What's new in Rollwarden.

Every release, grouped by the day it reached you — what's new, what's better and what's fixed, in that order. Rollwarden is still pre-1.0, so version numbers stay in the 0.x range while the core feature set settles.

v1.1.3 – v1.1.4
Improved
Every panel’s name stays on screen. On a laptop, an open Active Modifiers panel pushed the collapsed panels under it past the bottom of the rail. They now stack along the bottom edge and stay there while you scroll — open one and the rail brings it into view.
Improved
The turn-order number shows on Roll20’s own character sheets. On games using Roll20’s 5e or 2024 sheet, the number sent to the turn tracker now appears in chat under your initiative roll. The sheet’s card had no place for it, so it never showed there before.
Improved
The tiebreak explains its own arithmetic. The fraction is your Dexterity modifier with 10 added, and the turn-order line now shows the sum: “15.11 (10 + DexMod[1])”.
Fixed
  • A natural 20 was recorded as an ordinary hit, so dice from your active modifiers rolled once instead of twice. D&D Beyond now doubles the damage itself on a natural 20, and Rollwarden reads its critical-hit mark.
  • A +0 Dexterity modifier read as .1 in the turn-order line; it shows .10 now, matching “(10 + DexMod[0])”.
v1.1.2
Improved
Your turn order says what its fraction means. When Rollwarden breaks initiative ties by Dexterity, the number it sends to the tracker carries a small fraction — and that fraction is your Dexterity modifier with 10 added, not your score, so a +3 shows as .13 and reads convincingly like a Dexterity of 13. The turn-order line now names it: “17.13 (Dex +3)”.
Fixed
  • The turn-order number reached your Roll20 chat only when the write had failed. It shows on both paths now — whether Rollwarden placed the row on your own token or handed the number to Roll20.
  • The rail’s header scrolled away with the rail, taking the strip of armed modifiers with it. It stays put now, and its chips stay clickable.
Also

Settings explains what the initiative tiebreak fraction is

v1.1.0 – v1.1.1
New
What you have switched on, always in view. The rail’s header now carries a one-line strip of your armed modifiers — each one a chip in its own colour, and clickable to switch it back off. It sits in the only part of the rail that never scrolls, so a roll can never hide it from you.
New
Choose where your results land. In the floating layout, “Place where results land…” drops a card-shaped outline you drag wherever you like, and every breakdown card arrives there afterwards. Rollwarden remembers the spot for your whole profile — where a card sits is a fact about your screen, not about one character.
New
The tour’s tips, out of the tour. The nine optional tips are a plain list in Settings, under About: read one line, close it, and move on. Each one can point at the thing it describes, and only offers to when that thing is actually on your sheet.
Improved
A roll no longer scrolls your modifiers out of reach. The rolls feed sits at the top of the rail instead of below the panels, so reading a total leaves your toggles exactly where you left them — which is the whole point of having them beside the sheet.
Improved
The breakdown card stops landing on the panel you are using. It takes its position from where your modifier panel actually is, so it appears beside your work rather than on top of it.
Improved
Scriptorium’s accent is no longer a warning colour. On that theme the same brick red meant both “click this” and, three pixels away, “this deletes something”. Text and icons take their own ink now, on every palette, and the accent stays where it means action.
Improved
The rail is the only thing that scrolls. No panel scrolls inside it at any width any more, the managers take the whole column when you open them, and the narrow rail takes over sooner — below 1366px, the width where the panel headers used to wrap. Its eight icons are labelled there, too.
Improved
The stats dashboard has a scale on it. Seven window buttons that wrapped to a second row are one menu; the histogram is coloured by how far each face sits from a fair d20, matching the luck calendar; and the trend chart carries ticks, so a bar half the height of its neighbour finally means something.
Improved
“Auto” theme follows your sheet, not just your system. A dark D&D Beyond inside a light operating system was the one combination auto exists to prevent — and the panels re-paint themselves the moment you throw D&D Beyond’s own switch. Popups on spell, monster and item pages follow your chosen theme now as well.
Improved
Bloodied looks like bloodied. A companion’s health bar had two states — a quarter left, and gone — so the moment your table calls out loud looked exactly like full health. There are three now, with the word beside the number, because a colour is not something you can say aloud.
Improved
Rollwarden asks for less. Its standing permissions are now the Roll20 game editor and Discord’s webhook endpoint alone — exactly the two places it ever writes. It used to ask for all of roll20.net and all of discord.com.
Improved
Undoing an import says what it costs. The row in Settings, under Backup, now names how many values it puts back and how long ago that was — and that the rolls and modifiers recorded since go with them. “Restore everything” promised the first half and hid the second.
Fixed
  • A leftover Roll20 connection can no longer be read before it has been checked. Everything that asks whether you are connected goes through one check that clears dead tabs first.
  • A brief burst of saves no longer warns that your backup is stale. Rollwarden tells a write-rate limit apart from a real failure now, and waits it out instead of spending the same minute’s budget five times over.
  • Screen readers hear “Strength” again: while a stat modifier was armed, the overlay had replaced the name of D&D Beyond’s own ability, skill and hit-point buttons with its explanation.
  • A factory reset now forgets your Roll20 token bindings too; they used to survive it and re-attach the next time the same game was connected.
  • A Discord post that never answers gives up after ten seconds instead of holding the extension open.
  • Nothing of Rollwarden’s rides the shared Game Log any more — five internal roll markers were still being copied into the envelope D&D Beyond posts to it.
  • A shared modifier whose id carried a quote or a backslash could break its own tile.
  • A tile with no description showed “undefined”; it shows its name.
  • The concentration check finds the Constitution save row under browser auto-translate.
  • Reconnecting a remembered Roll20 game no longer touches games you never connected.
Also

panel headers, collapse buttons and the Luck HUD’s chips are all comfortable sizes nowhelp moved out of browser tooltips into ones that match the panelsthe Roll Log marks criticals and rules off a turn after a minute of quietSettings is four even tabs, and notifications keep one lane mid-combatthe stats dashboard reads each character’s stats once per open instead of on every clickone shared network tap replaces two separate patches on the same browser APIevery D&D Beyond selector on the encounter, sourcebook and concentration paths now sits in the selector registrythe “storage is full” notice is no longer lost when it fires before its toast has loaded

v1.0.0
New
The tour ends with your own roll. The last step of onboarding used to be a card describing rolling. Now it gets out of the way — the card drops to a corner and your sheet stays fully usable — and asks you to toggle a modifier and roll D&D Beyond’s own dice. It watches the roll land and tells you what happened, and you can skip past it at any moment.
New
Tidy panels. The floating layout finally has a way back from a mess: one entry in the ▾ menu forgets every dragged position and lays the panels out fresh.
Improved
Everything is one point larger. The panels’ base type moves from 12px to 13px, one step closer to the sheet it sits beside — checked at every width, in light and dark, with nothing clipped or cut short.
Improved
The toolbar button knows when it’s home. Opened on a character sheet, the popup now says “Active on this tab” instead of offering to navigate you away from the one page where it’s provably working — and it answers faster there too.
Improved
The first-roll tip tells the truth. It used to congratulate you on modifiers landing in your first roll whether or not anything was toggled on. Now an untouched roll gets “toggle a modifier, then roll again”, and the celebration waits for the first roll that really carries dice.
Fixed
  • Roll20 reconnects after a full browser restart. A leftover record from the previous session used to block its own game’s reconnect while everything still read as connected.
  • If D&D Beyond ever redesigns its dice so thoroughly that Rollwarden stops seeing rolls, a banner now says so instead of every panel quietly doing nothing — and the existing watchdog no longer needs a modifier armed to speak up.
  • A modifier deleted while rolls were flying could sneak back from the cloud backup later. Deletes that fail are now retried instead of forgotten.
Also

a six-lens release audit (security, reliability, performance, the D&D Beyond coupling, the build, the first run) behind the 1.0 numberthe modifier panel’s footer no longer dresses “Clear all” as the twin of “Modifiers…”tour copy follows the glyph contract (the book means a roster, the gear means Settings) and the integrations tip is three short paragraphs719 of 719 end-to-end tests and 1,944 unit tests green

v0.89.0
New
A Rollwarden panel on the toolbar button. Clicking the icon used to send you to D&D Beyond and do nothing else. It now opens a small panel that answers what the icon should: whether Discord, Roll20 and Foundry are connected right now — and which table, by name — plus Rollwarden’s keyboard shortcuts on this browser and a way back to your characters. On an open Foundry game it offers to connect it, which is what the icon quietly used to do.
New
Themes have swatches. Six palettes were chosen from a dropdown of words, when the entire point of them is how they look. Each now shows its own background, text and accent, painted in that theme’s real colours, so you can see Inkwell before you pick it.
Improved
The welcome tour is three steps. It was twelve, and about a thousand words, while promising “takes about a minute”. The core — what the panels are, how to arm one, how rolling works — is three steps now, each pointing at the thing it’s describing on your own sheet. The other nine are still there, marked optional, behind a button you can ignore.
Improved
Modifier names fit. On anything narrower than a wide monitor the tiles were cutting names down to about seven characters — “Crimso…”, “Crusad…” — which is not a list you can read in the middle of a turn. Two columns become one when two won’t fit, and a long name wraps instead of being chopped.
Improved
The roll breakdown appears where you can see it. In the docked sidebar the card explaining your roll was being drawn below the bottom of the window, so you rolled and nothing visibly happened. It comes into view now, by the smallest amount that works.
Improved
Settings reads like settings. The longest section opened with 123 words before showing you the two checkboxes it was about. Each section now leads with one line and keeps the detail behind “What does this do?”. Showing a panel and choosing where it sits used to be two lists in two tabs; it’s one row per panel now.
Fixed
  • The custom modifier window ignored Escape — the only dialog in the extension that did, and the same cause sent Tab through the page behind it.
  • Floating panels no longer bury each other. Switching to the floating layout with everything on used to stack panels directly on top of one another, title bars included.
  • A message saying something failed now looks like Rollwarden, and offers the reload button it was telling you to use.
  • The Parchment theme’s headings sat a hair under the contrast floor on one background.
Also

your own class first in the feature manager, multiclass includedrules edition and character details moved into a Character tabthe slim sidebar names its icons on hovernothing in the interface under 11px any morea “Skip to Rollwarden panels” link for keyboard usersWindows High Contrast supportbuttons, dropdowns and combat controls big enough to hita crit counts up to its total

Earlier releases — v0.88.0 and older
v0.87.0 – v0.88.0
New
Natural Explorer, for the 2014 Ranger. In your favored terrain, an Intelligence or Wisdom check doubles your proficiency bonus — but only on a skill you’re proficient in, and Rollwarden can’t see which those are. So you switch on chips for the skills you ARE proficient in and your DM counts as terrain-related, once, and arm the tile whenever you’re in that terrain. Nothing happens until you pick a chip, which is the point: a blanket bonus would quietly add proficiency to checks the feature never touches.
New
Build a modifier that changes your critical hit range. The custom modifier builder has a Critical Hit Range card now — for the homebrew blade that crits on 18+. It belongs to the thing that grants it, so it toggles on and off like any other modifier rather than being a setting you forget you changed, and if something else is already widening your range the lower of the two wins.
New
“Treat every damage roll as a critical hit.” A standing switch in Settings → Rolling, for a session spent attacking a paralysed enemy or breaking objects with an adamantine weapon. It means every damage roll, including a spell that lands on a saving throw and can never really crit — so each forced crit says in its own breakdown that the setting did it, and you can’t leave it on by accident. Your Roll Hotkeys can still force a single crit without it.
Improved
Lunar Form is found by its other name. A sheet that calls the feature Improved Lunar Radiance now reveals the tile. Deliberately not the shorter “Lunar Radiance” — that is a different Moon Druid feature eight levels earlier, which changes your damage type rather than adding dice, and matching it would have offered 2d10 to characters who haven’t earned it.
Improved
Rollwarden’s own commands are now authenticated. Rollwarden’s panels run inside D&D Beyond’s page, which means the channel they use to reach the extension was one any script on that page could also post on — including the requests that wipe your cloud backup or add a Discord webhook. Every privileged request now carries a token the page can’t forge, and anything that changes stored settings is refused away from a character sheet. Nothing is known to have exploited this; it is the kind of door you close before someone finds it.
Improved
The privacy policy describes Foundry. Foundry support shipped in v0.73.0 and the policy was never updated to match — it still said Rollwarden only reads D&D Beyond pages, which stops being true the moment you connect a game. It now says what it reads on a connected Roll20 or Foundry tab, and explains the one-address permission a Foundry game asks for. Nothing the extension does has changed; the description of it was wrong.
Fixed
  • A sheet overlay could disagree with the roll it came from. A “this modifier, minimum 1” bonus painted onto AC or Speed was worked out one way for the sheet and another for the dice.
  • A modifier that changed your crit range couldn’t be edited. Opening one in the builder was refused, so it couldn’t be tweaked or copied either.
  • Breaking initiative ties by Dexterity never actually did anything. The setting arrived a day ago and every roll still reached the tracker as a plain whole number; it works now.
  • “Send to table” on a roll table’s result card was invisible on the Scriptorium and Parchment themes — dark text on a dark button.
  • A long spell could reach Roll20 as nothing at all. It now shortens its description to fit, and says that it did, rather than being dropped for being too long.
  • A failed “Send to table” left a dead button with the error written on it, so the only way to retry was to roll the table again — and get a different result.
  • Declining the offer to point at your Roll20 token silenced it until you reloaded the page. It asks again on your next initiative roll.
  • Turning off “Clickable dice in text” took the Abilities panel’s roll buttons away with it, and left the words “Roll d100” behind in sourcebook tables. Rollwarden’s own panels keep their roll buttons whatever that setting says.
  • A roll table that writes its die column as a heading had that column dropped, so a roll was matched against the wrong text and reported the wrong row.
  • Whether a spell needs concentration is read from its Duration line now, instead of guessed from an icon beside its name.
  • A custom modifier’s critical hit range could be reset to 19 just by opening it in the builder.
  • Tides of Chaos (2014) left out the long rest that normally gives the use back, mentioning only the DM’s surge roll.
  • Natural Explorer’s note about Expertise stated the rule instead of telling you what to do: leave that skill’s chip off, or the bonus is added a third time.
  • Two open sheets no longer undo each other’s settings. Changing a setting in one tab and then anything at all in another wrote the second tab’s stale copy back over your change.
  • A setting changed in one tab now takes effect in the other. Turning off “Post my rolls automatically” in one sheet left the other posting every roll until you reloaded it.
  • A damaged Wrapped link can’t hang the tab it opens in. A corrupted share link could be unpacked into something far larger than any real one.
Also

two new guards on the modifier catalog: no name is claimed by two tiles, and an alias can’t reveal a tile for a feature that merely resembles ita build check that refuses to ship a colour Rollwarden spells wrong — the mistake behind the invisible button abovea Chrome version floor, so a browser too old for Rollwarden says no rather than installing something inertthe diagnostic frame buffer is off unless you ask for ityour D&D Beyond session token is no longer reachable from the pagethe live-site canary now checks every selector Rollwarden reads off D&D Beyond, not two of them

