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The player's side of the table

Gnasher's Satchel™

Gnasher's Satchel is the player's side of the screen. Your character on your phone, your dice on the table, and whatever the DM sends you, when they send it.

Free forever · opens in your browser · installs on your phone · your characters never leave your device

The same file, every build, is also a release on GitHub.

Gnasher in his rucksack form: a friendly canvas adventuring pack with a keyhole clasp, the Satchel mascot Gnasher's d20, rolling

Gnasher carries your dice, your sheet, and your notes, and he rolls right alongside you.

Phone, tablet, or laptop

Bring whatever screen you bring to game night. It loads like a page and behaves like an app.

Open it once

Tap Open the Satchel on the phone, tablet, or laptop you bring to the table. No store, no install, no account.

Add it to your home screen

iPhone: tap Share, then Add to Home Screen. Android: open the menu and pick Install app. It gets its own icon.

Signal optional

After that first visit it opens offline, sheet and dice and all. Rather own the file outright? The download gives you the whole app as one file.

What's in the bag

Everything a player reaches for, and nothing they have to set up.

A sheet in three minutes

Pick a class and a level and your proficiency, saves, hit dice and spell slots fill themselves in. Or build one from scratch in the Forge, with every number computed for you.

Tap to roll

Every check, save, skill, and attack rolls with one tap, advantage and disadvantage included, with an honest result card and a session log you can clear.

The bookkeeping face

One-tap damage and healing, temp HP, conditions, and rests that do the right thing. At 0 the hit-point plaque turns into death saves by itself, with a Healed button waiting.

Your resources, as coins

Rage, Second Wind, Action Surge, Channel Divinity, Bardic Inspiration, Sorcery Points and the rest sit on the Fight tab, grown from your level, spent with a tap, handed back by the right rest.

Spells that keep their own count

Cast one and pick the slot. Concentrate on one and the sheet asks for the save when you take a hit. Prepared spells are counted against your level, so you always know where you stand.

The whole SRD, a search away

Every rule, action, feat, feature and item in the free SRD 5.2.1 is one search from your sheet, and the dice written into the text are ready to roll where they sit.

The live table

Your DM reads a short code off Gnasher's Grimoire; you type it in. Your rolls appear at the table, the initiative order lights up when it's your turn, and handouts land in your Journal.

Phones sleep. Fine.

When your screen dozes off, your seat is held. The Satchel rejoins by itself when you wake it, and anything you missed, even a private whisper from the DM, is already waiting.

Yours, forever

Everything lives on your device. Export a .satchel file any time to back up or move phones. No account to lose, nothing to cancel.

The map, on your phone

Your DM's battle maps and campaign maps land in the bag. Tap a pin to read a note, a page or another map, follow one into the fort, and measure in squares or in miles. A marker shows where the party is standing.

The recaps, kept

When your DM writes up the night and publishes it, it lands here and stays. The last twenty sittings sit in order, newest first, readable on the train with no signal. Keep one and it is copied into your binder.

What you have discovered

The people, the places and the lore your DM has revealed, each one tagged and waiting where you can find it again. Nothing unrevealed is ever sent, and it is filed under the campaign, so three games keep three histories.

Two tables, two histories

Taken the same character to two tables? The shelf names both, with the count each one holds, and you pick whose history you are reading. It shows up only when there is a choice to make, and it stays where you left it.

Take that roll again

The card that just landed offers the same roll again at advantage or at disadvantage. Same skill, same bonus, one die different, taken mid-fight without a switch to set beforehand and unset afterwards.

Conditions you can tell apart

Every condition carries a shape and a glyph as well as a colour, on your sheet and on the ring around your figure on the map. Take the colour away entirely and the shape still says which one it is.

Set it for your eyes and hands

Make the whole app bigger or smaller, and set how long a press is held and how quick a double tap must be. Kept on your device and applied before the first paint, so a bigger Satchel opens big instead of jumping.

Works with a screen reader

The tabs are a real tab list with the arrows walking across them, the roll buttons say what they roll and by how much, and the result is read out as a sentence. The Forge and the binder are not done yet, and we will say so.

