Nimble Character Creation

I have created a tool to create and manage Nimble character sheets. It works local to your device, but you can export to a file if you need to transport it to another machine. You can take a look at https://nimblesheet.ttrpg.tools and create a character if you’d like. It doesn’t have full automation, but it does provide some conveniences. The rules are shifting somewhat regularly, but I’m going to stick with v1.8.

There is also a blank character sheet you can use.

Please don’t share this URL as this content is not “open”.

Mechanics

Aside from the obvious differences in stats and saves I mention below, there are a few mechanical differences from D&D 5e worth noting. Most are combat-related differences. This includes initiative, which is still a D20 with a modifier. However, the result indicates the number of actions in the first round of combat, not the order of turns. Combat always begins with a player character and is often story-dependent or whoever is ready first. The ordering is usually static, either table order or some other fixed ordering.

Initiative results are as follows: single digit = one action point, double digit = two action points, and 20+ = three action points. Subsequent rounds grant all three action points.

As part of your turn, including reactions, you can use a maximum of three actions, such as attacking, casting spells, moving, or reacting. You regain these actions at the end of your turn, ensuring you don’t have to hold back.

Attacks differ from D&D 5e. There’s no separate attack and damage roll. A damage die result of one indicates a miss, while the maximum damage is a critical hit, which explodes in this game. You roll an additional die after a critical hit for extra damage. If it rolls maximum, you roll again, and so on until you don’t get a critical hit, then sum the dice. For damage that uses multiple dice, like a 2D6, the leftmost die determines the miss/critical hit. My tool takes this into account.

There are other slight mechanical differences, but these are the main ones. Additionally, weapon damage has modifiers based on strength or dexterity, which are added to the damage.

There are three types of monster armor: unarmored, medium-armored, and heavily-armored. Unarmored monsters take the full damage, medium-armored monsters take only the dice value, and heavily-armored monsters take half the dice value. You also have your own armor, which is used to negate damage when you use a defend reaction. Shields can subtract their own armor points for free, without requiring an action, but to use your full armor value you need to use a defend reaction.

Magic is also a bit different. There are six magic schools—Fire, Ice, Lightning, Necrotic, Radiant, and Wind—and your class determines your access to them. Some classes access multiple schools, while others only one. Instead of spell slots, spells consume mana points, with higher-tier spells costing more. Your mana pool depends on your level and a class-specific modifier. Shadowmancers (Warlocks) have unique rules, as expected. Spells are fewer than in D&D, with a handful per school. You start with cantrips, typically at level one, and gain higher-tier spells as you level up. Casting powerful spells may require multiple actions and can involve attack rolls, which can crit and have exploding dice. Area of effect spells don’t crit or miss and ignore armor. There are some utility cantrips that you can select separately from the regular spell list as you level up.

Classes

There are 11 classes, mapping almost 1-to-1 with 5e. At level 3, you choose one of two subclasses, essentially specializing a bit.

BERSERKER

Key Stats
STR, DEX
Saves
STR+, WIT-
Hit Die
d12
Start HP
20
Weapons
STR
Armor
None

Think Barbarian. An unstoppable force of wrath and ruin. Choose between the frenzied Path of the Red Mist and the indomitable Path of the Mountainheart.

THE CHEAT

Key Stats
DEX, INT
Saves
DEX+, STR-
Hit Die
d6
Start HP
10
Weapons
DEX
Armor
Leather

Think Rogue. A sneaky, backstabbing, dirty-fighting rogue. Choose between the murderous Assassin or the trickster Scoundrel.

COMMANDER

Key Stats
STR, INT
Saves
STR+, DEX-
Hit Die
d10
Start HP
17
Weapons
All
Armor
Mail, Shields

Think Fighter. A battlefield tactician, leader, and weapon master. Choose between the relentless Vanguard and the unassailable Bulwark.

HUNTER

Key Stats
DEX, WIL
Saves
DEX+, STR-
Hit Die
d8
Start HP
13
Weapons
DEX
Armor
Leather

Think Ranger. Resourceful survivalist, bow master, and skilled tracker. Choose between the unshakable Primal Stalker and the resourceful Survivalist.