v0.86.0
New
Roll on any table you’re reading. A table in a sourcebook whose first column is a die — Wild Magic Surge, trinkets, dungeon features — now has a Roll button in that column’s heading. Click it and Rollwarden rolls, finds the row you landed on and shows it, with one more click to send the result to Discord, Roll20 or Foundry. The table itself isn’t copied into Rollwarden: you roll on the one D&D Beyond serves you, so it’s the book you own and it stays current.
New
Bladesong, and the Wild Magic sorcerer. Bladesong paints your Intelligence bonus onto your AC and the extra 10 feet of Speed while it’s armed, adds Intelligence to concentration saves, and — in the 2024 rules — rolls your weapon attacks and damage off Intelligence. Tides of Chaos arms Advantage on your next roll and spends itself. Wild Magic Surge knows which edition you play: the DM’s d20 surging on a 1, or your own once-per-turn d20 surging on a 20.
New
Break initiative ties by Dexterity. Off by default, in Settings → Rolling. Your initiative reaches Roll20’s turn order and Foundry’s combat tracker carrying a small fraction from your Dexterity modifier, so two 17s resolve the same way every combat instead of depending on how the tracker happened to sort them. Your chat line still shows the whole number.
Improved
“Send to table” sends the whole spell card. Casting time, range, components and duration travelled as far as Rollwarden and were then dropped — only the description arrived at your table. All of them now reach Roll20, Foundry and Discord, in the sheet card’s own fields where the game has a slot for them. Your character’s portrait can go too, from Settings → About.
Fixed
  • A decimal initiative could be quietly rounded off on its way to the tracker. Both turn-order writers read the value as a whole number, so a fraction — including one a DM typed into D&D Beyond’s own column — arrived truncated.
  • A sheet overlay could show a different number from the roll it came from. A “this modifier, minimum 1” bonus painted onto AC or Speed was worked out one way for the sheet and another for the dice.
Also

roll-table results are sent explicitly, never pushed automatically

v0.84.1 – v0.85.1
New
Point Rollwarden at your Roll20 token, once. Your turn goes into Roll20’s turn order on your own figure — which until now meant a token named exactly like your character, and plenty of tables don’t name them that way. When Rollwarden can’t find one it offers the figures on the map you’re looking at; pick yours and every initiative roll after that lands on it, with nothing selected over there. It follows your DM changing maps, and each game remembers its own answer. Settings → Integrations → Roll20 shows what you picked, with Forget beside it.
Fixed
  • A saved setting could vanish instead of being saved. When several pieces of Rollwarden’s state were written at once and the browser’s storage was busy, one could be tidied away moments after it landed — and Rollwarden believed it had saved, so it never retried. Nothing is cleared now until its replacement is safely written.
  • Your hit points could reach the table un-halved. At exhaustion 4 or worse on the 2014 rules, a fresh page load could push your full maximum to your token before Rollwarden had worked out whether you’d set a maximum by hand — painting over a bar that was already right.
  • A condition set before you connected was never announced. Mark yourself Poisoned, connect Roll20 a minute later, and the change had already been written off as seen. It now waits until there is somewhere to send it.
  • Multiclass: the level you type by hand no longer costs you proficiency. The single level box is your TOTAL character level — and now says so, because a class level typed there quietly cost up to three points of proficiency. Class levels belong in the per-class rows, which no longer hide the total.
  • A Roll20 game could be read as the wrong edition, permanently. A game still loading its characters could be classified from an incomplete picture and never re-checked, so a 2024 campaign holding classic characters served the wrong cards from then on.
  • The “select your token” note wouldn’t retire itself. If Rollwarden placed your initiative row directly but the chat line that followed failed, it forgot the placement had worked and kept showing a note the game no longer needs.
Also

exhaustion now reaches Roll20 and Foundry from one number rather than two readings of your sheetone shared way to ask D&D Beyond for your character, in place of sixclearer wording about where your initiative actually lands — on your own token when Rollwarden can find it, on your selection when it can’ttiles no longer ask you to count uses D&D Beyond is already counting on your sheet

v0.82.0 – v0.84.0
New
Multiclass characters get their real numbers. Rollwarden now reads your class split — Ranger 5 / Fighter 3 — straight from D&D Beyond, and every class-scaled feature uses the level of the class it belongs to: a Rogue 5 / Fighter 12’s Sneak Attack is 3d6 again, not the 9d6 seventeen total levels used to buy. Rage, Hunter’s Mark, the Battle Master dice, Crimson Rite, Arcane Ward’s maximum and some twenty features in all are covered, while proficiency and cantrips keep scaling on total character level, because that is the rule. Manage Features shows one editable level row per class, each with its own “Use sheet” way back — and a single-class character sees no change at all.
New
Your initiative adds itself to Roll20’s turn order. No more selecting your token first. Rollwarden finds the token carrying your character’s name and adds your turn there itself — and it is careful with everyone else’s: hand-typed entries stay put, whoever is up keeps their place at the top, and rolling again replaces your own row instead of adding a second. If nothing on the map matches your character’s name it falls back to the old way and tells you which name it looked for.
New
Ask before rolling initiative. A safety net for the case above: if no Roll20 token carries your character’s name, your initiative still goes to whichever token you have selected over there — easy to forget until the number lands on the wrong one, or nowhere. Turn this on and Rollwarden holds the roll and asks you to check first, for as long as you leave it on. Off by default.
Improved
The crit banner is somewhere you can actually see it. “Crit armed” used to appear in the bottom-left corner, which is where D&D Beyond keeps its own dice tray — so the loudest thing on an attack roll was the one thing hidden. It now sits in the empty space at the top of your sheet beside your name, and moves to the top-right of the screen once you scroll down to your actions, so it is still there when you go to roll the damage.
Improved
Precise Hunter, on Hunter’s Mark. A 17th-level Ranger on the 2024 rules now rolls with advantage against the marked target automatically, and the roll says where the advantage came from.
Fixed
  • A level typed by hand in Manage Features was overwritten by the sheet within seconds. It now holds until its “Use sheet” button hands control back.
  • Rolling a potion or other item from the Item Shelf could reach Roll20 as a placeholder instead of a number. Those rolls now arrive as proper healing or damage cards, under your character’s name.
  • In Firefox, clicking a spell in the Concentration panel’s list did nothing. Choosing one with the arrow keys, or simply casting the spell, always worked.
  • A brand-new Roll20 game with nothing in its journal yet was not recognised as a D&D game, so rolls arrived as a plain table instead of proper cards. It is now recognised straight away, before you add a single character.
  • The Forms & Companions panel could occasionally fail to appear on a busy machine, with a banner saying it did not start. It now waits for what it needs.
Also

a modifier you have not reached the level for no longer advertises itself on its tile

v0.78.0 – v0.81.0
New
Pass Without Trace. The Gloom Stalker’s signature ambush spell was missing entirely: +10 to Stealth checks while it lasts. It covers the whole party at the table but each person arms their own copy here, because a modifier can only reach the sheet it lives on.
New
Favored Enemy. Advantage on Survival checks to track your favored enemies, and on Intelligence checks to recall what you know about them. Arm it for those checks — it is not blanket advantage on every Survival roll. Tasha’s Favored Foe replaces this feature, so arming either one switches the other off. This is the 2014 feature; the 2024 rules replace it with extra castings of Hunter’s Mark.
New
Your Unarmed Strike shows its Grapple and Shove DC. Under the 2024 rules an unarmed strike can grapple or shove instead of dealing damage, and the target saves against a DC nobody prints on your sheet. Rolling one now shows it — and the Monk’s Dexterity-based number alongside it when the two differ. One “Got it” silences it for good.
New
Surprised (2024). The 2024 rules replaced the old surprise round with something much smaller: disadvantage on your Initiative roll. Arm this when the DM says you are surprised, roll initiative, and it comes off by itself.
New
Fire’s Burn and Frost’s Chill. The two Goliath giant ancestries that actually add dice. Fire’s Burn adds 1d10 Fire to a hit; Frost’s Chill adds 1d6 Cold and slows the target by 10 ft. Both switch themselves off after the roll, because each one spends a use.
Improved
Dread Ambusher puts your first-turn +10 ft. Speed on your sheet. It used to tell you to keep track of that yourself. Both editions grant it, so both picks show it. The tile still switches itself off after your roll and the Speed comes off the sheet with it — the feature lasts to the end of your turn, and the reminder now says so. Each edition also gets its own reminder, since the 2014 extra attack and 2024’s Dreadful Strike want opposite instructions.
Improved
Death save announcements to Discord now start switched off. They used to be on by default, on the reasoning that three rolls decide whether a character lives and a remote table cannot see your sheet. That is a good reason to offer it and a poor one to assume it — posting into a shared channel is done on your behalf, and some tables would rather narrate that moment themselves. Settings → Integrations → Discord turns it back on.
Improved
Stalker’s Flurry carries your save DC. From 11th level the 2024 Gloom Stalker’s strike can also frighten the target and everything within 10 ft. of it. The Dread Ambusher reminder now works out your own spell save DC rather than making you do it at the table.
Improved
Hunter’s Mark knows which edition you play. It deals Force damage under the 2024 rules and the weapon’s own damage type under 2014, picked from your character’s own rules edition instead of left to prose. A 20th-level ranger’s Foe Slayer raises the 2024 die to 1d10.
Fixed
  • Dread Ambusher said you had Advantage on Initiative. Neither edition grants that — both add your Wisdom modifier, which D&D Beyond already includes in the initiative it shows you.
  • Favored Foe did not know it replaces Favored Enemy, so both could be armed at once. Its description also gained the details it was missing — the once-per-turn limit and its uses per Long Rest.
  • If you had already halved your own hit point maximum on D&D Beyond to model exhaustion, Rollwarden could halve it a second time — showing 27 where you had written 54, and sending that to your table. It now waits until it knows whether you set that maximum yourself, and notices if you change it later.
  • A hit point maximum that moved while you were exhausted — a level-up, an Aid spell, an edit of your own — kept displaying half of what it used to be, and that stale figure was what reached your table’s token bar.
  • Nothing told you that exhaustion affects your death saves. The reminder shown when you click D&D Beyond’s death save button was missing it in both editions, along with Bless and anything else that applies to every saving throw.
  • Your table could be shown full hit points for a moment after you reloaded your sheet, because D&D Beyond finishes drawing the conditions box after the hit point box.
  • A condition cleared while your sheet was closed could leave the markers on your token in place indefinitely, and a push to your table that quietly failed was remembered as though it had worked.
  • Sheets in languages other than English could send the wrong hit points to your table.
  • The spell and creature importers could offer the wrong edition’s content if you opened one before Rollwarden had settled on your edition, or after you changed it in Settings.
  • A character built entirely from books newer than Rollwarden’s own list could be read as the wrong edition, and Great Weapon Master and Charger could sit on an edition you never picked.
  • Sacred Weapon, Assassinate, Dread Ambusher and Lifedrinker each carried only one edition’s rules under a name both editions use — 2024 Assassins were even told to roll an auto-crit their rules removed. Each tile now offers a 2014/2024 pick, pre-set to your character’s edition the way Great Weapon Master already is.
  • The Resistance tile is the 2014 spell and now says so — the 2024 Resistance reduces damage you take instead of adding to a saving throw, so there is nothing for it to add to your roll.
  • Five tiles used to switch themselves on for the edition that deleted them — a 2024 ranger’s Favored Enemy is free Hunter’s Mark castings, not advantage, and the 2024 Sharpshooter has no −5/+10. Rollwarden now checks your edition first, and only when it actually knows it; any of them is still one click away in Manage Features.
Also

a halved Speed now explains itself with the reduction that actually applied, for characters too slow to take the full amountBranding Smite is findable under its 2024 name, Shining Smite

v0.75.0 – v0.77.0
New
Rollwarden knows which rules your character plays by. It reads the edition off your sheet — the sources you have enabled, and the books your class and species come from — and applies 5e or 5.5e accordingly. Settings, under About, shows what it found and lets you change it per character, so a 5e barbarian and a 5.5e wizard in the same browser each get their own answer.
New
Exhaustion follows your edition instead of everyone getting the 2024 rules. A 5e character was being handed a flat −2 per level on every roll — a number their rules never give them. They now get the 5e ladder: disadvantage on ability checks from level 1, and on attack rolls and saving throws from level 3.
New
Exhaustion shows on your sheet, not just in your rolls. Your Speed and hit point maximum are shown as the rules actually leave them — halved, reduced, or zero — with an explanation on the number saying which level did it. Nothing on your D&D Beyond character is changed; only what you see.
New
5.5e characters get their Speed reduction too. D&D Beyond does not show the 5 feet per level that 5.5e exhaustion takes off, so every exhausted character has been reading a Speed their own rules disagree with — not just the 5e ones.
New
Your table sees the real numbers. When exhaustion halves your hit point maximum, that is what reaches your Roll20 and Foundry token bars. A DM watching a bar was being told someone was half as close to dying as they really were.
New
Eight more modifiers, including two the engine could not do before. Eldritch Smite, Piercer, Innate Sorcery, Holy Weapon, Potent Spellcasting, Gift of Alacrity, Hail of Thorns and Lightning Arrow. Lightning Arrow replaces your weapon’s damage dice with 4d8 lightning rather than adding to them, and Piercer rerolls exactly one die — a fixed allowance, not the spellcasting modifier every other reroll uses.
New
Session recaps go to your table, not just Discord. The party recap, your last-session card and your rolling story now post into Roll20 and Foundry chat as well. If your table plays on a VTT, the recap finally lands where everyone is already looking — as a proper roll-template card on Roll20 and a formatted card in Foundry.
New
Death saves can reach Discord. A table playing remotely with no VTT never heard “two failures” — the one number that is genuinely urgent. Death saves now post to your Discord channel as they land, on by default. Condition changes can too, but stay off unless you ask: a line every time someone is poisoned is how a channel stops being read.
New
Battle Medic can fill its roster from your campaign. An Add from campaign button offers everyone who has rolled at your table, so you stop typing names you have already typed. Names only — the game log knows nothing else about them, so class and level stay yours to set.
New
DMs can push companion and monster HP onto the tokens. Track a creature’s hit points in Rollwarden and the matching token follows — Roll20’s bar 1, or the token’s actor in Foundry. Matched by name and claimed one token each, so “Goblin (A)” and “Goblin (B)” never share a bar. Off by default, and GM only.
Improved
The Arcane Ward panel now starts hidden. It only does anything for an Abjuration wizard, so on almost every character it was an empty panel holding a slot on your sheet. If you play one — or you would simply rather have it — switch it back on under Settings → Panels. If you had already chosen to keep it, your choice still wins and nothing changes.
Improved
Tiles that carry both editions now start on yours. Great Weapon Master, Great Weapon Fighting and Charger each hold two editions behind a small pair of buttons, and all three started on 2014 for everybody. They now start on whichever edition your character plays by. If you have never touched those buttons on a 5.5e character, their maths changes with this update — Great Weapon Master becomes “add your Proficiency Bonus to damage” rather than “−5 to hit for +10 damage”. Anything you picked yourself is left exactly as you left it.
Improved
Searching for spells and creatures matches your edition. Both importers hid “legacy” content by default, which is the wrong way round for a 5e character — searching for your own Bless found only the version you do not use. It now starts switched on for them.
Improved
Hit point changes made while your sheet was closed reach your table. Rollwarden deliberately says nothing about hit points on its first look at a page, so opening your sheet cannot overwrite a token your DM has adjusted. That also meant a change made while you were away — a long rest, an exhaustion level that came and went — never arrived at all. It now remembers what your table was last told.
Improved
Conditions and hit points now update the instant you change them. Both used to wait for a background check that slows to twelve seconds once your sheet settles — fine for a level-up, wrong for a condition you tick and immediately roll against. Rollwarden watches them directly now, so what it applies to a roll is what your sheet says.
Improved
Your exhaustion level reaches your Foundry actor. D&D 5e worlds track exhaustion natively, so writing the level lets Foundry apply its own penalty on its side of the table instead of showing a bare marker.
Improved
Noticeably less work per roll and per sheet load. The cloud backup now writes everything in one go instead of once per item, the party feed stops re-reading itself several times a second during combat, sheet overlays repaint on a timer rather than on every frame, a background tab stops rebuilding panels nobody can see, and a chunk of companion data no longer has to load before your sheet appears.
Fixed
  • The docked sidebar sometimes loaded stranded at the far-left edge of the window, with a stretch of background art between it and your character. It now re-anchors itself once the sheet has finished loading.
  • Exhaustion now applies to initiative. It reduces every D20 Test, and initiative is one; it had been left out on the belief that D&D Beyond already applied it there.
  • A hit point maximum you set by hand in D&D Beyond is left alone rather than halved again — and Rollwarden says why, so you can clear the override if you would rather it applied.
  • A mid-session page refresh no longer silently disconnects a Foundry game — Foundry reports itself ready a few seconds after the page loads, and Rollwarden was taking the first answer as final while you kept rolling into a game that had stopped listening
  • A Shillelagh’d weapon posted a total that did not add up: Discord and the Roll20 mirror showed the upgraded die beside the pre-upgrade number
  • A condition Rollwarden set on a Foundry actor could get stuck there when two games were syncing at once
  • Pressing Escape to close a menu no longer takes the roll card behind it with it — the feed keeps only the newest card, so that was the one you were reading
  • The slim rail’s roll flyout no longer times out while your cursor is on it
  • Links from the Rollwarden menu into Settings work every time, not only the first time after a page load
  • An armed rider chip is readable on the light themes again instead of yellow-on-white
  • A Foundry-only table is no longer told to go select a token in Roll20 after rolling initiative
  • The undo toast can be dismissed with Escape, and hands keyboard focus back where it found it
  • A corrupted backup snapshot could delete your library instead of restoring it
  • The welcome tour and the slim-rail tip named buttons the default layout hides, and Divine Smite still told you to add the fiend/undead d8 by hand after the switch had automated it
Also

