Looking very good. Is it possible to add 2 modifiers in for an attack or damage roll? As a specific example, my Warlock has Agonizing Blast and a +1 Rod of the Pact Keeper - so he gets to add 1+Cha to the damage roll. Another example would be TWF with a magical off-hand weapon without the option to add stat damage in.
Also, it would be nice to set max hp to Adventurer's League standards(max for 1st level, half of hit die+1 for every level after that) - currently, I have a 5d8+5 hp PC, which would be 8+4*5 = 28+5 = 33, but it is telling 31 for some reason is the average.
Adding 2 modifiers to attack/damage would require a bit more space, but is theoretically doable. I've decided against this for simplicity reasons and because it won't come up that often.
As with your examples:
Agonizing Blast is available as a weapon. It isn't present in the dropdown-list (but I've added it in v7.1 because more people had trouble finding this functionality

). Now you have your Cha added by default and have the damage bonus modifier free for your "+1 Rod of the Pact Keeper".
TWF had already been implemented. This is explained in the weapon tooltip. Simply type "off-hand" or "secondary" into the weapon field and you'll see the ability modifier being removed from damage.
Then regarding HP averages. I used the dice averages to calculate this. When you want to use fixed values you don't use the dice averages, but the dice averages rounded up. I can understand the confusion! So I've added both the average HP, and the HP using fixed values to the HP tooltip.
Would love to use Paypal to buy you a drink, but my account doesn't work with the Netherlands Paypal that comes up. Do you have other options? (I'm in US) Thanks so much for these handy and gorgeous character and spell sheets! - Eric
I never knew PayPal worked with country/language settings. I just assumed Paypal would use the language of the person clicking the button, not of the person to whom the account belonged. Thank you for letting me know! I've added the link on the download page to show English. But I'm not sure if there's anything that would've stopped transactions from the US, because I've received donations from the US without any problems before.
Encumbrance, is there a way to change the Encumbrance from variant to normal? My Group will not use that section because it use the variant rule, maybe a non-printable check box that switches between the 2?
There's really nothing to switch between. When you want to use the non-variant rule, simply ignore the first two fields "Encumbered" and "Heavily Encumbered". In the 'normal' rules you're allowed to carry 15 times your strength, and push up to 30 times. This is exactly the information the "Push/Drag/Lift" field tells you
I just thought of something else. Have a checkbox beside the weapons to indicate if the weapon is being used in the off hand. Everybody can use off hand, but only certain classes/feats can add the damage modifier bonus to the off hand weapon. If I remember right (I don't have the book in front of me) that off hand weapons do not get the damage bonus unless you have the Two Weapon Fight ability through a class or feat feature. (Please correct me if I'm wrong).
You could also add a main hand check box as well. The last thing is if the main hand checkbox is checked on a two-handed weapon (e.g. greatsword), the off hand weapon checkbox will either not show up or be grayed out so it cannot be checked.
I feel this is kinda redundant when there's already a working implementation for two-weapon fighting (see my reply to apearlma above, and the tooltip text of the weapon fields). The main hand box would be nice if there is also an off-hand box, but I don't think it is a worthy addition on its own.
1-3) Cool
4) [...] Now that I've done the class features in this ugly way I guess I could do the feats in the same way, what do you think?
Whatever works, but I don't see the class features implementation as ugly. Personally, I usually just added it the feat name, something like "War Caster, PHB p. 35".
5) This is the only one I don't really get. What would "Current Damage" add to the sheet that "Wounds" doesn't already cover? Also, where would you put your Max HP when it has been changed by some undead out for your life-force?
Well I don't quite understand the current layout, or I least I feel there might be something someone redundant. There's a box with Max HP and Temp Max HP, then another box with Current Max HP and Wounds. Aren't Temp Max HP and Current Max HP redundant? Or is the Temp box just for Temp HP, and not Temp Max HP?
Basically, I feel the HP fields would feel a bit more organized if everything dealing with your actual HP in was one box, e.g. "Max HP, Current Max HP, Temp HP", and the other box deal purely with damage taken.
HTML:
---------------------- ----------------------------------
| | | | Total| <-Update after round/fight|
| | Current | |------ |
| | Max | | |
| Base |-----------| | Wounds |
| | | | (workspace) |
| | Temp | | |
| | | | |
---------------------- ----------------------------------
This would probably also simplify things a bit when it comes to SR/LR healing. Or at least make it could allow the Heal button to work a bit better, because right now it just resets all HP fields. A long rest should only restore full HP [correctly implemented], clear Temp HP [correctly implemented], and restore spent hit dice up to a maximum of half your hit dice [not correctly implemented], and reduce the exhaustion level by 1 [not implemented]. Current Max HP might be restored or not, depending on the cause of reduction/increase, so it's not safe to assume a long rest resets Max HP to its default value.
4) I think it is a bit too ugly. I've done the same tooltip reference for race and background, so I think it is not too much of a break in style to leave it in the tooltip for feats as well.
5) Now I understand what you mean! I'm still not convinced that there's a need for an extra field in the HP section, but I think I have implemented a solution in v7.1 that you can live with: I switched the Current Max HP and Temporary HP fields

Also, the heal button now no longer resets the Current Max HP, and only heals 1/2 lvl worth of HD, starting with the bigger dice. Thank you for this great suggestion! I've implemented the Heal button long ago, at a time that I was much less proficient with Javascript. Then I didn't have any clue as how to make something like this work

Reducing the exhaustion level by 1 would assume there was also some food and drink. Also, it would be changing things on another page that you might not be aware of when you click the button. Thus, I've decided against implementing that.
1) Also, I note that the effects of exhaustion aren't fully implemented. Level 1 works, not all above Level 2+ are implemented.Speed effects aren't there, and selecting (for example) Exhaustion Level 4 should apply all the effects of exhaustion Level 1-4.
2) The 'To Hit' boxes of attacks should probably have those small Advantage/Disadvantage boxes in them.
1) The implementation of the exhaustion effects has never been a goal for me. It was a try-out for some code when I was still learning how to do things, and I kept it because I didn't really see any harm in keeping it

It might be something I'll do for a future update but I don't really see it as a priority. Especially the speed changes are a hassle to do because speed is a text field

2) I tried that, but it looks rather silly because of the boxes (and arrows) being too straight compared to the rest of the attack fields. Apart from the exhaustion-effect, would this be something that is used often? Or would it be better to but something like this next to the Attacks per Action circle?