Choose what the table sees

Everything, or your hit points and name, or your name alone. What you hold back is never sent in the first place, so there is nothing sitting at the table to be shown by accident. Change it mid-session and it updates.

A sheet that arrives as a PDF

Already have your character as a filled PDF? Drag it in. It tells you which boxes it read and which it could not, and a score it cannot be sure of is left blank and drawn as a dash. It never invents a number.

Hand it to the next phone

Show your character as square codes and let another phone's camera read them. No wifi, no cable, no account, no upload. Both screens show the same four characters, and a mismatch is refused rather than kept.

Back in your own chair

Lose your signal for a minute and you come back as the same player, same chair, same number, your own character still on it. Never asked to sit down again as somebody new. One line at the foot of the screen says Reconnecting, and it comes back on its own. Four phones can join at once, and when the router will not let two devices in the room talk, point your camera at the invite on your DM's screen and show your answer back the same way. Nothing leaves the room on that road.

What you are walking into

If your DM sends the table a reckoning of the fight, it draws as a card by the turn order: the band, the number, how many heroes were counted. It never says what you are facing, and it tells you when it is stale.

Day and night on the map

When your DM turns the light of day over to the table, your map wears the same hour: dawn, noon, dusk, night, or a look they picked. The grid, the ink, the figures and the fog stay exactly as sharp as before.

Every cantrip, one tap

Cantrips have a Cast button and never ask for a slot. An attack cantrip rolls to hit and then rolls damage, as two rolls. A save cantrip names the save and shows the difficulty class off your own casting ability. The damage steps up on its own at 5, 11 and 17, and a cantrip that counts beams counts them.

A new caster level opens the book

Take a wizard level on a fighter and you can cast. Cantrips known, slots and the spell list all come off the classes you actually hold, so the first caster level opens the spellbook with its cantrips in it. A cantrip says Always ready; a levelled spell's pip says Prepared today, with 4 of 5 prepared above the list.

Your DM's dice, in The Table

Their rolls land in The Table beside everybody else's, marked as theirs, with a natural 20 or a natural 1 called out and a creature they have hidden reading as its number. What they keep behind the screen, you do not see. None of it goes anywhere near your own roll history.

The rolls you missed

Wake up, come back to your chair, and the table's recent rolls are waiting, newest first, with the ones from while you were away marked as such. Nothing is doubled if the catch-up arrives twice.

What your DM can see

While you are at a table your hit points, temp HP, armour class, conditions, concentration and death saves reach your DM's screen, so they can run the fight without asking you for numbers out loud. That is the whole list, it is only ever your DM, and Choose what the table sees still decides what everybody else gets.

The mode bar says what it does

It reads Next roll: Advantage in words, dims while a roll card is up, and goes back to Normal afterwards unless you press and hold it, which pins it. Drop to 0 and it resets outright, so an advantage set for a sword swing can never decide a death save. A hit die at full health refuses and rolls nothing.

Coin in and out, and an offer you can take back

The pile's money is five tappable coins, gold first: tap one, type a number, Put in or Take, and the coin moves only when the table answers. An item you offer is marked offered on the row where you keep it, with Take back beside it; it expires on its own after ten minutes and comes home. Take on a stack asks for the count with the stack filled in.

The camera closes when you close it

Reading an invite or a character used to leave the camera running afterwards, which is what made the whole phone crawl. Closing the sheet, switching modes, the screen going dark and Escape all end it now. Typing no longer writes your whole character to disk on every letter either, so a long name types at the speed your thumb moves.

Pull the strip up for your dice

There is a grip on the bar at the bottom of the screen. Pull it up, or tap it, and the dice tray and your own roll history come up over the tab you were on. A tap on a tab is still a tab, and a sideways scroll is still a scroll. The Log is the other road to the same place.

Split the board with your own numbers

One toggle in the board's head puts the map on one side and your own strip on the other: hit points and armour class above the quick bar, where you can read them with the fight on the map. The quick bar moves rather than being copied, and goes home when you close the split.

Board tools where your thumb is

Ping, Measure and Draw have come down off the top of the screen into a strip just above the hint line, inside reach of a one-handed grip. Back, Fit and Close stay in the head, because you press those once and not during play.