every catalog tile is now schema-checked on each build, so a broken modifier cannot ship silently2024 exhaustion was briefly applied to initiative and reverted the same day — D&D Beyond already applies it there

v0.73.0 – v0.74.1
New
Divine Smite asks whether the target is a fiend or undead. A 💀 Undead switch now sits beside the slot row. Flick it on and the smite adds its extra 1d8 radiant on top of whichever slot you picked, itemised in the breakdown as “vs undead/fiend” instead of quietly folded into the slot dice — and it stacks past both editions’ ceilings, exactly as the rules intend (5d8 + 1d8 on 2014, 6d8 + 1d8 on a 2024 5th-level slot). It clears itself along with the smite after the roll. Both editions have this rider: the 2014 class feature and the 2024 spell each add 1d8 against a Fiend or an Undead.
New
Rollwarden plays on Foundry VTT. Roll on your D&D Beyond sheet and the result lands in your Foundry game as one of Foundry’s own rolls — every die behind it on hover, 3D dice if your table runs Dice So Nice, spoken by the actor with your character’s name. Nothing is installed in Foundry: there’s no module, and the GM’s Foundry app sees them like any other message. To connect, open your game and click the Rollwarden button in your browser’s toolbar on that tab: a small page names the world and offers “Always allow on this address” — the game then reconnects itself every time you open it — or “just this session”, which stores nothing at all. Works on Foundry v11–v14, on any game system.
New
On a D&D 5e world, your rolls arrive as the system’s own. Attacks and checks come through as D&D 5e’s own d20 roll — a natural 20 coloured, advantage labelled — and damage as one typed roll per source, so the card groups damage by type and the GM gets the apply-damage buttons, exactly as for a roll made in Foundry. Any other system gets Foundry’s standard roll card, and a setting forces that on 5e too if you’d rather keep it plain.
New
Your initiative, hit points and conditions keep step in Foundry. Roll initiative on D&D Beyond and your combatant in Foundry’s running combat gets the number — if your actor isn’t in the combat yet, its token on the current scene joins with it. Change your HP or temp HP and your Foundry actor follows (the maximum is the system’s to work out, so it’s left alone). Mark yourself Poisoned and the table sees it in chat and as a status icon on your token, cleared when you clear it — effects you or the GM added are never touched. Death saves and inspiration tick across on 5e worlds. Every one of these is its own toggle, and a DM’s Combat Tracker can push the whole turn order into Foundry’s.
Improved
Settings → Integrations folds up. Discord, Roll20, Foundry and the encounter push are collapsible sections now, and all four start closed — the tab had grown long enough that someone who only uses Discord scrolled past two virtual tabletops they’ll never connect. Nothing is hidden by being shut: each header carries what its open section would have told you (“● 2 connected”, “○ not connected”), so the tab still answers “is my table wired up?” at a glance. Sections you open stay open, and anything pointing into one — the settings search, the launcher’s connection lines, a stalled-roll notice — opens it and scrolls there.
Fixed
  • “Clear all” now clears Divine Smite’s undead rider along with the tiles (and its undo restores both) — an armed +1d8 could otherwise silently ride the next smite
  • Keyboard focus is visible again on the concentration panel’s spell picker, and settings search now reaches the rows inside the collapsed Advanced-hotkeys group
  • On the darker themes a focused text field could turn dark-on-dark while your browser was autofilling it, leaving what you typed unreadable until you clicked away.
Also

Foundry needs no standing browser permission — only the exact game address you approve, listed and revocable under the extension’s site access

v0.71.0 – v0.72.0
New
Choose which modifiers the Forms & Companions panel offers. A ⚙ at the end of the companion row opens a “Companion modifiers” picker: check a modifier to offer it as a toggle for the creature’s saves, attacks and damage, uncheck one (Aura of Protection included) to take it off. Each row says what actually carries over — “1d4 → attacks · saves”, “+5 → saves” — and tiles with nothing the panel can carry (AC, checks, rerolls) are listed greyed with the reason. Remembered per character. Modifiers that give the same bonus to several roll types now carry whole: a Bless-shaped one reaches both attacks and saves.
Improved
The companion’s Aura of Protection matches the Active Modifiers tile. The same “Paladin’s CHA +N ✎” line now sits under the companion toggles, opens the same pop-out and steps the same stored number — change it on either side and both say the new value.
Improved
Companion roll results float beside the rail instead of piling into it. In the docked layout a companion’s roll card used to land in the rail’s feed and stay there — up to ten deep, never going away. It’s the creature’s result, not a breakdown, so it now floats like your own roll card does in the classic layout: one at a time, the next roll replaces it, drag it where you like, ✕ to close. Its default spot is just right of the rail, level with the Forms & Companions tile (or beside the slim icon strip).
Improved
Tiles answer to their 2014 name too. Radiant Strikes was “Improved Divine Smite” in the 2014 rules — typing either into the Features & Traits search now finds it. Tiles now carry the other names they go by on a sheet, and the one-time “reveal what this character owns” pass matches on those as well: a paladin on the 2014 book gets Radiant Strikes revealed, a 2024 paladin (whose sheet says “Paladin’s Smite”) gets Divine Smite, and every halfling finally gets Halfling Luck — the sheet’s trait is “Lucky” in 2014 and “Luck” in 2024, so it was never going to match. Brutal Critical and Brutal Strike now name each other in their tooltips so a search for either shows both, edition spelled out.
v0.68.0 – v0.70.0
Improved
Aura of Protection now asks for your paladin’s Charisma. The tile used to add a fixed +5 to saves — that was one table’s paladin. The bonus is the paladin’s Charisma modifier, which your own sheet can’t know, so the tile now carries a one-line “Paladin’s CHA +5” control: click it, set the number (+1 to +10) in the pop-out, and it’s remembered per character — the badge, your saves, death saves and any summon standing in the aura all use the number you chose. Existing characters keep +5 until you change it.
Improved
The share buttons tell you what they share. The bottom of Roll Stats was one row of look-alike pills — Party recap, Session recap, Rolling story, Share to Discord, Party Wrapped — and you had to read each name to work out who it covered, where it went and how far back it reached. It’s now a small grid: the row says who (this character, or the whole table), the column says where (a Discord post, or a Wrapped), and the button says the span — last session, all time, whole campaign, or the view on screen. Your own Wrapped is reachable from the dashboard for the first time, and the table’s Campaign Wrapped is offered right there once more than one game night is saved.
Improved
Your own Wrapped is now Character Wrapped. One character’s whole dice record and the table’s all-nights deck used to share the name “Campaign Wrapped”, so it could mean either — in Settings, on the share card, on the deck itself. The three are now named by who they cover: Character Wrapped (one character, all time), Party Wrapped (the table, one night) and Campaign Wrapped (the table, every saved night).
Fixed
  • Every Wrapped deck’s corner chip now names the deck you’re looking at — a Party Wrapped had been wearing a “Campaign Wrapped” chip.
  • The hover pin no longer hides a tile’s name — it’s translucent until you actually point at it.
v0.65.0 – v0.67.0
New
Ask Roll20 what’s wrong, and get an answer. A Check button next to each connected game walks the whole chain in front of you — tab reachable, game open, somewhere to post, which sheet, a journal character matching your name, a token on this page — and tells you which step is the problem. If the name is the problem it names the closest one it found: “Syn” instead of “Syn Ravenwood” is one rename away from working, and it quietly breaks five features at once.
New
You get told which side stopped receiving. Rollwarden used to say “couldn’t reach your table”, and only when everything failed — so a working Discord webhook meant you could never be told Roll20 had been receiving nothing all session. Each is now watched separately: “Rolls aren’t reaching Roll20 (Curse of Strahd) — everything else is still posting”, with the reason and the fix.
New
A refused sync says so out loud. When Roll20 turns down your hit points, a condition, your death saves or the turn order — no character by that name, no token on the page, not the GM of that game — you hear about it once, in words you can act on. Settings keeps the standing answer for each one, so “is my HP actually syncing?” finally has somewhere to be asked.
New
Roll20’s own roll cards on the modern D&D sheet. Games using “D&D Fifth Edition (5E & 5.5E)” now get the same attack, damage, check and spell cards the classic sheet gets, instead of a plain table. That sheet publishes no card format of its own, so it looked unsupported — a real game showed it renders them anyway.
New
Hit points reach that sheet too. Your current, maximum and temporary hit points now sync to a Roll20 character on the modern sheet, which keeps them somewhere else entirely from the classic one. If that character has never been opened in Roll20, Rollwarden says so instead of writing — until then the game answers for a different character, and syncing blind would put your hit points on someone else’s sheet.
New
Tap a Luck HUD chip to see what it means. The streak, drought and natural-20 markers now explain themselves in a line under the card — only while you ask, so the card stays as small as it was. Tap again, or tap another, to put it away.
New
Your conditions show on your Roll20 token. Mark yourself Poisoned or Prone on D&D Beyond and the matching status marker appears on your token in Roll20, so the map agrees with your sheet without anyone having to ask. The modern sheet uses its own D&D condition icons; every other game gets a sensible marker from Roll20’s default set. Markers you or your GM put there are never touched.
New
Death saves and inspiration reach Roll20. Every success or failure ticks the boxes on your Roll20 character as you roll it, and being stabilised or healed clears them again. Inspiration follows the same way — the moment the whole table is watching the VTT is the moment it should be right.
Improved
The Roll20 settings read the way they’re used. The four sync toggles are one group under “Keep in sync”, with the two condition halves side by side and every requirement written under its row instead of hidden in a hover tooltip. With nothing connected yet, the game picker comes first rather than sitting below nine options about a connection you don’t have.
Improved
Initiative you type now reaches the turn order. Only rolled initiative did. A DM entering pre-rolled monster numbers by hand synced nothing at all, and nothing said so.
Improved
A remembered game is remembered as that game. A DM’s test copy of a campaign carries the same name as the live one, and whichever loaded first used to take every roll, hit-point change and turn order. Rollwarden now tells them apart.
Improved
The luck calendar reads out a day’s numbers. Tap a square — or reach the calendar with Tab and walk it with the arrow keys — and that day’s average and roll count appear beneath it. Those numbers used to live only in a hover tooltip, which touch and keyboard users never saw.
Improved
Rolls reach the modern sheet through its own relay. They no longer depend on typing into Roll20’s chat box, so a Roll20 redesign can’t silence them. Anything that speaks as your character still uses the chat box, since that is the only place character attribution exists; on that sheet, condition lines and shared cards now post as you.
Fixed
  • Two hit-point changes in quick succession could land out of order, leaving your token bar showing a number your sheet no longer held.
  • A modifier name containing a line break, square brackets or braces could split a Roll20 message in two, add dice nobody rolled, or make the card vanish entirely.
  • Reloading your sheet could announce conditions you already had, because the conditions box was read in the instant before it filled.
  • Two restored tabs of the same remembered game both connected, so every roll posted into it twice for the rest of the session.
  • A Roll20 game that loaded slowly was written off as unsupported for the rest of the session, and never asked again.
  • Escape stopped closing Settings after you connected a Roll20 tab.
  • A Discord staging webhook URL (canary. or ptb.) was accepted and then silently failed every post; it is now refused, with the fix in the message.
  • A temporary ability score now updates that ability’s skill rows on your sheet, not just the ability card and its saving throw. Athletics could read the old number while your roll used the new one.
  • Turning such an effect off restores the number with its sign — an ability showing “+2” came back as “2” until D&D Beyond next redrew it.
  • An ability whose modifier is negative now takes the effect at all — which is exactly the character a Potion of Giant Strength helps most.
Also

