D&D 3.5 Character Sheet Handbook
The Alchemic Arts Dungeons & Dragons 3.5 sheet is designed for the edition's interconnected rules. It keeps the familiar parts of a character sheet visible while calculating the totals that normally have to be updated in several places. It also provides searchable libraries for the content that tends to outgrow a paper sheet.
Create, navigate, and save a sheet
Go to My Sheets and create a D&D 3.5 sheet. Give it a name that will stand out in your list, especially if you keep several characters on the site. The Character Info section at the top is where you record the basics: character and player names, campaign, class, race, alignment, size, deity, level, experience, action points, age, and appearance.
The rest of the sheet is split into eight tabs: Abilities, Equipment, Inventory, Skills, Spells, Feats, Features & Abilities, and Notes. You can switch between them without losing what you entered on another tab, but those changes still need to be saved. I recommend saving whenever you finish a substantial update and again before you leave. If you do try to leave with unsaved changes, the site will warn you. Once the sheet is saved, refreshing the page or logging in again later will bring that information back.

Mobile-responsive, user-focused design
You do not need to be at a desktop to use the sheet. On a tablet or phone, the layout adjusts to the narrower screen and rearranges the controls, cards, tables, tabs, and dialogs where needed. This makes it practical to look something up or update the character from a mobile device while you are playing.
The sheet is designed with user experience in mind. Related features are organized into focused tabs, searchable libraries make large collections easier to navigate, calculation breakdowns keep totals understandable, and common actions are placed close to the information they affect. Automation handles repetitive arithmetic while preserving the component values players need to review and adjust.
Abilities, saves, combat, and defenses
The six ability cards show each current score and modifier. Open a card to enter the score's base, enhancement, racial, miscellaneous, and temporary components. The total and modifier update from those parts, and the quick temporary field lets you apply a short-lived adjustment without reopening the full editor.

Fortitude, Reflex, and Will each keep the parts of the save separate: base save, key ability, resistance, circumstance, miscellaneous, and temporary bonuses. The key ability is connected to the ability score elsewhere on the sheet. If Constitution changes, for example, the Fortitude total changes with it. The same applies to Dexterity for Reflex, Wisdom for Will, or whichever ability you choose to use.
The combat section handles the numbers you are likely to change or check during play, including melee and ranged attacks, grapple, initiative, hit points, nonlethal damage, hit dice, damage reduction, spell resistance, and movement. Character size is worked into Armor Class, attacks, and grapple where the 3.5 rules call for it. Armor Class is also shown as a breakdown rather than a single unexplained total, so you can see exactly how much comes from armor, shield, Dexterity, size, natural armor, deflection, and other bonuses.

Equipment, inventory, currency, and load
The Inventory tab is the complete list of carried and owned items. Search, filter, and sort it when the list becomes large. Each entry can track quantity, weight, value, charges, and whether its weight counts toward the character's load. The carried total and load information update from the items currently marked for weight tracking.

The Item Shop provides a searchable catalog that can be filtered by details such as item type, category, price, and equipment slot. Purchases use the sheet's platinum, gold, silver, and copper balances and add the selected item to inventory. The currency adjustment tool also supports direct gains and expenditures in each denomination.

Open an item to see its detailed weapon, armor, shield, or special properties. You can create custom mundane items, weapons, armor, shields, charged items, and items that store spells. Custom items keep their structured rules fields instead of forcing every unusual property into a notes box. Weapon and armor enhancements can be selected from available content or created when the campaign uses a custom option.

The Equipment tab assigns compatible inventory items to their working slots. Equipping armor and shields updates relevant AC, maximum Dexterity, armor check penalty, spell failure, and speed information. Equipping weapons keeps combat-ready items separate from the rest of the pack. Unequip an item rather than deleting it when the character still owns it.


Skills and custom skills
The Skills tab keeps the edition's full skill list manageable with search and display controls. A skill total combines ranks, its key ability, and applicable miscellaneous, synergy, temporary, and armor-check adjustments. Trained-only information and rule details are available when inspecting a skill, so the sheet can serve as both tracker and quick reference.

Use Manage Skills to choose which entries are active or visible for the character. If a class, supplement, house rule, or campaign introduces a skill that is not in the standard library, create a custom one with its key ability, training requirements, armor check behavior, and rules text. Custom skill detail fields support readable paragraphs, lists, and simple tables.
Spells and spellbooks
The Spells tab keeps the main spell library separate from the character's individual spellbooks. You can search that library by name, class or domain list, and spell level, then add the spells the character knows to the right book. Open a spell to find the full entry, including its school and subschool, descriptors, components, casting time, range, target or area, duration, saving throw, spell resistance, and description.

If a spell is not in the library, you can enter it yourself. You can either fill out the custom spell form or paste a consistently formatted spell entry into the importer. The importer does most of the sorting, but check the fields it filled in before saving. Sourcebooks do not all format level and component lines in quite the same way, so those are worth a second look.
A spellbook has its own name, caster level, source, daily slots from levels 0 through 9, spells known, and prepared slots. This supports keeping different casting classes or sources separate on the same character. Add and remove known spells through the library, prepare an eligible spell into a slot, and use the spell rolling control when a spell description contains a roll the sheet can perform. Editing daily slot totals preserves expended-slot state where possible.


Feats
The Feats tab provides a searchable catalog with categories and detailed prerequisite, benefit, normal, and special text. Select a standard feat from the catalog or create a custom feat for campaign-specific material. The custom feat importer can populate structured fields from pasted text, while the manual form supports multiple descriptors and formatted rule details.

Features, abilities, and notes
The Features & Abilities tab records class features, racial traits, extraordinary, spell-like, supernatural, and psionic abilities, template abilities, item-granted features, campaign rewards, and other custom effects. Create Ability saves a reusable custom definition to your ability library; it does not immediately assign that ability to the current character. Add Ability opens the searchable library, where source type and individual comma-separated source names can be filtered before adding an ability to the sheet.

You only need to create a custom ability once. Removing it from a character leaves its library definition available for another character, while permanently deleting an owned library ability removes that definition and its character assignments. The importer can populate a new definition from pasted rules text for review before saving.
For an ability with a limited number of daily uses, enable daily-use tracking and enter its maximum. The character card shows the remaining total and provides Use and Reset controls. Completing any rest restores every tracked ability to its daily maximum.
The Notes tab is intentionally open-ended. Use it for backstory, session notes, future advancement plans, companion statistics, recurring modifiers, sourcebook page references, or any character information that does not belong in a calculated field.
The Notes tab also includes structured campaign aids for quests and missions, known languages, allies, enemies, character traits, and backstory. Active and completed quests can retain their own notes, while the other panels collapse when they are not needed.



Conditions, rest, and dice
The Condition Tracker applies standard D&D 3.5 conditions and updates the sheet totals affected by them. Related conditions with different severities are handled as a progression where appropriate, helping prevent incompatible states from being counted together. Remove a condition when it ends and the affected totals return to their normal calculation.
The Rest tool gives you options for an eight-hour rest, a twenty-four-hour rest, or a Full Restore. Every rest recovers daily spells and tracked ability uses. The two normal rest options also recover the appropriate amount of hit point damage, nonlethal damage, and ability damage. Full Restore clears any ability damage that remains when the table calls for it. Before you confirm a rest, read the summary in the dialog; it tells you exactly what the sheet is about to change.
There is also a dice roller built into the sheet. Enter a normal expression such as d20, 2d6+3, or 1d20-2, and the result will show both the individual dice and the final total. Advantage, disadvantage, and rerolling ones are available as options. Since the roller opens without taking you away from the character, you can check a bonus on the sheet and make the roll in the same place.