MAGE

Key Stats
INT, WIL
Saves
WIT+, STR-
Hit Die
d6
Start HP
10
Weapons
Daggers, Staves, Wands
Armor
Cloth

Think Wizard/Sorcerer combo. Wield and shape the elements of fire, ice, and lightning. Choose between the madness of Chaos and the structure of Control.

OATHSWORN

Key Stats
STR, WIL
Saves
STR+, DEX-
Hit Die
d10
Start HP
17
Weapons
STR
Armor
All

Think Paladin. Faithful guardian, protector, and avenger of the weak. Choose between the merciless Oath of Vengeance and the vigilant Oath of Refuge.

SHADOWMANCER

Key Stats
INT, DEX
Saves
WIT+, STR-
Hit Die
d8
Start HP
13
Weapons
Daggers, Scythes, Wands
Armor
Cloth

Think Warlock. Summon hordes of expendable shadow minions. Choose between the Pact of the Red Dragon and the Pact of the Abyssal Depths.

SHEPHERD

Key Stats
WIL, STR
Saves
WIT+, DEX-
Hit Die
d10
Start HP
17
Weapons
STR, Wands
Armor
Mail, Shields

Think Cleric. Master life and death. Lead a faithful companion. Choose between the nurturing Shepherd of Life and the ruinous Shepherd of Death.

SONGWEAVER

Key Stats
WIL, INT
Saves
WIT+, STR-
Hit Die
d8
Start HP
13
Weapons
DEX, Wands
Armor
Cloth, Leather

Think Bard. Inspiring presence, sharp wit, sharper tongue. Choose between the Songweaver of Snark and the Songweaver of Courage.

STORMSHIFTER

Key Stats
WIL, DEX
Saves
WIT+, STR-
Hit Die
d8
Start HP
13
Weapons
Staves, Wands
Armor
Cloth, Leather

Think Druid. Master of beast and nature. Choose between the bestial Circle of Fang & Claw and the tempestuous Circle of Storm & Sky.

ZEPHYR

Key Stats
DEX, STR
Saves
DEX+, WIT-
Hit Die
d8
Start HP
13
Weapons
Melee
Armor
None

Think Monk. A disciplined martial artist with swift hands and swift feet. Choose between the explosive Way of Flame and the disciplined Way of Pain.


Ancestries

Your kin, lineage, heritage, or race — this is how your character was born and how others see you at first glance. You may be a dwarf, raised in the mines under the mountain with countless other dwarves, or you may be an elf raised by goblins! It’s up to you to choose how your character began. Choose 1 race/ancestry and add its bonus to your character sheet.

Human (Medium)

Found in every terrain and environment, their curiosity and ambition drive them to explore and adapt. Their curiosity and ambition drive them to every corner of the world, making them a ubiquitous and versatile race.
Adaptable. +1 to all skills. +1 to Initiative.

Elf (Medium)

Elves epitomize swiftness & grace, their tall slender forms belie their innate speed, grace, and wit. Formidable in both diplomacy and combat. Elves strike swiftly, often preventing the worst by acting first.
Swiftness & Grace. Advantage on Initiative, +5 ft. speed.

Dwarf (Medium)

Dwarf, in the old language means stone. You are resilient, solid, stout. Even when driven to exhaustion, you will not falter. Forgoing speed, you are gifted with physical vitality, and a belly that can handle the finest and worst consumables this world has to offer.
Stout. +2 max Hit Dice, +1 max Wounds, -5ft. Speed.

Halfling (Small)

Kind of like a human, but smaller (except for the feet). Where does our luck come from? Well…you know what they say about rabbits? We’ve got feet for days compared to them. Imagine the amount of luck you could fit into these bad boys!
Lucky & Sneaky. Whenever you fail a save, you can choose to succeed instead. 1/Long Rest. +1 to Stealth

Gnome (Small)

Eccentric, curious, and perpetually optimistic, gnomes are cheerful—especially when compared to their typically grumpier and larger kin, the dwarves. Known for their tinkering, spreading cheer, and playful antics, gnomes pursue their passions with an enthusiastic but scatterbrained focus.
Aww, don’t give up yet! Allow an ally within 30 ft. to reroll any single die, 1/Long Rest. Resets whenev- er you are healed back to your maximum HP. -5 speed.