Roll20 tabs that aren’t games are marked in the picker, and connecting one asks firstthe tour and several settings hints now describe what Roll20 rolls actually doa game on the modern sheet is recognised as soon as its characters load, instead of waiting out a 20-second probe

v0.64.0
New
Shillelagh, as a modifier you arm. Pick it up — with True Strike too, if you like — and roll your weapon’s normal row. Your weapon deals the spell’s damage die, growing with your level, using your spellcasting ability. Both spells move a weapon onto that same ability, and that happens once however many of them you have armed, so the modifier lands once and not twice.
New
Hide any ability you’d never roll. Some real abilities aren’t panel abilities — a Paladin’s Radiant Strikes is a rider that belongs in Active Modifiers, and its 1d8 is never rolled on its own. Every row in the Abilities panel now carries a ×, remembered per character, and one “Show N hidden” at the foot brings them all back.
New
Delete roll stats for the characters you choose. Stored characters lists every character holding roll stats in this browser — rolls, average, nat 20s and 1s, play days, when they last played — and deletes the ticked ones in one undoable step. Retiring a finished PC no longer means wiping everyone.
Improved
The Abilities panel is shorter. Its re-read moved up into the panel header, the “N abilities” line is gone, and group headings appear only when there is more than one group to tell apart. A tidied panel is often just your abilities and nothing else.
Fixed
  • A session recap’s biggest hit is now the biggest hit of the session you’re sharing. It always read your all-time record, so a quiet night could reach your table with a crit from weeks earlier beside it.
  • A game that runs past midnight is one session again, not two. Nights played before this update stay split — the timestamps needed to join them weren’t recorded at the time.
  • A spell, heal or item rolled soon after a weapon attack no longer inherits the weapon’s name in your Roll Log, your stats and your Discord posts.
  • “From descriptions” no longer offers dice you didn’t choose. A Goliath’s Giant Ancestry handed over all four ancestries’ dice; it now reads the choice recorded on your sheet.
Also

the armed badge now lines up with the tile it sits on

v0.63.0
New
Recover the rolls you made before you installed. Joined a campaign long before you found Rollwarden? D&D Beyond's campaign game log keeps every roll ever made with its dice — we walked one back thirteen months to the campaign's first night — and Roll Stats can now read the whole thing and fill in your own history from it. Your d20 average, natural 20s and 1s, what advantage actually bought you, damage, healing, initiative, death saves, streaks and records all arrive dated to the night they happened. Nothing you already had is counted twice, and pressing it again later only adds what's new. It's on the Roll Stats screen, and it offers itself when a character has no stats yet.
New
Import a preset from where you add modifiers. A preset downloaded from the gallery, or custom content a friend shared with you, can now be brought in straight from Custom Modifiers — pick “From a file” on the first screen. You still see exactly what will change before it happens, and it's still undoable. Settings takes the same file if you're already there.
Improved
The luck calendar answers to the filters. It always drew the last three months, whichever time window you'd picked above it. Now it draws the window you chose — a week, a month, a year, your own dates — and under All time it stretches back across everything it kept, wrapping into more rows rather than hiding the years behind it. “Last session” hides it, since a single day isn't a calendar.
Also

Reading a long game log now paces itself and retries a dropped page, so a whole campaign imports in one go

v0.62.0 – v0.62.1
New
Roll20 shows the roll you actually made. A roll now arrives in your Roll20 game as a Roll20 roll, carrying the number D&D Beyond gave you — hover it and every die is there, and a natural 20 still comes up green. Your sheet, the game log, your Discord channel and the table finally all say the same number. If your table would rather Roll20 rolled the dice itself, that's a setting.
New
Your game's own roll cards. On a game using the D&D 5e (Classic) sheet, rolls arrive as that sheet's attack, damage and check cards rather than a plain table — with a breakdown underneath naming every modifier that contributed. Rollwarden works out which sheet your game uses by itself.
New
Secret rolls reach the GM. A whisper-hotkey roll, or a DM's “TO: DM” encounter roll, is now whispered to the Roll20 GM instead of not arriving at all. A “Send To: Self” roll stays where D&D Beyond keeps it — with you.
New
Your token keeps up with your sheet. Change your hit points on D&D Beyond and the Roll20 character — and any token bar linked to it — follows, temporary hit points included. Mark yourself Poisoned and the table is told. Roll initiative and it can go straight onto Roll20's turn tracker.
New
DMs: your turn order, in both places. Roll initiative in D&D Beyond's Combat Tracker and the same order appears in your Roll20 game, matched to tokens where the names line up. Anything you added to Roll20's turn order by hand is left exactly where it was. You can also hide monster and action names on encounter rolls, so the table sees that something attacked without learning what.
Improved
Connecting a game is one click, once. When a Roll20 game is open and nothing is connected, Rollwarden offers to connect it — and remembers, so reopening that tab reconnects on its own. Games are listed by campaign name instead of raw browser-tab titles, and the launcher menu shows which game you're pushing to.
Improved
Send to table. The buttons that sent a spell, feature or read-aloud box to Discord now send it wherever your table is, Roll20 included.
Fixed
  • A secret roll's breakdown could be posted publicly to the table while the roll itself was whispered to the GM.
  • A “Send To: Self” roll briefly reached the Roll20 GM as a whisper. D&D Beyond hides those from everyone, the DM included, so it now never reaches Roll20 at all.
  • Disconnecting a Roll20 game now sticks — it could reconnect itself, or ask again, a moment after the click.
  • DMs: syncing the turn order mid-combat no longer resets whose turn it is, and hidden monsters no longer collapse into a single “???” row.
  • DMs: Combat Tracker initiative rolls no longer overwrite the selected token's turn-tracker entry; the turn-order sync is the per-monster path.
  • DMs: hiding monster names no longer masks your own “TO: DM” rolls in your GM-only channels.
  • The advantage card's second result now includes your buffs and modifiers.
  • A slow-loading 5e game no longer drops to the plain table after a reload, and a connected tab that moves to a different game now names the new game.
  • “Send to table” no longer reports “No response from the extension” when Discord had already posted.
  • Factory reset now forgets remembered Roll20 games.
Also

A roll's card no longer prints the action's name twice, and a single-source roll no longer gets a “Total” line repeating its own numberRolls sent to a Roll20 game that was still loading are no longer counted as failuresThe “Reconnected to Roll20” notice now appears only for a genuine background reconnectThe 2024 sheet is now recognised as such, and the sheet probe no longer re-scans a game every time the extension wakes

v0.58.0 – v0.61.0
New
Campaign Wrapped. Party history can now tell your whole campaign's story instead of one evening's — nights played, the table's pooled d20 average, every natural 20 and 1, the biggest hit anyone landed, and the single most dramatic roll of the year, with the date it happened on. Everyone still earns their archetype. It appears once you have more than one game night saved.
New
Share a Wrapped as a link. One button copies a link that carries the entire story inside it, so anyone can open it and page through the real thing — they don't need the extension. Nothing is uploaded and there's no account behind it: browsers never send the part of a link after the #, so we receive none of it. “Copy for Discord” copies the same link formatted to paste as a short label — Eve of Ruin — Campaign Wrapped — instead of a long address.
New
See what's armed before you roll. The “3 on” chip at the top of Active Modifiers is now a button. It opens a summary grouped by the kind of roll each modifier affects — Attack rolls: Bless +1d4, Reckless Advantage — with each one's conditions written out, like “melee only” or “only on a crit”. With three or four things switched on, that used to mean reading three or four tiles and doing the arithmetic yourself.
Improved
Party history remembers whole campaigns. Game nights are kept as compact summaries rather than every raw roll — around fifty times smaller — so your history outlives the few months of rolls D&D Beyond's log holds. Years of weekly play fit without trouble.
Improved
The Roll Log keeps the whole roll now. Every die face, which die advantage threw away (struck through), the flat bonus separated from the dice, and any notes about what changed — so “what did the dice actually show on that 34?” has an answer two turns later. Copy takes all of it with you.
Improved
Advantage says where it came from. Your breakdown and your Discord posts now name the modifier, hotkey or condition behind an advantage or disadvantage, instead of only showing that it happened.
Improved
A modifier armed for the wrong kind of roll now says so. Before, it produced nothing at all — no note, no badge — so “I switched it on and nothing happened” looked exactly like a bug.
Improved
Easier to hit, easier to read. The small controls in the corner of each tile are bigger and no longer swallow a tap meant for the tile itself, which was worst on a tablet. Roll questions and undo prompts can be reached with the keyboard before their timer decides for you, the Luck HUD folds away like every other panel, and Settings has a search box that looks across all its tabs at once.
Fixed
  • An extension update quietly disconnected any sheet you already had open from Discord and Roll20, and the warning about it was sent through the very connection that had just died. You'll now get a prompt to reload the page.
  • The buttons on Wrapped's final card never worked — Save image and Copy recap sat underneath the invisible tap-to-advance layer.
  • Dates in a shared Wrapped now read as the calendar day you played on, whatever time zone the reader is in.
  • A run of rolls with only one character in it is somebody testing, not a session — it no longer counts as a game night. On a real campaign that removed 25 phantom nights out of 62.
  • Unnamed rollers can no longer take the credit — one placeholder with eleven rolls all year was being crowned Dice Gremlin. Their rolls still count in the table's totals.
  • Ending concentration now says what it switched off; only Haste did before, so casting a second concentration spell silently unarmed the first.
  • If a save fails because your browser's storage is full, Rollwarden says so at the moment it happens and points you at a backup, instead of quietly losing the modifier you built.
  • The Luck HUD's streak chips were unreadable in the default light theme — pale orange and pale blue on near-white.
Also

Share links are about 150 characters now, down from around 800 — links from earlier releases still openThe gear icon means Rollwarden's settings and nothing elseThe Arcane Ward panel is called Arcane Ward everywhereSpells can no longer be pinned always-on, since a spell is cast and then expires

v0.57.0 – v0.57.1
New
Your table's history, night by night. Roll Stats now has a Party history view — one card per game night with everyone who rolled, the natural 20s, and the moment of that session. It fills itself in from your campaign's recent log the first time you open it, so your last few sessions are already there.
New
Limited uses on your own modifiers. The builder has a Uses per rest option — the tile shows ●●○, spends one on the roll it affects, and refills when you rest through D&D Beyond's own Short Rest or Long Rest buttons. It's for homebrew that says “once per long rest” in its description and has nothing counting it; anything your sheet already tracks is still your sheet's job.
New
Dice hiding in your features' descriptions. The Abilities panel now has a From descriptions group for dice that only appear in a feature's text — homebrew and traits D&D Beyond gives no roll button for. It reads your character data directly, so you don't have to click through and expand your whole sheet first, and anything it turns up that isn't yours to roll can be hidden.
Improved
Rollwarden keeps the table's rolls as they happen. Every player's rolls are already broadcast to everyone at the table; Rollwarden simply listens while a character sheet is open and remembers them. That's what Party history is built on, and it lets a session recap count rolls that D&D Beyond's log has since stopped handing back. It stays in your browser, and a factory reset clears it.
Fixed
  • The session recap really does cover your whole session now — it was asking for the next page of the game log in a way D&D Beyond doesn't answer, so a long night still came out as the last twenty rolls.
  • The DM's monsters were counted as players in the recap and Party Wrapped, even with “only track player characters” turned on.
  • “Leave a review” now points at the store you installed from — Firefox users were being sent to the Chrome Web Store, and on Edge it didn't appear at all.
v0.56.0
New
A concentration check you can always reach. The Concentration panel now carries a Concentration Check button whether or not a spell is being tracked. It opens the usual prompt at DC 10 with a “Damage taken” box that raises the DC as you type, rolls your Constitution save through your sheet, and reads the result against the DC — so War Caster's advantage applies even when Rollwarden never saw the damage go in. The automatic prompt is unchanged.
Improved
The recap tells you what it covered. When it reaches the start of the session it says so; when D&D Beyond stops handing back older pages, the post says it's partial and how many rolls it counted, instead of quietly looking complete.
Fixed
  • The session recap was leaving players out: it read one page of D&D Beyond's game log — roughly the last twenty rolls of the night — so anyone who hadn't rolled in that stretch was missing. It now walks the log back to the start of your session, and Party Wrapped gains this too.
v0.52.0 – v0.55.0
New
Discord without the roll firehose. Settings → Integrations → Discord now has Post my rolls automatically. Untick it and the channel stays connected for everything you choose to send — a spell's text, a read-aloud box, your roll stats, a session recap — without a message for every d20 you touch. A roll you whisper still goes; a roll D&D Beyond itself hides from the table (Send To: Self) stays quiet.
Fixed
  • Rolls made on a D&D Beyond map didn't carry your modifiers — the map rebuilt each roll from the original numbers, so advantage rolled two dice on your sheet and one on the map, and a natural 20 could reach the table as a 13. Your sheet, the map and the game log now all say the same thing.
  • Two of Rollwarden's own bookkeeping notes were travelling with your rolls into the shared campaign game log. Nothing behaved differently and no personal data was involved; they no longer leave your browser.
  • The Roll Stats window had two scrollbars and was rendering about 200px narrower than designed.
Also

The map-fix diagnostic from v0.53.0 is gone, along with the little data it kept

v0.51.0
Improved
A potion that sets a score says so. A Potion of Giant Strength described itself as “+19 STR” everywhere you could read it, which reads like +19 on your next check. It now says “STR becomes 19”.
Improved
Take one of your own items off a single character. The only button used to remove the item from every character you have. There's an “⊘ Off this shelf” now, and it's undoable.
Improved
The welcome tour describes the app you're actually looking at. It opened by explaining “a few floating panels” to someone looking at a docked sidebar, named a tracker that new installs hide, and never introduced the Abilities panel. It now offers to float your panels rather than dock them, which is the choice you actually have.
Improved
Buttons that say what they do. “Delete” on a built-in modifier never deleted anything — it hid it, with a Restore button right there. Settings → Integrations now says Roll20 and Discord instead of “VTT Roll Push” and “Discord Webhook Push”, the Forms & Companions panel is called that everywhere, and jargon like “rider dice” is gone from the copy you're meant to read.
Improved
Better with a screen reader. Damage type and die size chips now announce which option is selected — on controls that decide what you roll — and the Rollwarden ▾ menu supports the arrow keys it had been claiming to.
Fixed
  • Modifiers pinned to one weapon or spell now work everywhere — “advantage, only for my Longsword” never once granted advantage, and rolling the very thing it was pinned to would add the dice and then say it “didn't apply”.
  • Items that subtract dice reach the table with the right number: “2d6 − 1d4” showed you the correct total and then posted a different one to the game log — a 6 arriving as a 12. Your card, the game log, Roll20 and Discord now all agree.
  • Typing in a docked panel kept losing your cursor — every roll breakdown, undo message and reminder knocked focus out of whatever you were typing, mid-word.
  • A second open tab could undo your work: a sheet left open since before you imported a creature would erase it on its next save, hand back spent charges, and revert settings you'd changed elsewhere.
  • A long modifier name hid under its own ⚡ — an active Green Flame Blade read as “Green Flame Bl”.
v0.50.0
New
One catalog for everything that already exists. Add an item → From the item catalog now lists the potions and oils together with the magic items Rollwarden ships — the Instruments of the Bards among them — grouped and searchable. Pick a potion and it opens filled in, pick a magic item and it goes straight onto your shelf, and anything you already carry is marked rather than offered twice.
New
Temporary ability scores. A Potion of Giant Strength, a cursed torc, a blessing that lasts one scene — effects that set an ability score rather than adding to it. A new “Score becomes at least” option in the modifier builder raises that ability's checks and saves and the score on your sheet, and does nothing if your own score is already higher.
Improved
Adding an item is its own thing now. It used to borrow the modifier builder's screen furniture — the tab said “New Modifier” while you were picking a potion, and every way out dropped you on “What should this modifier do?”. The item screens carry their own header and tab, and saving a new item leaves you where you started, ready for the next one.
Improved
Manage items reads like an inventory. Grouped by what things are — potions and oils, scrolls, charged items and kits, worn and wielded gear — instead of filing every charged item under “Modifiers”. Each consumable's row shows what's left and carries a +, so you can restock without leaving the manager.
Improved
Using an item can be undone. Drinking a potion or burning a scroll now offers the same Undo that spending a charge from a staff always has. The roll stays where it landed; what comes back is the count.
Fixed
  • On Firefox the Rollwarden button sat far from its sidebar on a wide window — the sidebar was measured before Firefox had finished drawing it. It watches now, so the button, floating panels and Luck HUD settle into place whenever the sidebar moves.
  • Duplicating a potion or scroll opened the modifier builder — an empty form that then refused to save.
Also