An erase that lands

Take your own marks off the board and they come off your DM's board too. It says it is asking, then says your marks are off the table, because it waited for the answer. If your DM clears the board themselves, it says that instead. Every control in the app says Erase now.

Wake without typing the code

A phone that slept picks the table back up on its own, with the code and the chair it already holds. When the table is busy at the door it says so and counts down, repainted every second, instead of spinning at you. And Done in the turn header passes your own turn when it is yours.

Every coin says what it is

Each spell slot, pact slot, hit die and class resource now names itself, where it sits in its row and whether it is spent. Your hit points are read out when they move, once, and never on a redraw.

When your character gets complicated

The parts that usually end up on a sticky note next to the sheet.

Wild Shape, and the sheet becomes the beast

A Druid wears a form and the whole sheet turns into the animal until you drop it. Add a form once under Companions & Forms and it is waiting the next time you need it.

Familiars, steeds and summons

Anything you bring to the fight carries its own hit points and its own attacks on the Fight tab, so your owl is not being tracked on the back of a napkin.

Multiclass without the spreadsheet

Add a class with one button and the Satchel keeps the math straight underneath: hit dice, proficiency, and which ability each half of you casts with. Your header reads Fighter 3 (Champion) / Wizard 1, each level beside its own class, and so does your DM's roster. A new caster level opens the spellbook on the same tap.

Every other speed

Fly, swim, climb, burrow. Other speeds and your darkvision sit right beside your walking speed, where you can see them on the turn you actually need them.

Level when you are ready

When your XP earns a level the sheet asks whether you want it now, shows you what the level brings, and then moves every number that should move.

No character? Pull up a chair

Join your DM's table with nothing but your name and watch the fight from the top of the screen. Make a character later and your handouts move into its binder.

Bring your own books

The Satchel ships with the free SRD 5.2.1 and nothing else, on purpose. The rest of your table is yours to bring.

Drop the files in

Drop them anywhere into your Satchel, several at once. A .satchel backup, a D&D Beyond character or a Foundry VTT actor becomes a character. A .md or .txt note becomes a page in the open character's binder. A .csv, .tsv or .xlsx sheet becomes a page you can roll on. A PDF, EPUB, Word or 5eTools file is a book.

Your Books holds the rest

Species, backgrounds, feats, spells, items, armor, whole classes and subclasses. Three ways in: type an entry yourself, load a book file, or read a book you already own. Every one shows up in the Forge the moment you keep it.

Then build, in about three minutes

Species, background, class, feats, spells and gear, with your own material sitting in the same lists as the SRD. Tick what your table uses, leave the rest, and every number computes itself. Most of the three minutes is you reading your own book.

Free rulebook packs

Open rulebooks, already packaged for the Forge. Download one, load it in Your Books, and its options sit in the same lists as the SRD, picked the same way, computed the same way. No account, no sign-in, nothing phones home.

This is somebody else’s rulebook, shared under the open licence its publisher chose, and the pack carries its credit line inside it. We are not affiliated with EN Publishing. Take it back out whenever you like. A pack is never welded in.

Running the game instead? Gnasher’s Grimoire has more of them, whole bestiaries and spell lists, built for the table behind the screen.

Install to rolling, in ten steps

The same walkthrough lives inside the app, under How to use in your Satchel.