Bunbun (Small)

Bunbun are agile and unpredictable, using their powerful legs to leap great distances and catch foes off guard. Facing a Bunbun means contending with an opponent who can strike from unexpected angles and swiftly reposition themselves in the heat of battle.
Bunny Legs. (1/encounter). You can hop up to your speed in any direction for free: whenever it is your turn, after Defending (after damage is dealt), or before you Interpose.

Dragonborn (Medium)

The soul of a dragon burns within you, the scales of your body like forged steel. You are a kiln and your heritage the coals that stoke your flames. To be dragonkin is to call upon your fury, to speak in the tongue of your ancestors and imbue unbridled fury into your attacks.
Draconic Heritage. +1 Armor. Deal damage equal to LVL+KEY divided as you choose among any number of targets you’ve damaged this turn (ignoring armor), 1/Long Rest. Recharges whenever you gain a Wound.

Kobold (Small)

Small, often maniacal and dragon-obsessed, kobolds thrive in the shadows, finding ingenious ways to survive despite their diminutive size. Their cute appearance masks a tenacity, underestimated by many, kobolds prove time and again that even the smallest among us can wield great power.
Wily. Force an enemy to reroll a non-critical attack against you 1/encounter. +3 to Influence to friendly characters. Advantage on skill checks related to dragons.

Tiefling (Medium)

Said to have been born from the union of man and fiend, or from a cursed bloodline, tieflings often find themselves outcasts in society. Yet, they embody determination in the face of adversity. Their ancestors didn’t emerge from the depths of the Everflame to succumb to minor setbacks!
Flameborn. Your Neutral save is Advantaged instead.

Goblin (Small)

Green, cunning, and perpetually vilified, goblins thrive on the edge of chaos. For a goblin, vanishing into the shadows is not just a skill—it’s an identity. After all, what kind of goblin would you be if you couldn’t slip away unnoticed?
Shifty. Can move 10 ft. for free after you become the target of an attack or negative effect (after damage, ignoring difficult terrain).

Orc (Medium)

Just when you think you’ve bested a mighty Orc, you’ve merely succeeded in rousing their anger. Engaging in combat with an Orc is no endeavor for the weak-willed. While others may cower before death’s approach, Orcs boldly defy its grasp.
Relentless. Any time you would drop to 0 HP, you may set your HP to your LVL instead. 1/Long Rest. +1 Might.

Birdfolk (Small or Medium)

Birdfolk find sanctuary not in stone or chains, but within the boundless expanse of the sky. However, the gift of flight comes at a cost—hollow bones, and commensurate frailty.
Winged. You have a fly speed as long as you are wearing Leather or lighter armor.
Hollow Bones. Critical hits against you are Vicious. Forced movement affects you twice as much.

Stoatling (Small)

Stoatlings may be small, but they’re far from weak. With fierce determination and warrior hearts, they can take down foes many times their size. Their agility and tenacity let them exploit larger enemies’ weaknesses, turning their size into a lethal advantage.
Small but Ferocious. Whenever you make a single-target attack against a creature larger than you, roll 1 additional d6 for each size category it is larger. They do the same.

Planarbeing (Medium)

You are not from this plane of existence, your soul in not as strongly tethered to it as others. But with this vulnerability comes power, the ability to temporarily shift from one plane to another in times of dire need.
Planeshift. Whenever you Defend you can instead gain 1 Wound to temporarily phase out of the material plane and ignore the damage. -2 maximum Wounds.

Oozeling/Construct (Small or Medium)

What even is a “people“ anyway? So what if your heart pumps oil instead of blood, so what if you don’t even have a heart! If you can squish yourself into a pair of pants, or swing a sword like everyone else, who’s to say you can’t be a people too?!
Odd Constitution. Your Hit Dice always heal you for the maximum amount. Magical healing always heals you for the minimum amount.

Half-Giant (Large)

Towering beings whose strength is as immovable as the mountains they call home. Their sheer size and resilience make them fearsome opponents, capable of surviving even the most devastating blows.
Strength of Stone. You may force an enemy to reroll a crit against you. 1/encounter. +2 Might.