A ▸ on the tiles that roll the moment you tap them tells the two kinds of item apart

v0.48.0 – v0.49.0
New
Two more items that outgrow a tile. A Staff of Power — nine spells costing between one and six of its twenty charges, 2d8 + 4 back at dawn, cast at your own save DC — and a Wand of Wonder, which rolls its own d100 and reads the result back to you, including the entries that roll again to resolve themselves. Both in the preset gallery.
New
The seven Instruments of the Bards, built in. Open the Item Shelf, click ⚙ Manage items, and tick the one your bard owns — Fochlucan bandore through Ollamh harp. Each spell keeps its own once-per-dawn state, so the panel can tell you you've played Faerie Fire but still have Fly. One Dawn button brings everything back.
New
A Healer's Kit with a party board. For players with the Healer feat. It opens the whole table — each member's Hit Die, the Hit Dice they have left, their current and maximum HP — and spends one charge and one of their dice per use. It also does the arithmetic nobody enjoys: a use can never restore less than your proficiency bonus plus one, so it tells you how many more uses genuinely can't overheal. It's in the preset gallery.
Improved
“If you expend the last charge, roll 1d20” is remembered for you. Emptying a charged item now rolls the clause everyone forgets and shows what's at stake. It doesn't apply the result: whether the wand crumbles to dust is your table's call, not ours.
Improved
A rerolled die shows the roll it replaced. When something turns a 1 into an 8 — the Healer feat's rerolls, a minimum-die effect, a maximized healing spell — the breakdown reads (1 8) with the old face crossed out, the same way a discarded advantage die has always been shown.
Fixed
  • The Healer feat's reroll skipped Battle Medic — the one non-spell case the feat names in its own text.
  • A spell whose name carries a qualifier — “Cure Wounds (level 3)” — could show a different spell's rules text when you pressed its ℹ.
  • A party member with a maximum HP but no current HP typed in was reported as missing all of it.
  • The ℹ on a per-ability item read “undefined charges”.
v0.47.0
New
Your potions and scrolls have a home. The new Item Shelf is a panel for the things you carry and use up. Click a Potion of Healing and it rolls right there, and the count on its tile ticks down by one — no more tracking doses on paper or scrolling your inventory mid-turn. Some items roll the moment you click them; others — a Potion of Acid Coating, an enchanted dagger — switch on and feed their dice into your next roll from the sheet. Both restock with a tap of + on the tile.
New
Adding one is usually picking one. Choose from the potion list and it arrives filled in, dice and rarity and all. Or search D&D Beyond's spells for a scroll — the books you own, your homebrew included — and its level fills in the rest: rarity, save DC, attack bonus, damage dice, and the spell's own text behind the ℹ.
New
Charged items get a panel of their own. A Cube of Force has a pool of charges, six faces that each cost a different number of them, and a recharge you roll rather than a refill. It's downloadable from the preset gallery.
New
The custom modifier builder learned the tricky dice. Treat low rolls as a minimum, reroll anything under a number, maximize dice, exploding dice, riders that only fire on a crit, riders that subtract with a floor, and effects pinned to one named attack. These worked when Rollwarden shipped them built-in, but the builder wouldn't touch them — now you can build, edit and share this kind of homebrew yourself.
New
Five more spells in the catalog. Enhance Ability, Magic Weapon, Death Ward, Fire Shield and Elemental Weapon.
Improved
A new install lands somewhere. Installing Rollwarden opens your character list and says so, instead of finishing silently and leaving you to work out that everything lives on a character sheet.
Improved
The tour remembers where you stopped. Closing it used to count as finishing it — press Escape on step two and the other ten were gone for good. It now picks up where you left off, wraps up after the three steps that are genuinely the point, and tells you where the rest are waiting.
Improved
Quicker to a usable sheet. The builders, the importers and the stats dashboard no longer load before your sheet does, and Rollwarden watches far less of the page and does noticeably less work on every roll.
Improved
A modifier tile now says everything it does. One granting +2 AC, doubled Speed and advantage on Dexterity saves used to show only “ADV Saves”.
Fixed
  • Two open sheet tabs could wipe your custom library — the older tab would save its out-of-date picture of your library over the top. Saves now merge instead of overwrite.
  • Clearing a spent item off one character's shelf no longer removes it from your others.
v0.45.0 – v0.46.0
New
The sidebar has a slim mode. Docked used to mean a fixed 344px column — more than a quarter of a 13-inch laptop screen. The chevron now collapses it to a 56px strip of icons, each with a live badge showing how many modifiers are on or whether you're concentrating; click one and that panel opens beside the rail. On a laptop that's around 290px of page handed back. Alt+Shift+D cycles full rail → slim rail → floating.
Improved
Roll while it's slim and the breakdown comes to you. The result card slides out on its own for a few seconds, then tucks into the rail — the 🎲 icon is there whenever you want another look.
Improved
Your own features now fill the modifier catalog. Active Modifiers used to open on an empty Features column — every feature started hidden, so a barbarian had Rage one click away with nothing to suggest it. Rollwarden now reads which class features, subclass features, feats and species traits your character actually has, and shows exactly those. It only ever reveals tiles, never hides one you've put away yourself.
Improved
A smaller sidebar out of the box. A new setup opens with the Luck HUD, Concentration and Active Modifiers, with the roll breakdown below them; Roll Log, Abilities and Forms & Companions sit in the rail as single-line tiles you open when you want them, and under 1280px the sidebar starts slim. If you've already arranged things your way, nothing moves.
Improved
The “Always on” strip now tells you it exists. The 📌 that pins a modifier to ride every roll only appeared on hover, and the strip it moves them into stayed hidden until something was already in it. The empty strip now carries a single line saying what the 📌 does, and disappears for good the first time you pin something.
Improved
The Luck HUD's ✕ is easier to hit. It was the smallest target in the extension. The clickable area is now around two and a half times bigger, and a click that lands just beside it closes the HUD instead of starting to drag it.
Fixed
  • The Abilities panel actually collapses now — collapsing it flipped the arrow and remembered the setting, but the contents stayed on screen.
  • The Luck HUD's ✕ works while docked, it no longer flashes at the wrong spot for a moment when a page loads, and it can't be buried by another panel.
  • Floating panels no longer land underneath the sidebar or scatter into odd corners when several are open, and opening a collapsed panel brings it to the front.
v0.44.0
Improved
The Luck HUD takes up far less room in the sidebar. The session count and its streak chips now share a line, so the docked tile is roughly half the height it was and there's more of the sidebar left for everything else.
Improved
Hover anything on the Luck HUD to find out what it means. The star, the skull, the hot and cold chips and the “Dry” counter all explain themselves now — including which are counting this session and which are all-time.
Fixed
  • The docked sidebar left a pale patch beside the D&D Beyond header on anything less than a maximised window; the gap now blends into the site header.
  • Hot and cold streaks no longer count a 10 — it's the average roll on a d20, so it belongs to neither, and it used to pad every cold run.
  • The Luck HUD stopped appearing on your character list, which has no dice on it at all.
Also

Groundwork for Firefox and Edge: the add-on review runs clean automatically and the Edge listing can detect the extension's language

v0.41.1 – v0.43.0
New
Rollwarden now runs on Firefox. Everything works the same as it does in Chrome — the modifier panels, the dice interception, companions, Roll Log and stats, and pushing rolls to Discord and Roll20. It's the same extension, not a stripped-down version, and it's live on Firefox Add-ons.
Improved
The Luck HUD is a proper panel now. Drag it wherever you want it and it stays there, across reloads and resolution changes. It can also ride the sidebar as a tile — Settings → Panels → “Dock Luck HUD panel” — and closing it with the ✕ now offers an Undo instead of leaving you to remember which settings tab brings it back.
Improved
The toolbar button takes you somewhere useful. Clicking the Rollwarden icon in your browser toolbar used to open the store listing for an extension you'd already installed. It now opens your D&D Beyond characters page, where Rollwarden's panels actually live.
Fixed
  • D&D Beyond's own menus — Play D&D, Rules, Library, Community, the search bar, your account — no longer open behind Rollwarden's panels.
  • The Luck HUD stopped disappearing when you resize the window — on narrower windows the docked sidebar slid over the top of it and swallowed it whole. It steps aside now and returns to its corner when there's room.
Also

Every part of the Firefox roll path was checked live on a real character sheet before release

v0.40.0 – v0.41.0
New
Your features, one click away. A new Abilities panel reads your character sheet and lists the things you actually use — Bardic Inspiration, breath weapons, and the like — each a single click that rolls and drops the result straight into D&D Beyond's dice log. Even the ones without dice: Inspiring Leader's temporary hit points are worked out from your sheet and posted just like a roll. Dock it in the sidebar or float it.
New
Build your own single-use modifiers. The custom modifier builder gained a “Single-use — switches off after one roll” option, so a homebrew smite or one-shot bonus behaves exactly like the built-in ones, badge and all.
New
A shortcut menu on the Rollwarden button. The new ▾ beside it jumps straight to Roll Stats, your Roll Log, what's new, or replaying the tour. Clicking the button itself still opens Settings, exactly as before.
Improved
See which modifiers fire once. Single-use modifiers — smites, Bardic Inspiration, blade cantrips — now show a ⚡ badge while they're active, so it's obvious at a glance that they'll switch off after one roll instead of looking identical to a lasting buff like Bless.
Improved
Docked leads the way. New installs now open with the tidy docked sidebar instead of floating panels — no more Rollwarden windows overlapping your sheet on a smaller screen. Already set up the way you like it? Nothing changes; you can switch back to floating in Settings anytime.
Improved
The panel introduces itself. On a fresh install, the Active Modifiers panel shows a one-line reminder of how Rollwarden works — toggle a modifier, then roll D&D Beyond's own dice. Dismiss it once and it's gone for good.
Improved
Your Roll Log stops hiding. It opens itself the first time you roll, so you actually find your roll history and the stats view tucked inside. Prefer it closed? Collapse it once and it stays that way.
Improved
A quicker welcome tour. Three essential steps get you playing, then a clear “You're set — skip the rest” lets you stop there. The extra tips are still one tap away if you want them.
Improved
Crits burn warm. The critical-hit banner traded its cool green-and-blue for a molten rust-and-gold, so a crit now looks like part of the breakdown — especially on the light parchment theme, where the old colours clashed.
Also

Tidier modifier tiles: a control that only appeared where it made no sense is gone, and 📌 shows only on modifiers that can actually be pinned

v0.38.0 – v0.39.0
New
Reset all your stats at once. A new "Reset all roll stats" button clears every character's long-term stats in one step — with an undo — right next to the per-character clear in Settings.
Fixed
  • War Caster's advantage applied to every Constitution save you rolled, not just concentration checks; every other CON save now rolls straight again.
Also

Roll Stats retired XP, levels, dice-rank titles, achievements and celebration popups; everything real stays