  1. Install it. Open the Satchel. iPhone: Safari's Share button, then Add to Home Screen. Android: Chrome's menu, then Add to Home screen, then Install.
  2. Or tap "Try a sample hero" when your Satchel is still empty: a ready-made Fighter, every number real, so you can tap things before you build anything.
  3. Make a character with + New Character: name, class, level, and the Standard array button for instant ability scores. Three minutes, playable.
  4. Or bring your D&D Beyond character. Set it to Public on dndbeyond.com (Manage, then Character Settings, then Privacy), then paste your character's link into the Satchel's Import. It opens your data page in a new tab; select all, copy, tap Paste, done. You carry your own data; the Satchel never fetches it for you.
  5. Or bring your Foundry character: right-click the actor, Export Data, and feed the .json to Import.
  6. Roll by tapping. Any ability, save, skill, or attack rolls itself, bonus included. Set Adv or Dis on the dice tray first when it matters.
  7. Run the fight from the Fight tab. Damage, Heal, and Temp HP live inside the hit-point plaque; at 0 HP it becomes death saves, and a Healed button waits there for your cleric. Conditions, slots, hit dice, class resources, and rests are all one tap.
  8. Level up in the Study. Tap Level up: the Satchel shows what the level brings, asks for your subclass or your Ability Score Improvement or feat, files the features you gain, and moves every number that should move.
  9. Join the table. Tap the wax seal, type the short code your DM reads out, tap Join. The seal glows when you're linked and remembers the code for next week.
  10. Play. A YOUR TURN banner takes the top of the screen when the fight reaches you. DM handouts and whispers land in your Journal, where you can rename, tag, and annotate them.
  11. Keep notes. Journal tab: dated Session Notes, free Campaign Notes pages, and your handout shelf.
  12. Back it up. Journal tab, Export .satchel. One small file is your whole character; Import brings it back on any device.

For DMs: light the table in five steps

You host from Gnasher's Grimoire; your players just point their Satchels at it.

  1. Open Gnasher's Grimoire and tap Theater in the menu bar.
  2. Tap Open the table by code and read the code aloud. Each player types it into their Satchel's wax seal. (No venue internet? Same room mode or your phone's hotspot.)
  3. Run combat exactly as you always do; the tracker drives every paired Satchel by itself, turn banners included.
  4. Push handouts (text or images) from the Theater panel; pick one name in the To row to whisper it privately.
  5. Phones that doze show as resting seats. Keep playing; they catch up the moment they wake.

The other half of the table

Your DM runs it from the Grimoire

Gnasher's Grimoire is the free binder that holds every adventure, summons any table or monster in a keystroke, and drives the initiative your Satchel watches for. The two are built for each other.

  • Free, offline DM app: holds your whole library.
  • Hosts the live table your Satchel links into.
  • The War Table your initiative bar is reading from.

Meet the Grimoire

Gnasher's GrimoireYour DM hosts the table
You · the SatchelYour turn
Handoutarrived in your Journal

Who pays for this

No company, no investors, no ads, and nothing in the Satchel calls home. It is one DM on Long Island, building the tools he wanted at his own table. The Satchel is free and it stays free.

Two things keep it going. People buy Keepers, the adventures, tables and packs that drop into the Grimoire. And people become Patrons, or donate.

Patron · $25, once. It unlocks nothing, because nothing is locked. There is no tier that opens a feature you already have on your phone. What it buys is art. Icons and covers get commissioned from artists, and this is what pays for them.

  • Your name on the Patrons’ Page
  • The patrons’ room in the Discord, where I answer first
  • A vote that counts on what gets forged next

Become a Patron · $25 Or just take the Satchel, free

Take it. It's free.

The Satchel is one file. Open it, join your DM's table with a code, and your character, your dice and your handouts stay on your own device. No account. No install. Nothing lost when the wifi drops.

Open the Satchel Send your DM the Grimoire

Ever run a game yourself? The Bi-Weekly One-Shot is free, and every issue is an adventure the Grimoire is built to hold. Signing up free also gets you the DM's Field Kit.

The companion line: Gnasher's Grimoire™ (the DM app) · Gnasher's Satchel™ (the player app) · Gnasher's Quill™ (the session recorder).
the Quill records → the Grimoire holds → the Satchel carries. Free tools live in The Hoard. Comparing your options? Character sheet apps that work offline.
Something broken, confusing, or missing? satchel@longislanddungeonmaster.com or the LIDM Discord. It goes to me, and bad news is the useful kind.

Gnasher's Satchel™ · free · 5E-compatible · © 2020–2026 Frank Papaleo · Long Island Dungeon Master • Home • Gnasher's Grimoire • Adventure Keepers • Privacy
An independent tool; not affiliated with, endorsed, or sponsored by Wizards of the Coast LLC, D&D Beyond, or Foundry Gaming LLC. Dungeons & Dragons and D&D are trademarks of Wizards of the Coast. Compatible with fifth edition; includes material from the System Reference Document 5.2.1, CC-BY-4.0.