Character Sheet Add-On

the parts your normal sheet doesn't have room for

Encumbrance Slots

Mark off boxes past your Strength score as unavailable. Most items cost 1 box; bulky/heavy gear costs 2–3. Circle or star the boxes holding items you keep "at the ready" — up to your Dexterity modifier's worth.

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What Fills a Slot

Capacity equals your Strength score. Items you can reach without stopping — drawn, worn, or belted — equal your Dexterity modifier; everything else is stowed and costs an object interaction to bring out.

CarriedSlots
Weapon, one-handed1
Weapon, two-handed or polearm2
Shield1
Light armour (padded, leather)1
Medium armour (hide, mail shirt)2
Heavy armour (mail, plate)3
Ordinary gear (rope, lantern, tools, bedroll)1 each
Quiver or case of ammunition1
Waterskin1
Rations1 / 3 days
Torches1 / 5
Oil flasks1 / 3
Small, precious, or awkwardSlots
Small items — rings, vials, scrolls, tinderbox, keys5 / slot
Coin, in bulk1 / 100
Gems, jewellery, small valuables1 / handful
A chest, an idol, a millstone3+
A body, or someone unconscious6, two hands
Carrying too much
Over your Strength scoreencumbered
Over double itcannot move

Encumbered: speed halved, no running, disadvantage on Dexterity saves and on anything needing stealth or grace — until something is dropped or handed off. A pack animal or a hired porter is usually cheaper than the alternative.

Worn clothing, a belt pouch, and a few coins loose for drinks don't count. Neither does anything a hireling is carrying — but a hireling can refuse, and will remember being loaded like a mule.

Treasure & Bulk (worked out here, then marked on the grid)

ItemSlotsNotes

Hidden Rules Reference

Rests — short (20 min): 1 Hit Die, needs water. Long (4 hrs): any Hit Dice, needs food + water. Safe (12+ hrs): full HP + half Hit Dice, needs a secure spot with a real watch.
At Zero HP — choose one: Hand of Fate (death save), Permanent Injury (auto-stabilize, lose 2 pts from an ability score), or Blaze of Glory (one last guaranteed-hit action, then you're gone).
Magic items — nothing auto-identifies. You learn what something does by carrying and using it.
Darkness — darkvision doesn't work in true absence of light. Bring a light source regardless of your race.
Retreat — always on the table. It may cost gear or a chase, never a guaranteed loss.

Why You're Really Out Here

Coin. A compulsion to end every threat you find, whatever the cost. A debt you're working off. A name you're hunting. A person you failed once, and won't again. Something you're avoiding at home. Write the real one, not the noble one, unless the noble one is actually true.

SessionFulfilled?XP awardedHow