v0.37.1
Fixed
  • Party recaps read from the game log mistook roll totals for raw d20 luck; the table average is now marked as including modifiers, and luck-based titles wait for real d20 faces.
  • A momentary hiccup checking whether a sheet belongs to a player used to switch "Only track player characters" off for the session; now it just tries again.
  • The live Luck HUD overlapped the crit and hotkey chips, didn't announce its changes to screen readers, and fell short on contrast in the light themes.
v0.34.0 – v0.37.0
New
Stats while you play. A live Luck HUD sits quietly on your sheet and updates on every roll — this session's count and average, the hot or cold streak you're on right now (it glows when you're on fire), and a little "Overdue" nudge once it's been a while since your last natural 20. It's the first dice tracker that works during the game, not after — hide it any time from Settings or its own ✕.
New
Your dice year, wrapped. Character Wrapped — it launched under the name Campaign Wrapped, renamed in 0.69.0 — turns a character's whole roll history into a full-screen, tap-through story worth sharing — your luck verdict, the number the dice secretly love, your biggest hit ever, your hot and cold streaks, and your own dice personality. It ends on a stat card with a Save image button, so you can drop the picture straight into your table's Discord.
New
The whole table, wrapped too. Party Wrapped tells the same story for one session, read from your campaign's shared game log — the table's collective luck against a fair 10.5, the night's nat 20s and nat 1s, the single biggest hit, and a title for every player — ending on a stat card with the same Save image button.
New
Everyone earns a title. Table personalities hand each player a fun archetype for the night — Crit Machine, Heavy Hitter, Field Medic, Fortune's Favorite, Snakebit, and more. Everyone gets exactly one; it's a mirror, not a leaderboard.
New
Track only your players' dice. A new setting keeps the DM's monster and NPC rolls out of your stats and recaps — the party recap and Party Wrapped count the players alone, and a DM-run NPC's sheet stops building its own history. On by default; switch it off to count the whole table.
New
Your rolling story, told as a story. A new "Rolling story" button posts your whole dice history to Discord as prose instead of a table — how many d20s across how many sessions, whether your luck is real or noise, how long it's been since your last nat 20, the streak you're on, the number the dice secretly love, and your biggest hit ever.
New
Start over with one button. A new "Reset Rollwarden" in Settings → About erases everything and drops you back to a fresh install — all your roll stats, custom modifiers and monsters, Discord and Roll20 connections, and preferences, gone. It clears your synced cloud copy too (so it can't quietly restore itself, and it applies across your devices), so it asks twice and offers a one-click backup first.
New
Recap your whole table's night. A new "Party recap" button gathers everyone's rolls from your campaign's shared game log and posts one session stat sheet to your Discord — the table's roll count and average against a fair 10.5, the night's nat 20s and nat 1s, total damage and healing, and a line for each player. It's a stat sheet, not a scoreboard: no rankings, no winners.
Improved
Every session gets a headline. Party recaps now crown the single most dramatic roll of the night — a natural 20 beats even the biggest hit — as the Moment of the session.
Improved
Recaps that know their timeframe. Sharing your stats now frames the window you're looking at — how many sessions a 30-day span covered and your busiest one, or how many play days you've logged all-time and since when — so each share reads as its own recap rather than a bare row of numbers.
Improved
Cleaner stats to Discord. Sharing your own stats now posts a tidy, readable layout — your rolls, average, nat 20s, the luck verdict, and your progression — instead of a cramped grid of boxes.
v0.32.1 – v0.33.0
New
Know your dice. Every roll now builds a private, per-character stats history — open the full dashboard from Settings → Rolling or the Roll Log. Window it to your last session, the last 7 / 30 / 90 days, a year, all time, or a custom range, and filter to attacks, saves, or checks.
New
Are your dice actually cursed? Now you'll know. A luck verdict tells you whether your average is real or noise; a face histogram shows your skew against a fair die; a drought counter tracks "47 rolls since your last nat 20"; and a luck calendar paints your last three months from icy cold to gold hot.
New
Charts worth staring at. A trend chart you can switch between average, damage dealt, nat 20/1 rates, and what advantage really bought you; a convergence line watching your lifetime average settle toward 10.5; plus initiative and death-save records broken out on their own.
New
A trophy case and a level to earn. All-time records — highest attack, save, and check ever, biggest hit, streaks, busiest session — plus 18 unlockable achievements in tiered chains and a roller level that climbs eight dice-rank titles from Fresh Recruit to Avatar of Chance, celebrated the moment you cross one.
New
Show the table. Share the stats you're viewing — or a one-click session recap, rank and all — straight to your Discord channel. Or export a per-day CSV or the raw JSON; it's your data.
Improved
Divine Smite, both editions. The slot picker gained a 5th-level slot (6d8) for the 2024 spell, with the 2014 5d8 cap and the edition differences spelled out.
Improved
Easier on the eyes — and the ears. The welcome tour speaks each step to screen readers and spotlights its targets above the backdrop instead of behind it, and a swathe of controls gained proper announcements, hit sizes, and state colors.
Fixed
  • Pre-2024 and homebrew monsters imported without their attack and save buttons; both stat-block generations now parse fully, and "slashing plus fire" attacks roll both types, crits included.
  • Encounter-roll mirroring now fails toward privacy: only a roll D&D Beyond explicitly marks for everyone reaches your table channels — anything ambiguous goes to the GM alone.
  • A creature cheekily named "@everyone" can no longer ping your whole Discord server.
  • A rare first-load hiccup could permanently disarm the automatic restore of your synced modifiers and monsters onto a fresh machine; that window is closed.
  • Restoring a settings file now survives a full browser storage quota without half-applying.
  • Re-saving an imported spell in the modifier builder silently dropped its concentration tracking and rules text. They now survive, and edits that can't round-trip are refused with an explanation.
  • A Multiattack sequence no longer forgets a critical hit rolled mid-sequence.
  • The ⚡ one-roll arm is no longer offered where it would eat Sharpshooter's -5 without ever paying the +10.
  • The dragon's "(4 in its lair)" legendary budget is actually spendable now.
  • A sticky super-advantage hotkey spends itself properly instead of riding onto your next unrelated roll.
  • The recharge chip is now readable on the light themes.
v0.28.1 – v0.32.0
New
DM rolls reach the table now. D&D Beyond's My Encounters builder and Combat Tracker roll monster dice only on your own screen — your table never sees them. Rollwarden now mirrors those rolls to your connected Discord channels and Roll20 tabs, with the monster's name and what the roll was ("Talon — to hit"); rolls D&D Beyond marks "TO: DM" — its default — go only to GM-role Discord channels, so your secret rolls stay secret. It's on by default under Settings → Integrations → Encounter Rolls, and only sends where you're already connected.
New
Monster stat blocks are rollable now. Monster pages have no dice of their own — so Rollwarden adds them: attack bonuses roll a labeled to-hit ("Scimitar — to hit"), ability scores roll checks, the 2024 stat table rolls checks and saves separately, and the Skills and Saving Throws lines roll their bonuses. Damage and hit dice were already clickable; now the whole block is, on both the classic and 2024 layouts.
New
Send chapter art to Discord. The artwork in your sourcebooks gets the same "Send to Discord" button as read-aloud boxes: one click posts the full-resolution image to your table's channel, captioned with the book's own caption. Show the room what the players see.
New
Sorcerer metamagic arrives. Empowered Spell rerolls your worst damage dice — up to your spellcasting modifier's worth, only the ones worth rerolling, each reroll narrated in the breakdown — and spends itself; if every die came up hot, it does nothing and stays armed, so the point isn't wasted. Seeking Spell marks your post-miss reroll in the breakdown and Roll Log so the table knows why you're rolling again.
New
Rollwarden now matches your browser's mode. The default theme is "Auto": Scriptorium's ivory-and-ink in light mode, Inkwell's dark twin in dark mode — switching live if your browser flips mid-session. If you've picked a theme yourself, nothing changes; your pick stays.
New
Use a modifier for just one roll. Hover any modifier tile and tap the new ⚡ — the modifier arms for your next roll, applies, and switches itself off. No more toggling Bless on for one attack and discovering it three rolls later, still on.
New
How lucky were your dice tonight? The Roll Log's new 📊 Stats view shows your session at a glance: a d20 histogram with your nat 20s in green and nat 1s in red, your average roll, and average and best damage per weapon.
New
Monks, welcome home. The catalog's first Monk group: Stunning Strike and Open Hand Technique reminders that show your monk save DC live from your sheet, a Flurry of Blows reminder, Hand of Harm as a one-tap necrotic rider with a Martial Arts die picker, and Shadow Step's advantage that spends itself on the attack it was for.
New
Guidance and Resistance are tiles now. The two most-rolled utility cantrips in the game: toggle one on, and the d4 lands on your next ability check or saving throw — then switches itself off, just like the spell.
New
The whole smite family. Searing, Thunderous, Wrathful, Branding, and Banishing Smite, plus Ensnaring Strike and Zephyr Strike — each a one-use tile that adds its dice to your next hit and reminds you of the rider (the push, the frighten, the ignite) as you arm it.
New
The companion panel can run a boss's turn. Recharge actions get a ready/spent tracker with a start-of-turn recharge die; Multiattack gets a "Roll all" button that rolls the whole sequence; and imported monsters keep their Legendary and Lair Actions — with a per-round legendary budget you can spend and reset. Dragons, giants, and other big names now show up in the import search, too.
Improved
Initiative joins the modifier builder. Build Alert or Feral Instinct yourself: a fixed, dice, or ability bonus to initiative, with an advantage option — and the roll hotkeys and your standing default roll type now cover initiative rolls too.
Improved
Easier to find your way around. The tour now points hidden modifiers at the ⚙ on each column (where they actually live) with a "Show me" spotlight, an emptied column says "tap ⚙ to add" instead of sitting mute, and if several panels are crowding a wide screen, a one-time note offers to tidy them into the docked sidebar.
Improved
The companion panel says its shortcuts out loud. Save-vs-check clicks, advantage and disadvantage on attacks, and the HP buttons' ×5/×10 keys are all visible hints now instead of hidden tooltips — and switching a named, wounded companion to a different creature asks first instead of wiping its name and HP.
Improved
Calmer settings, gentler builder. The Rolling tab keeps the everyday advantage/disadvantage hotkeys up front and folds the rare ones behind an "Advanced hotkeys" disclosure; the modifier builder leads with your modifier's name and effect, tucks icon/color/placement into a Details section, and swaps the jargon for plain language.
Improved
Discord posts know who rolled. Rolls pushed to your Discord channels now carry your character's name and portrait, a gold "Critical hit!" banner when it was one, and whether the roll was made at advantage or disadvantage.
Improved
Comfort details throughout. Clearing the roll log can be undone; the modifier builder warns before you create two modifiers with the same name; the backup status speaks plain language; "What's new" is one click away in Settings → About; and a GM-only Discord channel now tells you when the Whisper hotkey it depends on isn't bound yet.
Improved
Quicker to notice trouble. If D&D Beyond changes its dice markup out from under the extension, Rollwarden is now far more likely to catch it and say so, rather than quietly half-working.
Fixed
  • The Concentration panel's dropdown claimed you had no concentration spells until you'd opened the Spells tab; it now reads them straight from your character on first load.
  • A deleted Discord webhook or a wandered-off Roll20 tab used to drop rolls silently at normal table pacing. Rollwarden now notices, warns you once, and cleans up the lost tab.
  • A detected critical's weapon damage no longer shows a different number in Roll20 than in D&D Beyond's own log and your Discord channel.
  • A character in no campaign had its first rolls after a page load mistaken for private ones; they now reach Discord and Roll20 from the first click.
  • A brand-new character no longer opens to a phantom Otherworldly Steed in the Forms & Companions panel — it stays empty until you actually summon something.
  • A sticky-armed roll modifier is no longer cleared by a "Send to Self" roll it never touched.
  • Custom-monster saves hold up better when your browser's storage is full.
Also

Chrome's new permission prompt is just the encounter and combat-tracker pages being addedThe roll-injection engine finished its refactor; store screenshots got a fresh coat of ScriptoriumThe largest code modules were split into smaller, individually tested piecesThe dice-roll math core moved into its own tested module, with more automated coverage

v0.28.0
New
Two new themes: Scriptorium and Inkwell. Scriptorium is a cool ivory-and-ink light theme with a vermilion accent; Inkwell is its dark twin — ink ground, ivory text, same vermilion. They join Midnight, Parchment, and Slate in Settings → Appearance.
New
Pull in your companions from the Extras tab. Already added a familiar, steed, summon, or Wild Shape form to D&D Beyond's own Extras tab? The companion panel can now adopt it in one click — full stat block and current HP included — instead of making you search for it all over again.
New
Deeper roll hotkeys. Hold a key to apply any modifier to a single roll (two configurable quick-modifier slots), a force-critical hold key for damage, and super disadvantage — roll three, keep the worst — to match the super advantage that was already there. All in Settings → Roll Hotkeys, all off until you bind them.
New
Read boxed text aloud? Send it to Discord. On sourcebook pages, every read-aloud box gets a "Send to Discord" button, so you can drop the narration into your table's channel as you read it.
New
New modifiers. Sorcerous Burst rolls and adds its exploding d8s for you; Cunning Strike, Brutal Strike, Arcane Jolt, Psionic Strike, and Lunar Form join the catalog; and Bane, Enlarge, and Reduce arrive on a new mechanism for modifiers that subtract dice from a roll.
Improved
A rebuilt modifier builder. It opens on a template-first start screen, shows a live preview of the roll as you build it, and keeps curation in one place: the per-column managers now hold both the built-in modifiers and the ones you make, so "where do I hide, edit, or delete this?" finally has a single answer. Nothing you built is lost in the move.
Improved
Clickable dice on far more pages. The dice-in-description feature now works on vehicle, feat, class, species, and background pages too — on top of the monster, spell, item, and sourcebook pages it already covered. (Adding these pages is why your browser may ask you to approve the update.)
Fixed
  • Giant's Might now gives advantage on raw Strength checks and scales its damage die correctly at higher levels.
  • A false "failed to load" banner no longer appears on your character list page.
  • Your spellcasting modifier is now correct before you open the Spells tab (a D&D Beyond change had quietly broken it).
  • A solo character in no campaign no longer has its rolls mistaken for private ones, so they reach your Discord and Roll20 again.
v0.27.0
New
Condition immunities show up on your character sheet. Modifiers that grant an immunity or resistance now paint it straight into D&D Beyond's own Defenses box, in D&D Beyond's own look — the same green shield icons and tooltips as a real defense — and put the box back exactly as it was when you toggle off. Nothing is ever written to your D&D Beyond character; it's the same display-only trick Haste already uses for AC and Speed.
New
Modifiers can target initiative rolls now. D&D Beyond marks initiative rolls very quietly, and Rollwarden can finally spot them — so the Watchers aura pick works, and your own custom modifiers can target initiative too.
Improved
Aura of Protection learned the oaths. One tile, with your oath as a pick: Glory adds Aura of Alacrity's +10 Speed live on your sheet, Devotion shows its Charmed immunity, Ancients its spell-damage resistance, and Watchers adds the paladin's proficiency bonus to initiative — base stays the plain +5 to saves. Aura of Courage isn't a pick — it's every oath at paladin 10 — so once your sheet hits level 10, Frightened immunity appears on top of whichever oath you chose.
Improved
Great Weapon Master and Charger, one tile each. Their 2024 editions used to be separate tiles; now they're an edition pick on the main tile, exactly like Great Weapon Fighting. If you had a 2024 tile visible, active, or pinned, it carries over automatically with 2024 already picked.
Improved
Slimmer modifier tiles. Option pickers are now a single line of small icon chips — hover one and its name floats up without anything shifting around. Damage-type pickers spell out the full damage type on hover, and with compact tiles on, hovering a tile reveals its picker even while the modifier is off.
Fixed
  • Chrome auto-translating D&D Beyond quietly broke save- and skill-restricted modifiers, Sacred Weapon-style ability bonuses, and the Exhaustion tracker; Rollwarden now reads the sheet's structure, not its words.
Also

Great Weapon Fighting's homebrew edition moved to the preset gallery (Great Weapon Fighting HB)A "Leave a review" link in Settings → About, plus a single dismissible ask

v0.25.0 – v0.26.0
New
See what's new, right on your sheet. After an update, a small dismissible note offers this changelog — once per version. And if you've taken the welcome tour before, new features now arrive as a short "What's new" tour covering just what's changed: roll hotkeys, crit house rules, Discord & Roll20 push, and clickable dice.
Improved
Crit house rules cover D&D Beyond's crit button too. If your table maximizes crit dice or doubles the rolled total, that rule now applies when you pick "Crit Damage" from D&D Beyond's dice menu — not just when Rollwarden detects your natural 20 itself. The rewritten dice land consistently everywhere — the 3D roll, the game log, the Maps log, your roll breakdown, and anything pushed to Discord or Roll20 — and if you play rules-as-written, nothing changes.
Improved
Clearer help when rolls stop being seen. D&D Beyond switches to a compact dice mode in small browser windows. If Rollwarden notices your rolls aren't coming through and that mode is active, the warning now says exactly that — make the window larger and reload — instead of leaving you guessing.
Improved
Goliath trait tune-ups for the 2024 rules. Large Form now gives advantage on plain Strength checks (not just Athletics) and adds its +10 ft Speed right on your sheet, and Powerful Build now covers Acrobatics escape attempts from a grapple too.
Fixed
  • A "Send To: Self" roll now goes only to your GM-only Discord channels, tagged "(self)", and skips Roll20's table chat entirely; whisper-hotkey rolls skip Roll20 too.
  • Adding dice via the dice menu's "Adjust Dice" no longer reads as a critical hit — only an exact doubling counts, matching D&D Beyond's own crit.
Also

