudflare Web Analytics) and Google Fonts are active, and names them. It previously described analytics as something that might be added later, while it was already running.
  • The rules reference now says plainly which parts come from the official System Reference Document 5.2.1 (open, CC BY 4.0) and which are Steward's own paraphrasing of the 2024 rules (not open content, and never reproduced verbatim). The old wording was vague about it either way.

Added

  • Steward now publishes an actual licence instead of no stated terms at all: use it freely at your table, keep an offline copy, study it, but do not republish it as your own. Full text linked from the legal page.

v0.18

2026-08-09 Three feats now check for a spellcasting feature

The last piece of the same two audits. A smaller one, and one item confirmed correct rather than changed: Steward's four Paladin capstones and its four repeatable feats were already right, verified against the rules and left untouched.

Changed

  • War Caster, Spell Sniper, and Elemental Adept require a class or subclass feature that actually casts spells, and Steward never checked for it. A Barbarian could pick up War Caster same as a Warlock. The feat library now hides these three unless you have that feature: a Warlock qualifies through Pact Magic, a Ranger or Paladin from level 1, an Eldritch Knight or Arcane Trickster from level 3, but a stray cantrip from your species or from Magic Initiate does not count, matching the actual rule.

v0.17

2026-08-08 A proper pick for Magical Discoveries, and a few loose ends

More cleanup from the same two outside audits. The main one: a Lore Bard's Magical Discoveries was quietly borrowing its bigger sibling's rules and getting them backwards in the process.

Changed

  • Magical Discoveries (College of Lore) had the wrong shape entirely. It let you prepare as many spells from the Cleric, Druid, and Wizard lists as you wanted, while also counting them against your prepared total and never making them permanent, both backwards. It is a pick of exactly two now, always prepared, free of your prepared count, and it can include a cantrip from those lists, which the rule allows here specifically (its sibling feature, Magical Secrets, does not get that same exception, and still does not).
  • Three separate features, a Glamour Bard's Mantle of Majesty, an Illusionist's Illusory Self, and a Moon Druid's Moonlight Step, said you could restore their use by spending a spell slot "of that level or higher," but only accepted the exact level. Moonlight Step's button for this was not there at all. All three take a slot of the right level or higher now.
  • The Class field in Settings was a plain text box. Type something Steward does not recognize and it quietly ran on a Sorcerer's rules behind the scenes, with nothing telling you so. It is a dropdown of the twelve classes now; if a character somehow still carries an unrecognized class, Steward says so plainly instead of guessing.

v0.16

2026-08-08 Rules cleanup from two outside audits, and a safety net for importing

Three checkpoints against two audits someone ran on Steward from the outside. Most of it is small, quiet corrections you would only notice if you play the specific class or species involved, plus one screen that had no business being one typo away from losing your character.

Changed

  • Dragon Wings, on a Draconic Sorcerer at level 14, was drawing itself twice. The extra copy also kept the older rule: unlimited duration and a fly speed equal to your own, instead of 60 feet for one hour. It draws once now, with the current rule.
  • Stunned said you could not move. You can. The 2024 rules only make your saves against Strength and Dexterity fail automatically and give attackers against you Advantage; movement is untouched.
  • Invisible was missing what it actually does now: Advantage on your Initiative roll, alongside the Advantage and Disadvantage on attacks it already listed.
  • The rule about spending more than one spell slot in a turn was outdated everywhere it appeared, and only two classes ever saw it. Every spellcaster now sees the current wording: one spell slot per turn, full stop. A free casting from a feature or your species is fine alongside it, which the old cantrip-only phrasing did not allow for.
  • Stone's Endurance (Goliath) quietly ignored a negative Constitution modifier and reduced more damage than it should have.
  • Healing Hands (Aasimar) always healed you, even on the turns you meant to touch someone else.
  • Mystic Arcanum's card said you could swap your chosen spell any time. The rule ties that to leveling up as a Warlock; the card says so now.
  • The Spells tab told every class, Wizards and Clerics included, to check the "Sorcerer" list, and called every always-prepared spell "Draconic." It speaks to your own class now.
  • Metamagic Adept was never reprinted in the 2024 rules. Removed from the feat list.

Added

  • Importing a character shows you what you are about to replace before it happens, and backs up the one currently on your device automatically first. Changed your mind? Restore it from the Data screen. There is also a plain "Download .json" button now, so your backup does not only live in the same storage that a cleared cache could take with it.

v0.15

2026-08-08 Inventory, reorganized, and weapons that stack

Two threads this time. Identical weapons stopped repeating themselves in your attack list, and Inventory stopped being one long scroll of everything you own.

