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Can I Import this into <Game>

This depends; see 3rd Party for groups that work with, either importing into or export from.

How do I add my <adventure/feat/creature/spell/etc etc> to the site

That is a Homebrew question - see that section for more information

Do you have a version of this for <Game System>?

Where game system is something like (ie Pathfinder/Shadowrun/StarWars etc)?

That is a question addressed in 3rd Part

CR Scaling

Crazy Attacks!?!

The DMG's guidance for how a CR rating works, has some pretty broad/vague rules for defense and offensive abilities. When you put them into practice, they work - sorta - but as the CR scales upward the more obvious the problem is with the DMG's formula.
Work Around:
Try to not modify the CR of a creature by +/-4 steps in the CR. If you do, you might wind up with a creature with a single attack that deals 320+ damage and a AC of 24+. To make it more functional, you should manually review and adjust the creature by adding additional attacks or traits.

Encounter Builder

Why don't low CR Creatures effect the Threat Value of Encounters I build?

Per the DMG, When the Party's average level/threat potential is significantly higher, creatures of CRS under certain ratio to the player's average threat are not to be factored into the encounter.
YES, Kobold Fight Club does NOT do that. YES, that seems odd. IT IS HOWEVER; the actual rules of the DMG.

Renderer Demo

How does this thing work?

Honestly, for the most part - it works just by existing. Its mostly used for reference. Giving insight on how the JSON is formated, and what tags are possible in the site's existence. It allows you to plan on how to implement the content you wish to add, or modify it in the way you intend.
Review the rendered content and find the action/element you'd like to include within your own homebrew; in the left-hand panel, CTRL+F and search for a text string from that rendered element. Read the converted description, review the code in which its function is defined and used, then attempt to build your own using that section as a foundation to work from.

It just returns a blank screen?!

When you insert your JSON into the renderer code panel, the updated render just clears the text from the renderer/information panel.
What is happening:
Your code likely is rendering correctly; but data sets (for an eample "items": [) are not supported to render directly, instead you've just defined data versus asking it to render a portion of that data. You'll need to remove the leading declaration and its brackets [ ] to test to confirm that though.

It won't show my item/feat/trap/hazard/vehicle/book... custom JSON

See prior question's answer

What does "Invalid JSON! We recommend using JSONLint" mean?!

When I put the code in, it doesn't seem to change anything and instead by the Render Button, I see "Invalid JSON! We recommend using JSONLint.".
What that means:
Your JSON code fails at validation, which often means :
  • you have a missing character to open or close a entry. --> all { } & [ ] need to be paired
  • an extra or missing , --> the last line of an entry, if no additional data follows shouldn't have a comma, if more data will follow, it needs the comma.

Are there other sites/Mirrors for the Mainsite?


Here are some of the known public mirrors (in case the main site is not accessible)

Dice Roller

How do I roll for Criticals?
Pressing Shift while you click on a to hit will roll for critical damage .

Initiative Tracker

Can I run the Initiative tracker Locally (offline)

Simple Answer, NO.
Honest Answer, Yes. But, its more complicated than most can do.
It requires a "satellite" server to bounce the initial handshake off, and you could | run the server yourself.
You will need go into the site's js/utils-p2p.js to change.
class PeerVe extends Peer {
   constructor (role) {
over to
class PeerVe extends Peer {
    constructor (role) {
        super(CryptUtil.uid(), {host: "localhost", port: 9000, path: "/myapp"});
(Where the host/port/path are as specified in the README on that server's GitHub repository.
TL;DR - it requires (a) a LAN, (b) you running a PeerJS server on that LAN, and (c) tweaking some locally hosted version of 5etools code to point at your personal PeerJS server.