Edge groundwork: the entire test suite now runs green on real Microsoft Edge

v0.23.1 – v0.24.2
New
One-click clear for the roll log. A "Clear log" button now sits at the top of the Roll Log panel, so you can empty it in a tap.
Improved
Topple now tells you the DC. When you hit with a Topple weapon like a maul or lance, the reminder shows the exact Constitution save your target must beat to avoid falling Prone — worked out from your own sheet, e.g. "DC 15" — instead of just telling you a save happens.
Improved
The roll log tidies itself. It still starts fresh whenever you close your browser, and now it also drops rolls older than 18 hours — so if you leave D&D Beyond open for days, you won't come back to a frozen list of ancient rolls.
Improved
You'll know if something breaks. If D&D Beyond changes how rolling works and your modifiers quietly stop applying, the panel now warns you instead of silently doing nothing. Rolls pushed to Discord or Roll20 retry on hiccups, with a heads-up if they keep failing — so you're never left thinking the table saw a roll it didn't.
Improved
Friendlier for screen readers. Roll results, reminders, and HP changes are now announced aloud; the crit animations respect your system's "reduce motion" setting; and contrast, focus outlines, tap targets, and labels all got a pass.
Fixed
  • Advantage from a modifier like Vecna's Link rolled correctly but got a red "DIS" badge and a plain 2d20 in the game log. It now displays exactly like D&D Beyond's own, Maps included.
  • In D&D Beyond's Maps game log, a boosted to-hit like Sacred Weapon's could revert to the unbuffed total a moment later. Flat bonuses now stick, so Maps matches your sheet.
  • The Slow mastery reminder no longer implies a save — its speed cut is automatic on a damaging hit.
  • The Cleave reminder now says the second swing is its own attack roll, not a copy of the first.
  • A briefly unreachable cloud backup at page load could get overwritten with fresh-install defaults; Rollwarden now waits, retries, and otherwise leaves everything alone and says so in Settings.
  • The same character open in two tabs no longer fights over your toggles, HP, or companion roster.
  • A problem loading one panel no longer takes the others down with it.
Also

Lighter cloud-sync in long sessions, smoother panel dragging, snappier manager searches

v0.21.0 – v0.23.0
New
Homebrew critical-hit damage. A new setting under Rolling → Critical hit damage lets your table pick how a crit's extra damage works: roll the dice twice (the default — nothing changes), maximize the crit dice, or double what you rolled. It applies whenever Rollwarden catches your natural 20, and the house rule shows up in the roll breakdown and anything you push to Discord or Roll20.
New
Arrange the docked panels however you like. In the docked sidebar you can drag a panel by its header — or use Alt+↑/↓ — to reorder the rail, and it stays that way. Active Modifiers is no longer stuck on top, so hiding it leaves no empty gap.
New
Rearrange your modifier tiles. Inside the Active Modifiers panel, drag a tile to reorder it within its column (or use Alt+↑/↓). Your arrangement is saved per character, and a normal click still toggles the modifier on and off.
New
Features & Items, and the Book of Unyielding Embers. The modifier column was renamed "Features & Items" to make room for magic items — like the new Book of Unyielding Embers in the gallery, which treats any 1, 2, or 3 on a fire spell's damage as a 4.
Improved
The Rollwarden button moved into D&D Beyond's header. It now sits in the empty space of the site's top bar — left of the D&D Beyond logo and above the sidebar — one fixed, predictable spot instead of floating over your sheet.
Improved
A tidier roll breakdown. In docked mode the breakdown shows just your latest roll (your full history is the Roll Log, right below it), it's kept to a sensible height, and it sits at the bottom so the panels above never jump around when you roll.
Improved
Click a panel to bring it forward. Clicking anywhere on a panel that's partly hidden behind another now lifts it to the front — not just its title bar.
Improved
Settings, reorganized into tabs. The settings window is now split into six tabs down the side — Appearance, Panels, Rolling, Integrations, Backup, and About — so every control has an obvious home instead of hiding in one long scroll. Theme and layout live under Appearance; showing or hiding panels and popups under Panels; clickable dice, roll hotkeys, and versatile weapons under Rolling; Roll20 and Discord under Integrations; backups and reset under Backup; and the little "?" menu from the header — version, support links, and the welcome-tour replay — now lives in About.
Fixed
  • Toggling clickable dice in Settings no longer needs a page reload.
Also

The Versatile Weapons setting is gone — D&D Beyond already shows both damage buttonsCompanion panel renamed "Forms & Companions": it tracks Wild Shape, Polymorph, and summons tooSettings tabs scroll on their own, work from the keyboard, and match your theme

v0.19.0 – v0.20.0
New
Roll the dice printed in the text. The dice written into D&D Beyond's descriptions — "the target takes 2d6 + 3 piercing damage", "regains 1d8 + 3 hit points", a 18d6 breath weapon — become buttons: click one and Rollwarden rolls it and shows the breakdown, right where you're reading. It works in your own spell, feature, and item descriptions on the character sheet, and on standalone monster, spell, magic item, and source pages. A click rolls just for you in a private popup that doesn't spam your table (D&D Beyond's own dice and plain mentions like "roll a d20" are left alone), and you can turn it all off under Settings → Clickable Dice.
New
Or send them to the Game Log. Flip on "Send those rolls to the Game Log" and clicking a die on your character sheet posts a real D&D Beyond roll — actual 3D dice, and your table sees it — just like a companion roll does. No popup, no per-roll prompt; like companion rolls, it needs one normal roll on your sheet each session first, and reference pages have no Game Log, so they stay local.
New
Choose who a modifier applies to. Building a custom modifier, you now pick an Applies to option: Me only, Me or a companion, or Companion only. The last one puts the modifier just on your Companion panel and never on your own rolls — perfect for something your character sheet already counts for you but that also reaches an ally, like a Paladin's aura extending to a summoned creature.
New
Compact modifier tiles. Inactive modifiers now sit as a tidy one-line list; the one you switch on opens up to show its dice and details, so your panel stays scannable instead of a wall of buttons. On by default — flip it off in Settings → Panels if you like every tile full-size.
Improved
Dismiss a companion when it leaves play. The ✕ on a companion's roster chip now works on your last companion too — send a familiar away, end a Wild Shape or Polymorph, or clear a summon that dropped, and the panel shows a clean "No companion in play" with a Summon a companion button. Dismissing keeps the creature's name and HP, so Undo (or Summon) restores exactly what you had.
Improved
Roll questions that remember. Toll the Dead and versatile weapons ask once, then default to your last answer — so a five-round fight isn't the same question five times, defaulting to the wrong die. Questions pop up right where you clicked, and if one times out, your breakdown tells you what it picked for you.
Improved
Your Roll Log finally logs everything. Every roll lands there now — not just the buffed ones — named for the weapon or skill, and each entry opens to show exactly what went into it. "What did I roll for initiative two turns ago?" has an answer again.
Improved
Companions do more, faster. Roll their attacks with advantage or disadvantage, double the dice on a natural 20, roll a whole conjured pack's saves at once, and click their skills straight from the statblock. Damage is one action, not thirteen clicks — Shift for ±5, Ctrl for ±10, or just type the number — and roster chips show who's bloodied and who's down at a glance.
Improved
Build and import modifiers with less friction. Duplicate a custom modifier to make a variant, preview exactly what a spell import will add before you commit, and build an advantage-only modifier without any tricks. Your unsaved work survives closing the builder by accident, and the monster importer now finds Undead, Fey, Elementals and more — Animate Dead and Summon spells included.
Improved
Nothing vanishes silently anymore. A modifier a rule filters out tells you why instead of quietly doing nothing. Delete, pin, or spend a modifier and you get a one-tap undo or re-arm.
Improved
Smoother everywhere. Drag panels with touch or a stylus, dismiss every popup with a keypress, see how many modifiers are live even when the panel's collapsed, and enjoy bigger buttons and clearer feedback throughout.
Fixed
  • Scoping a modifier to Me or a companion or Companion only now shows its toggle on the Companion panel right away — no more reloading the sheet.
  • Hovering the last modifier in your "Always on" strip could make it jitter between two lines; its label now expands cleanly over its neighbours.
  • Docked panels could get nudged out of the rail — the Concentration panel could even slide off-screen — if you'd dragged them while floating; they now sit tidily in the rail.
  • A panel's Manage Spells or Manage Features screen used to cover the docked panels below it; now it stays inside its own panel and the rail makes room.
  • Concentration checks now wait for your answer, coordinate with Arcane Ward so a fully-absorbed hit doesn't trigger a phantom save, and queue properly when two hits land at once.
Also

The one-time permissions prompt is just the standalone monster/spell/item/source pages — still only dndbeyond.comDozens of smaller snags fixed across the panel, roll flow, builder, and companion tracker

v0.16.1 – v0.18.1
New
Docked sidebar layout. Prefer a tidy column to floating panels? Flip Settings → Panels → Layout to Docked sidebar and Rollwarden tucks itself into the empty space beside your character sheet, just below the D&D Beyond header, covering nothing. Every panel has its own dock checkbox, so you can park the trackers in the rail and keep the Companion floating wherever you like; switching back to Floating returns every panel exactly where you left it.
New
Always-on modifiers. Radiant Strikes, Healer, an aura you never switch off — pin one and it becomes a compact pill in a new Always on strip: active in every roll, immune to “Clear all”, and one click returns it to the toggle list. Single-use and concentration modifiers can't be pinned, because those turn themselves off — “always on” would be a lie.
New
Themes. Pick your look under Settings → Panels: Midnight (the classic dark navy and gold), Parchment (a light, ink-on-paper style for bright rooms), or Slate (a neutral dark gray that melts into D&D Beyond's own dark mode). One pick re-skins every panel, popup and dialog together, and each palette is contrast-checked.
New
Roll the concentration check right from the reminder. Take damage while concentrating and the DC popup now has a 🎲 Roll CON Save button — it rolls your Constitution save through D&D Beyond itself, so War Caster's advantage and every other active modifier still count, then reads the result against the DC on its own: pass and it says so, fail and your concentration ends in the tracker. Prefer rolling from the Saves box? It catches that too.
New
Great Weapon Fighting — new homebrew option. A new HB edition extends the 2024 treat-as-3 rule to every damage die of the attack — not just the weapon, but riders like Radiant Strikes, Divine Favor, Spirit Shroud and Divine Smite too. Pick your edition on the modifier; the 2014 and 2024 options are unchanged.
Improved
Your modifiers keep the top spot. In the docked sidebar, Active Modifiers now always rides at the very top of the rail, with roll breakdowns arriving just beneath it — a busy round used to stack fresh breakdown cards above the panel until it slid out of view.
Improved
Easier on the eyes everywhere. A full readability pass: the faintest text got noticeably brighter, the smallest text got bigger (nothing you need to read is under 11px any more), and hint text finally has room to breathe.
Improved
Popups line up instead of covering each other. Two reminders arriving close together — a Haste nudge and a concentration prompt, say — now stack neatly in a column instead of landing on the same spot with one hidden underneath. Anywhere you've dragged a popup stays yours.
Improved
Question popups tell you what happens if you ignore them. “Roll type?”, Toll the Dead and versatile-weapon prompts now say which answer they'll use when the timer runs out, and highlight that button — no more silent surprises.
Improved
Managing features works like managing spells. The Features ⚙ opens one screen with search, grouped categories and your level override, and Manage Spells now groups spells by level with the same collapsible groups, live search and “4 of 10 added” counts. If Rollwarden ever can't read your level from the sheet, the warning carries a Set level manually button that takes you straight there.
Improved
A calmer first run. The Roll Log and Arcane Ward panels start as slim collapsed headers until you first open them, so a fresh install greets you with a working table, not a wall of panels.
Improved
Settings that use your screen. The settings window spreads into three tidy columns — your character & panels, rolling behavior, and integrations & data — instead of one tall scroll, and folds back down gracefully on a narrow window.
Improved
Crisp new interface icons. Rollwarden's own icons — panel titles, popup headers, the critical-hit banner — are now drawn icons that match your theme and look identical on every computer, replacing emoji that meant three different things in three different places. The icons on your modifiers are untouched: those are yours.
Improved
Weapon Mastery reminders learned “Got it.” Once you know what Graze does, tell the popup — that mastery stays quiet from then on.
Improved
Every reminder fades the same way. The concentration check, Arcane Ward absorb notice and the delete-undo toast now share the countdown fade every other reminder uses — your dismiss-speed setting (including “manual”) applies to all of them, and hovering pauses the timer while you read.
Fixed
  • Great Weapon Fighting only rerolls while you're actually wielding with two hands — a one-handed longsword swing no longer sneaks the bonus.
  • An attack that rolls to-hit and damage together now shows both breakdown cards stacked; the second used to erase the first before you could read it.
  • The Rollwarden button — the only door into Settings — now opens with Enter or Space, and announces itself properly to screen readers.
  • Jack of All Trades and Remarkable Athlete are gone from the feature catalog — your sheet already folds their half-proficiency bonus into ability checks, so Rollwarden adding it too would double-count.
Also

My Modifiers is searchable, your custom creations first, and its button is now honestly named Custom Modifiers…Green Flame Blade and Booming Blade's secondary damage lives inside the breakdown as its own sectionThe spell and feature managers close on Escape, it says “Companion” everywhere, and lingering “buff” wording is gone

v0.16.0
New
Roll hotkeys — hold a key to change a single roll. Hold Alt as you click a roll for advantage, Ctrl+Alt for disadvantage, with optional bindings for super-advantage (three d20s, keep the best — Elven Accuracy) and whisper. A held key beats any active modifier or your standing default roll type, so it's the fastest way to make a one-off advantaged roll. Prefer taps to holds? A sticky mode arms the key instead, with an on-screen “armed” chip. Everything's configurable under Settings → Roll Hotkeys.
New
Table and GM Discord channels, with whisper. Tag each Discord channel as a Table channel (gets every normal roll) or a GM only channel (gets nothing unless you whisper to it). Hold the whisper hotkey while rolling and that roll goes only to your GM channels — a secret attack or Insight check stays off the shared feed. And if you play more than one character in the same browser, each character's rolls can post to just the channels you tick under Settings → Discord.
New
Versatile weapons roll the right die. Add a Longsword or Quarterstaff under Settings → Versatile Weapons along with its two-handed die, and Rollwarden either asks how you're wielding it each time you roll damage or follows a preset — rolling the bigger die two-handed instead of whatever your sheet's weapon customization happens to be set to. One-handed always uses D&D Beyond's own die.
Improved
Companion roll breakdowns stay put. They no longer vanish after five seconds — they stay up as reference until you dismiss them or the next roll replaces them, drag by the header, remember where you put them, and close on Escape.
Improved
Every reminder-style popup behaves the same. The death-save reminder now fades like every other reminder — countdown bar, hover-to-pause, drag-or-✕ to keep it — and honors your dismiss-speed setting, including “manual”; roll-time question popups pause their countdown while you hover, and the spell-send notice is draggable.
Fixed
  • Other players' rolls no longer set off your roll breakdown — another player's or the DM's dice used to pop your breakdown, fold your active modifiers into their dice and clutter your Roll Log. Rollwarden now only touches rolls made as your character.
  • A live ability bonus could silently stay at +0: Sacred Weapon, Lifedrinker and Bladesong got stuck adding nothing if they were already on before Rollwarden had finished reading your sheet. They now re-check your scores whenever the sheet changes.
  • A roll held back by a question popup can no longer disappear if something goes wrong applying a modifier afterward — the roll always goes through, at worst without that one bonus.
  • Reminder countdown bars no longer vanish and snap back to full when you hover them; they freeze in place and pick up where they left off.
Also