Changed

  • Eight identical Javelins were eight identical rows. Weapons that are truly the same now collapse into one row with a count, with buttons to add or remove a copy. The moment one of them is enchanted or edited, it splits back out on its own, because it stopped being the same weapon.
  • Turning on a Weapon Mastery for one dagger, when you owned three identical ones, could quietly burn three of your known masteries for the same weapon. Mastery is a property of the weapon you are using, not of that one physical copy, and the count now reflects that.
  • Wearing an item whose bonus depends on it being worn, a Cloak of Protection for instance, was a checkbox buried inside its own edit screen. You could own one and never benefit from it with nothing telling you so. It is a button on the item now.
  • Inventory was a single flat list. It is organized into named sections now (weapons, armor, ammunition, potions, tools, and the rest), each with a running count, and a plus or minus on every line instead of opening an editor to change how many you are carrying.
  • Ordinary weapons show up in your inventory now. Before this, only enchanted ones did; a plain sword you were carrying was invisible everywhere except your attack list.
  • Ten pieces of starting gear named by backgrounds, a prayer book, an iron pot, a few specific tool kits, had nowhere to go in the catalog and fell into a generic bucket. They are proper items now.

Added

  • A weapon can be stowed. Put one away and it drops out of your attack list without deleting it, for loot you are holding for someone else or gear you are not using right now. An "Equipped" panel shows everything you currently have on, armor worn, weapons in hand, items worn, in one place.
  • Favourite a weapon and it moves to the top of your list, in both Actions and Inventory.
  • Currency does the arithmetic. Tell it what you spent or received and in which coin, and it makes change on its own, breaking a larger coin only when it has to. A consolidate button tidies everything into its most compact form, but only when you ask for it: your coin count never changes on its own.

v0.14

2026-08-06 Your gear finally matters, and you arrive wearing it

Two audits this time, both circling the same blind spot: what you had equipped almost never changed anything. And one new thing that follows from fixing it: creating a character now hands you a kit instead of a blank inventory.

Changed

  • What you have equipped now actually conditions your character. Speed bonuses that require light or no armor, a Barbarian's Fast Movement, a Monk's Unarmored Movement, a Ranger's Roving, used to apply no matter what you had on, even though their own description said otherwise. Shields quietly did nothing for a class's unarmored defense, when the rules say they should stop it cold. A handful of magical effects that require no armor and no shield were only checking the first half. All of it now looks at what is actually worn.
  • Choosing the Defense fighting style from the feat library, instead of during character creation, never gave you its plus one to AC. Both paths grant the same feat now.
  • A magic weapon's bonus, and the limit on how many items you can attune to, are computed the same way everywhere they matter instead of being recalculated slightly differently in separate corners of the sheet.
  • The Ranger's animal companion was running on 2014 math. Its AC and damage scaled with your proficiency bonus; the 2024 rules scale them with your Wisdom modifier instead. It was quietly wrong in both directions depending on your level.
  • Five Gloom Stalker spells and seven fighting styles the rulebook grants were missing from the spell library and the picker. Both are complete now.
  • Weapon Mastery progression no longer guesses which class you are by name, so it cannot silently hand back the wrong count.

Added

  • Characters now start equipped. Right after picking your class, choose your starting kit (the same choice the rulebook gives you: armor and weapons in hand, or the coin to buy your own) and your fighting style if your class has one. Sign the ledger and your armor is already worn with your AC computed from it, your weapons are already on the Actions tab ready to roll, and your gold reflects your class and your background together. No trip to Inventory before your first fight.

v0.13

2026-08-02 One description per feature, and six of them corrected

This one is mostly about what Steward was telling you. Until now most features carried two descriptions, one under Traits and another on their card in Actions, written separately and free to drift apart. Several had. They are one description now, which meant reading all of them, which meant finding the ones that were wrong. Six were.