Changeling (Medium)

Often hunted for their silver blood, changelings are natural survivors, slipping into new identities with ease. Changelings that shift too often typically aren’t long for the world however. As they may struggle to remember who they once were, becoming little more than reflections of the faces they wear.
New Place, New Face. +2 shifting skill points. You may take on the appearance of any ancestry, when you do, you may place your 2 shifting skill points into any 1 skill. 1/day.

Celestial (Medium)

Descendants of divine beings, Celestials carry an aura of nobility and grace. Their innate connection to the higher planes allows them to resist the effects of misfortune, standing strong where others may falter.
Highborn. Your Disadvantaged save is Neutral instead.

Dryad/Shroomlings (Small or Medium)

Tied to the natural world, Dryads and Shroomlings embody the balance between flora and fauna. Their unique physiology releases toxic spores when harmed, providing a natural defense against those who dare to harm them.
Danger Spores! Whenever you gain one or more Wounds you excrete sleepy spores, all adjacent enemies are Dazed.

Minotaur/Beastfolk (Medium)

Minotaur and other Beastfolk embody a primal connection to the wild, combining strength with natural agility. Their powerful build allows them to move swiftly, whether repositioning to outflank foes or charging in with unstoppable force.
Charge. When you move at least 20 ft. you can push 1 creature in your path. Medium: 5ft.; Small: up to 10 ft. 1/ turn.

Turtlefolk (Small/Medium)

Turtlefolk take their time in everything they do, they are patient, sturdy, and slow to anger. They rely on their thick shells for protection, making them difficult to harm, but their cautious movements come at the cost of speed.
Slow & Steady. +3 Armor, -10ft. speed.

You can add flavor to taste. Swapping bonuses and reskinning are all fine if desired. Creating half-breeds is also possible, but we aren’t going to mess with that for this game.


Primary Stats

There are 4 core stats in Nimble (at the moment): Strength (STR), Dexterity (DEX), Intelligence (INT), and Will (WIL). Unlike 5e, Nimble only tracks a single number, the modifier.

Your chosen class will have two stats as KEY stats, typically these are the stats you would put most points into.

There are three possible allocations of points to start with at level 1:

  • Standard: +2, +2, +0, –1
  • Balanced: +2, +1, +1, +0
  • Min–Max: +3, +1, -1, –1

And since we are creating level 4 characters, when all classes get a KEY stat boost, so you can put an extra point into either of your KEY stats.

Skills

You then start your skills off at the same level as their corresponding stat.

  • Arcana (INT)
  • Examination (INT)
  • Finesse (DEX)
  • Influence (WIL)
  • Insight (WIL)
  • Lore (INT)
  • Might (STR)
  • Naturecraft (WIL)
  • Perception (WIL)
  • Stealth (DEX)

In addition, you can allocate 4 extra skill points across at least 3 skills.

Secondary Stats

These are all the other stats you will need to keep track of.

  • HP (your class indicates starting HP)
  • Hit Dice (your class specifies the type of die, you get one per level)
  • Initiative (usually your DEX)
  • Speed (usually 30ft)
  • Inventory slots (10 + STR)

Leveling Up

Since we are starting at level 4 for this game, we need to make some leveling up adjustments to our characters.

  • HP Increase. Roll your Hit Die (rerolling 1s), or take the average rounding up. Add you STR and then add the total to your maximum HP.
  • More Endurance. Your Hit Die max increases by 1.
  • More Skilled. Gain 1 skill point, you may also move 1 point.
  • Class Features. Gain new class features for your level. This may mean increasing your mana pool, new spells, or even selecting a subclass!
  • Other Adjustments. If any of your base stats increase, remember to adjust other elements of your character sheet as needed (skills, damage, initiative, armor, mana, languages, etc).

EQUIPMENT

Starting Equipment

There is no standard starting gear. For our games, you can have 400gp to purchase what you want. I will also be giving you a random magic item, determined later.