The spell sidebar's Send to VTT button is now Send to Discord, the only place it can actually send todayWhile a modifier changes your AC, Speed or an ability score, the sheet is re-read at most once per frame

v0.12.1 – v0.15.0
New
Discord webhook push. Play over voice with no VTT at all? Paste a webhook URL under Settings → Discord Webhook Push and every roll — yours and your companion's — posts straight to the channel as an embed, with the actual result and a full breakdown of what contributed. Connect as many webhooks as you like.
New
Send a spell's description to Discord. Open any spell on your sheet and a new Send to VTT button sits right next to its name — click it to post the spell's full text to Discord, so the table doesn't have to alt-tab to look it up.
New
A death-save reminder. D&D Beyond's own Death Saves button can't be reached by any modifier, so the moment you roll one, Rollwarden pops up a reminder listing what's active — Beacon of Hope's advantage, Aura of Devotion's bonus, Bless's +1d4 — so nothing gets missed at the table's most dramatic moment.
New
Default roll type. Always roll with advantage, always with disadvantage, or pick Ask each roll to get a quick three-button popup before every check, save and attack. It only steps in when nothing else — a spell, a feature, a condition — has already decided the roll for you.
New
Custom modifiers can grant advantage. A new “Roll with advantage” checkbox on the wizard's Saving Throws, Ability Checks and Attack Rolls effects — build your own Rage, Haste or Reckless Attack.
New
Class packs in the preset gallery. Curated bundles of several modifiers for one character build, delivered in a single import file. First up: the Goliath Giant Barbarian Pack, with Danger Sense, Elemental Cleaver (pick your element, 2d6 at 14th level) and Fire's Burn. Packs are versioned, and re-importing an updated pack refreshes your copies in place.
New
31 more built-in modifiers. A full family of Eberron “Mark of” racial traits (Deductive Intuition, Cunning Intuition, Windwright's Intuition, Gifted Scribe, Healing Touch, Ever Hospitable, Hunter's Intuition, Wild Intuition, Artisan's Intuition, Intuitive Motion, Sentinel's Intuition), plus Reckless Attack, Frenzy, Jack of All Trades, Spiritual Focus, Blessed Strikes, Symbiotic Entity, Circle of Mortality, Remarkable Athlete, Otherworldly Glamour, Trance of Order, Durable Magic, Empowered Evocation, Tavern Brawler, Charger, War Caster, Lifedrinker, Genie's Wrath (with a vessel picker so its damage comes out the right element), Grave Touched and Silver Tongue. All ship hidden — add what your character actually has from the Feature Catalog.
New
Savage Attacker and Beacon of Hope join the catalog. Savage Attacker rolls your weapon dice twice on a damage roll, keeps the better total, then switches itself off; Beacon of Hope grants advantage on Wisdom and death saves, plus maximized healing for anyone it's cast on.
New
Toll the Dead, Chromatic Orb, Chaos Bolt, Absorb Elements and Life Transference. Toll the Dead asks “is the target missing HP?” right when you roll and swaps between d8 and d12; Chromatic Orb, Chaos Bolt and Absorb Elements get damage-type pickers so the breakdown and your VTT show the element you actually cast; Life Transference shows exactly how many hit points you lose and how many the target regains.
Improved
The Feature Catalog got a search box. Type a few letters and matching groups expand automatically instead of making you click through every category.
Fixed
  • True Strike, Green Flame Blade and Booming Blade now switch themselves off after they land, matching every other one-shot cantrip.
  • Editing or copying an advantage-granting modifier — Rage, or the Goliath pack's Danger Sense — silently lost the advantage, leaving a bonus of +0.
  • Imported modifiers with mechanics the wizard can't edit yet now say so up front instead of losing those mechanics when saved.
Also

New spell modifiers ship hidden, as always — add the ones your character knows from the managerRemarkable Athlete, Jack of All Trades and War Caster can't tell whether a roll is eligible for their bonus — toggle them on only for the roll they're meant for

v0.10.0 – v0.12.0
New
49 new built-in modifiers. The class features, feats and species traits you'd expect from Beyond20 — Sneak Attack, Rage, Divine Smite, Sharpshooter and Great Weapon Master (2014 and 2024 editions), Bardic Inspiration, Battle Master superiority dice, Hexblade's Curse, Hunter's Mark, Halfling Luck, Elven Accuracy and many more across every class. If you're upgrading, your panel stays exactly as you left it — the new modifiers wait quietly in the catalog until you add them.
New
A Feature Catalog. Browse the full library grouped by species, feat, fighting style and class, and add just the features your character actually has. Manage Features now only lists what you've added.
New
Modifiers can rewrite the dice D&D Beyond itself rolls. Great Weapon Fighting rerolls 1s and 2s, Elemental Adept turns 1s into 2s, Halfling Luck rerolls natural 1s, Supreme Healing maximizes your healing dice, and Elven Accuracy rolls a third d20 at advantage — with every change spelled out in the roll breakdown. Healing rolls carry modifiers now too: Disciple of Life, Alchemical Savant and friends land right in your Cure Wounds total.
New
A community preset gallery. Browse and download custom buffs and companions shared by other players, then import them straight into Rollwarden from Settings — there's a “Browse community presets” link in Settings > Backup & Sharing. See the gallery.
New
Class Companions. The Companion panel has a new category for pets tied to a class or subclass: the Battle Smith's Steel Defender, the Drakewarden's Drake Companion (pick its Draconic Essence damage type), and Otherworldly Steed. Steel Defender and Drake Companion scale with your level — HP, AC, attack bonus, damage and saves update live as you level up.
Improved
Critical hits got smarter. Champion Fighters and Hexblades crit on a 19 (or 18), and Savage Attacks / Brutal Critical add extra weapon dice on top of the crit's doubling, using your weapon's actual die.
Improved
One-shot abilities switch themselves off. Divine Smite, Bardic Inspiration and Assassinate turn off after the roll they land on, so you can't accidentally double-spend them — and pickers where it matters: your Bardic Inspiration die size, Divine Smite slot level, Great Weapon Fighting edition or Divine Strike damage type, right on the modifier button.
Improved
A heads-up if you also run Beyond20. Both extensions modify D&D Beyond's rolls and running both can cause unexpected behavior, so Rollwarden shows a one-time notice; the FAQ lists what's known to conflict.
Also

Import validation is tighter: a shared file can only ever add that buff or companion, never anything elseThe website gained an FAQ on Beyond20 compatibility, pricing, mobile support and reporting bugs

v0.9.0 – v0.9.1
New
Spell import. Pull a spell straight from your D&D Beyond spell list and turn it into a toggleable buff, with its damage, attack/save/check bonuses and flat AC/speed boosts mapped automatically.
New
Exhaustion is tracked automatically. It mirrors your character sheet's own Exhaustion level and applies the 2024 rules' per-level penalty to rolls — nothing to toggle by hand. It replaces the standalone Conditions panel from 0.8.0, whose other conditions duplicated badges your sheet already shows.
New
A Reset section in Settings. Puts Rollwarden back to its fresh-install defaults without touching your active modifiers, custom content, imported monsters or panel positions — undoable for 24 hours.
Improved
Companion import reads D&D Beyond directly. Instead of the 5e.tools bestiary, search now returns every Beast your account is entitled to — owned books, the free rules and your own homebrew — with full trait and action text, since it's your own licensed content.
Improved
Small comforts. Clearing all modifiers shows an Undo toast instead of clearing instantly, a crit-armed roll shows a chip you can click to cancel it before it fires, panels remember whether you left them collapsed or expanded, and Settings shows whether your data is backed up to the cloud or saved locally only.
Fixed
  • A stale crit could double the damage of a later, unrelated roll.
  • The built-in Imp, Quasit and Sprite were missing their Invisibility action.
  • The Settings button could get hidden behind a dragged panel.
  • Imported monster and spell text is now sanitized before display, closing a security gap.
Also

Roll Breakdown shows distinct icons for ability checks and saving throws instead of a sword for every roll

v0.7.0 – v0.8.0
New
Each character keeps its own Rollwarden. Buffs, custom modifiers, companions, concentration and Arcane Ward state are now kept per character sheet, instead of one pool shared across every character on the same browser profile. Your existing data carries over automatically the first time you open a sheet after updating.
New
Build Your Own Companion. Hand-author any companion or homebrew monster — not just Beasts pulled from 5e.tools — right alongside the existing import.
New
Share a single buff or companion. A new “Share” button exports one custom buff or companion as its own file, instead of your whole collection.
New
A Conditions panel. Track Prone, Restrained, Frightened, Exhaustion and the rest — the mechanically relevant ones automatically apply advantage or disadvantage to your rolls, and the more severe ones (Paralyzed, Stunned, Unconscious) pop up a rules reminder instead.
New
A welcome guide for first-time users. It explains what each panel does, the first time you open a sheet.
Improved
Undo, everywhere it hurts. Deleting a custom buff or companion shows an Undo instead of deleting instantly, and importing a Settings backup shows a preview of exactly what will change before you confirm — and can be undone afterward from Settings.
Improved
Reminder popups on your schedule. Weapon mastery, Haste and buff-ended reminders show a countdown, pause while you hover, and a new Settings option lets you speed them up, slow them down or turn off auto-dismiss entirely.
Improved
Fresh installs start curated. Only broadly useful buffs are visible out of the box — Bless, Shield, Shield of Faith, Protection from Evil and Good, Haste, Grappled — with niche, class-specific buffs and the Arcane Ward panel available but hidden until you turn them on in Settings. Existing installs aren't affected.
Improved
Your settings survive clearing site data. Settings and custom content (modifiers, companions and more) now sync through Chrome's own storage, so they outlive clearing D&D Beyond's site data instead of disappearing with it.
Fixed
  • The Companion panel sometimes defaulted to a position on top of the Buff panel on shorter screens.
  • A brittle Armor Class selector, popups rendering partially off-screen on small windows, “roll all” posting a roll for a companion deleted mid-roll, and two popups that had silently lost their drag-to-move.
Also

More than one Roll20 tab can be connected at the same timeBasic keyboard and screen-reader support across panels and popups

v0.6.0
Improved
A redesigned Custom Modifier Builder. One scrollable page instead of a multi-step wizard, with a live preview chip and a running plain-English summary of the modifier's effects as you build. Each effect is its own collapsible card you can add or remove freely, multi-selects are simple click-to-toggle chips, and submitting expands and highlights any invalid effect cards instead of failing silently.
Also

The builder and your saved My Modifiers list are separate tabs; the “Exclusive with” picker moved into a collapsed Advanced section

v0.5.1
Fixed
  • Forced-advantage saving throws posted the wrong total to the shared Game Log — both d20s were being summed instead of keeping the higher — and the same happened to advantage rolls sent to a connected VTT. They now show D&D Beyond's own “x/y” format.
  • Hiding the Concentration or Arcane Ward panel in Settings now fully turns off its damage/cast tracking instead of leaving it running silently in the background.
  • “Clear all” on the Buffs panel now ends linked concentration tracking and reverts stat overlays like Haste's.
  • Companion healing rolls showed up mislabeled in the Game Log.
  • The Companion panel failed to load if a previously selected custom companion had been deleted, and deleted custom names could linger.
  • Spellcasting modifier detection could get stuck polling slowly, and 5e.tools monster import produced unusable damage dice for certain attacks.
Also

General reliability fixes for reading character sheet data after D&D Beyond UI updates

v0.5.0
New
A Concentration tracker. It picks up your active concentration spell automatically when you cast it, and prompts a Constitution save (DC = half the damage taken, minimum 10) whenever you take damage while concentrating, with one-click Pass/Fail buttons. A manual spell picker and a Break Concentration button cover the moments auto-detection misses.
New
An Arcane Ward tracker for Abjuration wizards. Tracks your ward's hit points (2 × wizard level + Intelligence modifier), shows how much of an incoming hit it should absorb, and includes a recharge control for the level of abjuration spell you cast. Both new panels can be hidden independently in Settings.
New
Import monsters from 5e.tools. Search Beasts across the core sourcebooks from the Companion panel and add them as custom companion options. SRD-licensed monsters import their full stat block; paid-sourcebook monsters import mechanics only, with no copied stat-block text.
Improved
Flat saving-throw bonuses show on your sheet. Built in the Custom Modifier Builder, they now also update the saving-throw display on the character sheet itself, instead of only applying at roll time.
Fixed
  • True Strike's to-hit now sits in the weapon's damage row of the breakdown as “Weapon (True Strike)”, and that row keeps the right d20 (dropped die marked) under advantage or disadvantage.
Also

Custom companion names are for mounts and familiars only — a Wild Shape or Polymorph form is your own body, not a named companion

v0.4.0
New
Push a roll to Roll20. A roll can go straight to a connected Roll20 browser tab, where it rolls live with Roll20's own dice engine — any roll20.net subdomain. There's a Disconnect button, the connection clears itself if the tab closes, and the tab picker lives in Rollwarden Settings rather than on the toolbar icon.
New
Ability Override in the Custom Modifier Builder. Build your own True-Strike-style modifiers that swap in a different ability score for a weapon attack's to-hit and damage — and attack and damage effects can now be restricted to melee-only or ranged-only weapon attacks.
Improved
True Strike behaves like the real cantrip. It swaps in your spellcasting modifier and scales its damage with level, and its damage shows as one combined line in the Roll Breakdown instead of a separate weapon-damage row.
Fixed
  • The spellcasting modifier now seeds from your character sheet on load, instead of waiting for the Spells tab to be visited.
Also

Foundry VTT support was dropped — it required access to an arbitrary self-hosted domain with no reliable way to scope that down; Roll20 is the supported VTT for now

v0.3.0
Improved
Companions match the 2024 Monster Manual. Every companion's traits and actions were audited against the 2024 Monster Manual for accuracy.
v0.2.0
New
Custom modifiers can pick a damage type and scale with level. A damage-type override lets modifiers like Sacred Weapon choose their own damage type, and new level-scaling controls let any custom modifier grow automatically with your character.
New
The Owl joins the companion roster. Flyby trait included — and the companion picker is now grouped by Challenge Rating, with a dedicated Elementals category.
Fixed
  • A stale character level could break level-scaled modifiers.
  • Crimson Rite's level breakpoint was wrong.
Also

Green Flame Blade and Booming Blade's descriptions now cover their secondary-target damageBardic Inspiration was removed — it didn't fit cleanly into the modifier model

v0.1.0
Fixed
  • Multi-option modifiers showed the wrong active-state borders.
Also

Initial release of Rollwarden, rebranded from the original prototypeBuilt-in and custom modifiers now share one system, so every modifier works the same way underneathVersions are 0.x pre-release ahead of a public 1.0