Changed

  • Six features were showing you incomplete or incorrect rules. Magical Cunning promised half your Pact Magic slots back even at level 20, where Eldritch Master returns all of them. Lay on Hands never mentioned Restoring Touch. Wild Shape, under Traits, left out the CR cap, the duration, the temporary hit points, how many forms you know, and all of Wild Resurgence. Bardic Inspiration left out Font of Inspiration and Superior Inspiration. Warding Flare and Invoke Duplicity both announced their level 6 upgrade before you had it. All corrected.
  • Starry Form said it was free. It costs a Wild Shape use. Its light was wrong too (bright light out to 10 feet and dim light for another 10, not dim light alone), and its Archer constellation can attack the moment you take the form, not only on later turns.
  • Nature's Wrath and Vow of Enmity charged you nothing. Both say they spend Channel Divinity, both are Channel Divinity options, and neither had a button to spend it. The Channel Divinity card did not count them among the things it fuels either. Both fixed, so all four Oaths now behave the same way.
  • Every feature now names its activation properly. Where the rules say Magic action, Steward says Magic action instead of just Action. Features from your subclass are labelled Subclass, not Class, which they had been since subclasses arrived.
  • The recovery buttons say the right thing. A Bard spending a spell slot to get a Bardic Inspiration use back was being asked for a Pact Slot, which belongs to Warlocks.

Added

  • Five things you do, but could only read about. Persistent Rage, Stroke of Luck, Spell Thief, Versatile Trickster and Weapon Bond now have their own card in the Actions tab instead of living only under Traits. Three of them keep count of their uses, which you had been tracking somewhere else.
  • Three features became switches. Elemental Attunement and Cloak of Shadows for the Monk, Starry Form for the Druid. You turn them on, the sheet shows they are running, and the features that depend on that state finally know about it.
  • Spells your features name are readable now. A Monk pointed at Darkness, Minor Illusion and Elementalism with no way to look them up. Tap them under Traits and the rule opens, no spell slots or spellcasting attached.

v0.12

2026-08-01 All twelve classes, complete

Sorcerer, Druid and Wizard now have every subclass from the 2024 Player's Handbook. That finishes the set: all twelve classes, forty eight subclasses, every one of them from the book. Whatever you want to play, Steward can now keep the ledger for it.

Added

  • Three new Sorcerous Origins: Aberrant, Clockwork and Wild Magic, alongside Draconic. Aberrant and Clockwork let you spend a range of Sorcery Points on the same power and choose how much, so the card asks you how many rather than assuming. Draconic also went from four granted spells to the ten the 2024 rules actually give it.
  • Three new Druid Circles: Land, Sea and Stars, alongside Moon. The Land's spells follow the land you choose and quietly swap themselves out if you change your mind later, so an abandoned land does not leave six free spells behind. Wrath of the Sea is the first thing in Steward you switch on that runs off a pool it does not own, in this case your Wild Shape uses.
  • Three new Wizard traditions: Abjurer, Diviner and Illusionist, alongside Evoker. The Arcane Ward is a pool you spend down as it soaks damage and top back up as you recharge it. Portent rolls its d20s for you at every Long Rest and keeps the actual numbers on the card, so you spend the one you want instead of tracking them on paper.
  • Costs live on the buttons now. Focus Points, Sorcery Points, Channel Divinity and Wild Shape uses: each option shows what it costs, spends it in one tap, and greys itself out when you cannot pay.

Changed

  • The spell library was quietly cutting itself short. It stopped after 140 spells while the heading counted the whole list, so spells past that point simply were not there. It affected every class, and subclass spells were usually the ones that went missing. Fixed.
  • Sorcerer now respects its own levels. Sorcery Points arrive at level 2 instead of showing up at level 1, turning them into spell slots follows the level each slot actually requires, and Sorcerous Restoration is once per Long Rest rather than every Short Rest. The level 20 feature is called Arcane Apotheosis, which is its real name.
  • Draconic Sorcery picks its own damage type. It used to share the choice with a Dragonborn's ancestry, so a Draconic Dragonborn could not have the two differ. Existing characters keep whatever they had.
  • Sorcerer, Druid and Wizard now ask you to choose. With only one option each, Steward used to fill the subclass in for you at level 3. Now the crossroads opens and you pick, the same as everyone else.

Known limits

  • Wild Magic's surge table is ours, not the official one. The 2024 licence only covers one subclass per class, so where we cannot reprint, we write our own. It is flagged as such inside the app.
  • Still one character per browser, stored locally, and you need to be online to load the app. Export your character if it matters to you.
  • Species, background and subclass art is still placeholder. Only the twelve classes have their portrait.

v0.11

2026-07-26 Warlock and Bard, complete

Warlock and Bard now have every subclass from the 2024 Player's Handbook, six new ones between them. That makes nine of the twelve classes complete: only Sorcerer, Wizard and Druid are still waiting for theirs.