Inventory Slots

  • You have 10 + STR slots, for anything carried or worn
  • 1 slot can hold:
    • A shield
    • A one-handed weapon
    • Worn armor
    • A quiver of arrows
    • A stack of javelins
    • 500 gp
    • 2 potions
  • 2 slots are needed for:
    • A two-handed weapon
    • Unworn armor
    • Other similarly bulky items
  • Small, related items can be combined (e.g. camping supplies like blanket, rations)

Melee Weapons

ItemDamagePropertiesCost
Dagger1d4+DEX PiercingLight, Reach 5 ft., Thrown 20 ft.3 gp
Sickle1d4+DEX SlashingReach 5 ft., Vicious10 gp
Club/Mace1d6+STR BludgeoningReach 5 ft.2 gp
Hand Axe1d6+STR SlashingLight, Reach 5 ft., Thrown 20 ft.8 gp
Short Sword1d6+(STR Slashing or +DEX Piercing)Light, Reach 5 ft.10 gp
Staff1d8+STR BludgeoningReach 5 ft., (Req. 2 STR, or 2-handed)8 gp
Rapier2d4+DEX PiercingReach 5 ft.60 gp
Longsword1d8+STR SlashingReach 5 ft., (Req. 2 STR, or 2-handed)60 gp
Battleaxe1d10+STR Slashing2-handed, Reach 5 ft.30 gp
Pole Hammer1d10+STR Bludgeoning2-handed, Reach 5-10 ft.60 gp
Glaive1d10+STR Slashing2-handed, Reach 5-10 ft.60 gp
Spear1d10+STR Piercing2-handed, Reach 5-10 ft.60 gp
Greathammer1d12+STR Bludgeoning2-handed, Reach 5 ft. (Req. 2 STR)80 gp
Greataxe2d6+STR Slashing2-handed, Reach 5 ft. (Req. 2 STR)100 gp
Greatsword3d4+STR Slashing/Piercing2-handed, Reach 5 ft. (Req. 2 STR)120 gp

Ranged Weapons

ItemDamagePropertiesCost
Sling1d4+DEX Bludgeoning2-handed, Range 10-90 ft., Vicious4 gp
Javelins1d6+STR PiercingRange 10-60 ft. (stack of 4)20 gp
Throwing Hammers1d8+STR BludgeoningRange 10-30 ft. (stack of 3)25 gp
Shortbow1d6+DEX Piercing2-handed, Range 10-90 ft.25 gp
Longbow1d8+DEX Piercing2-handed, Range 10-120 ft. (Req. 1 STR)30 gp
Crossbow4d4+DEX Piercing2h, Load: 1 Action, Range 5-60 ft.60 gp
Handheld Ballista1d20+DEX Piercing2h, Load: 2 Actions, Range 5-60 ft. (Req. 2 STR)120 gp

Armor

This is your ability to mitigate damage. It is your DEX if unarmored, or some other value based on the equipement you are wearing. It reduces damage received when you take the Defend reaction.

You need to actively defend for your armor to help you.

Cloth Armor

ItemArmorCost
Adventurer’s Clothing2+DEX10 gp
Minor Enchantment3+DEX100 gp
Major Enchantment4+DEX1,000 gp
Epic Enchantment5+DEX10,000 gp

Leather Armor

ItemArmorCost
Cheap Hides3+DEX5 gp
Ox Hide4+DEX45 gp
Hard Leather (Req. 1 STR)5+DEX300 gp
Wyrmhide (Req. 1 STR)6+DEX2,000 gp

Mail Armor

ItemArmorCost
Rusty Mail6+DEX (max 2)15 gp
Chain Shirt (Req. 2 STR)9+DEX (max 2)60 gp
Scale Mail (Req. 3 STR)12+DEX (max 2)700 gp
Dragonscale (Req. 4 STR)15+DEX (max 2)3,000 gp

Plate Armor

ItemArmorCost
Rusty Plate (Req. 2 STR)1025 gp
Half Plate (Req. 3 STR)14200 gp
Full Plate (Req. 4 STR)182,000 gp
Mithril Plate (Req. 5 STR)225,000 gp

Shields

In addition to increasing your Armor, shields can reduce the damage of one attack per round by an amount equal to the Armor they grant, for free.

ItemArmorCost
Leather Buckler15 gp
Iron Shield (Req 2 STR)230 gp
Tower Shield (Req 3 STR)3500 gp
Dragon Shield (Req 3 STR)43000 gp

Other Supplies

There are other supplies, obviously. If you want them, you probably have them. Just mind the number of inventory slots you have.

Questions?

Me too. Just ask.