Added

  • Three new Warlock patrons: Archfey, Celestial and Great Old One, alongside the Fiend that was already there. Healing Light, Radiant Soul, Thought Shield and the rest are tracked on their own cards, and each patron's spells arrive already marked as always prepared.
  • Three new Bard colleges: Valor, Dance and Glamour, alongside Lore. Valor gives you a second attack from level 6 and the armor to survive using it. Dance runs your defense and your fists off the same rhythm, with no armor at all. Glamour hands out Temporary Hit Points and turns attacks aside outright.
  • Refunds where the rules give you one: Beguiling Magic comes back for a Bardic Inspiration die, and Mantle of Majesty for a level 3 spell slot. The buttons appear on the card only once you have spent the use.

Changed

  • Warlock and Bard now ask you to choose. Before, with only one option each, Steward filled the subclass in for you at level 3. Now the crossroads opens and you pick, the same as every other class with a full roster.
  • Cantrips a subclass hands you no longer count against the number you get to choose. A Celestial Warlock keeps both of theirs and still picks a full set.
  • A Bard's unarmored defense, initiative and extra attacks all read from the class and the college together, so a college can grant them without Steward quietly dropping the bonus.

Known limits

  • Sorcerer, Wizard and Druid still have one subclass each. They are next.
  • Still one character per browser, stored locally, and you need to be online to load the app. Export your character if it matters to you.
  • Species, background and subclass art is still placeholder. Only the twelve classes have their portrait.

v0.10.1

2026-07-25 The art shows up

The class art was in the app but never on the screen. Choosing a class now shows the twelve class marks in the roster and a full portrait when you open a card, instead of the two letter placeholders that stood in for them.

Added

  • Class marks in the roster when you choose a class, one per class, in place of the "Ba" and "Bd" placeholders.
  • A portrait for each of the twelve classes in its card, so you can see who you are about to play while you read what they do.

Changed

  • The portraits load only when you open a card, so they cost you nothing until you look at one. The app itself did not get heavier.

Known limits

  • Species, background and subclass art is still placeholder. Only the twelve classes have their portrait so far.

v0.10

2026-07-25 Two more rosters full

Ranger and Paladin finished their subclasses, so seven of the twelve classes now offer all four paths. The app also lost the last traces of the sample character it grew out of: a new character no longer borrows someone else's face, and the whole thing loads noticeably lighter.

Added

  • Ranger and Paladin have all four of their subclasses. With Barbarian, Cleric, Fighter, Rogue and Monk, that makes seven classes with a complete roster.
  • Ranger: Hunter, who specialises against single giants or against packs, Gloom Stalker, who strikes first from the dark, and Fey Wanderer, who fights with borrowed fey charm.
  • Paladin: Oath of Vengeance, who swears enmity against one quarry, Oath of the Ancients, who shrugs off what withers, and Oath of Glory, who moves faster and drags allies along.
  • Features that let you choose between options now remember your choice, and you can change it whenever you like. A Hunter picks between Hunter's Prey and Defensive Tactics, and picks again on a rest.
  • Real icons throughout the app, replacing the emoji that stood in for them: the dice, the rest buttons, the companion controls and the navigation.
  • Your Initiative now includes bonuses a subclass grants, like a Gloom Stalker's Dread Ambusher, and your Speed includes them too, like an Oath of Glory's Aura of Alacrity.
  • Damage resistances granted by a subclass appear on your sheet, labelled with where they came from, instead of only being described. An Oath of the Ancients paladin is marked resistant to Necrotic, Psychic and Radiant.

Changed

  • A new character no longer shows the old sample character's portrait. Until you set your own, the crest shows your class icon.
  • The app is about 40 percent smaller, so it opens faster, especially on a phone on mobile data.
  • Paladins and Rangers now choose their subclass at level 3 like everyone else. Before, each was handed the only one that existed.
  • Capstone features that recharge by spending a level 5 spell slot now offer the button for it. Holy Nimbus promised that in its text since it arrived and never delivered it.
  • Power Word Fortify is available to Clerics, not only to Bards, after checking the whole spell list from level 6 to 9 against the 2024 rules.
  • Rules text corrected across the new subclasses, including the ones the 2024 rules changed quietly: an Oath of the Ancients aura resists three damage types now rather than all spell damage, and Vow of Enmity comes free with your attack instead of costing a Bonus Action.

Known limits

  • One character at a time.
  • Your character is stored locally in this browser. Export it regularly: clearing browser data erases it.
  • Online only for now. Offline support and embedded fonts are still to come.
  • Class, species and subclass illustrations are still placeholder. The icons are real, the character art is not there yet.
  • Sorcerer, Wizard, Druid, Warlock and Bard still offer one subclass each.

v0.9

2026-07-25 Subclasses fill in

Three more classes finished their roster of subclasses, so five of the twelve now offer all four paths. Along the way, an audit against the 2024 rules turned up a progression bug that was quietly costing Fighters and Rogues their feats.

Added

  • Fighter, Rogue and Monk have all four of their subclasses. With Barbarian and Cleric, that makes five classes with a complete roster.
  • Fighter: Eldritch Knight, who casts Wizard spells alongside the sword, and Psi Warrior, who bends the battlefield with telekinetic force.
  • Rogue: Assassin, Arcane Trickster (another spellcaster) and Soulknife, who manifests blades of psychic energy.
  • Monk: Warrior of Mercy, who can heal or harm with the same strike, Warrior of Shadow, who steps between patches of darkness, and Warrior of the Elements, who wreathes their fists in the elements.
  • Darkvision on your sheet, in Passive Senses, adding up what your species and your subclass each grant you.
  • Skill and tool proficiencies granted by a subclass are now applied to your sheet instead of only being described: a Warrior of Mercy is marked proficient in Insight and Medicine, an Assassin in the Disguise and Poisoner's Kits.
  • Monks pick their tool proficiency: one kind of artisan's tools, or one musical instrument.
  • Sharper icons across the navigation.

Changed

  • Fighters now gain their feats at levels 6 and 14, and Rogues at level 10, the way the 2024 rules grant them. Both classes were missing those before. If you have a Fighter or a Rogue past those levels, the level-up assistant will point out the feat you are owed.
  • Saving throw proficiencies granted by a feature now actually count: a Rogue's Slippery Mind and a Monk's Disciplined Survivor add to your saves instead of only appearing in the text.
  • Rules text corrected across dozens of features in Fighter, Rogue and Monk, after checking each one against the 2024 rules. Champion's Remarkable Athlete and Survivor, the Monk's Martial Arts, Stunning Strike and Deflect Attacks, and the Rogue's Evasion and Sneak Attack all read the way the current rules do now.
  • Healing rolls and save DCs come out right when an ability modifier is negative. They used to round the penalty away and read one point too generous.

Known limits

  • One character at a time.
  • Your character is stored locally in this browser. Export it regularly: clearing browser data erases it.
  • Online only for now. Offline support and embedded fonts are still to come.
  • Class, species and subclass art is still placeholder.
  • Sorcerer, Wizard, Paladin, Druid, Warlock, Ranger and Bard still offer one subclass each.

v0.8

2026-07-23 First playable build

The big one. Steward went from a single-class foundation to a companion you can actually take to the table, and it now opens right here in your browser.

Added

  • All 12 classes from the 2024 Player's Handbook, built from the rules up: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard.
  • All 10 species from the 2024 Player's Handbook, with lineages, ancestries and their traits tracked live: Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc and Tiefling.
  • The Rite of the subclass: a guided crossroads at level 3 where you pick your subclass, and its features, spells and reminders fold into your sheet.
  • A 3D dice roller: the dice tumble with real physics, but the physics only shows the roll, it never decides it.
  • Full spellcasting for every caster: prepared and known spells, slots, cantrips, rituals and the complete lists from cantrips through level 9.
  • Automatic armor class from the armor and shields you equip.
  • Guided character creation, a level-up assistant, inventory, conditions, rest tracking and reminders.

Changed

  • The app now opens directly from the app page. No download, no account, no app store.

Known limits

  • One character at a time.
  • Your character is stored locally in this browser. Export it regularly: clearing browser data erases it.
  • Online only for now. Offline support and embedded fonts are still to come.
  • Class, species and subclass art is still placeholder.

v0.7

2026-07 Foundation complete

Added

  • Data-driven character engine foundation.
  • Sorcerer, Draconic Sorcery and Dragonborn baseline encoded as data.
  • Public positioning and visual direction.

Changed

  • Steward identity separated from Balasar.
  • Landing copy aligned to public positioning.

Known limits

  • One character only.
  • Sorcerer baseline first.
  • Offline font embedding pending.