Vault and campaigns, linked
One character can live in a player’s Vault and at your table at the same time. Edits carry across.
The Character Vault is where a player keeps their characters between games. Your campaign is where those characters come alive at the table. Those two used to be separate worlds. Now they connect, in both directions, without either side losing control of what’s theirs.
Two ways in
You bring them in. A new player joining without a character? Import theirs straight from a sheet, review it, and drop it into the campaign. Assign it to that player when you invite them, and they join already holding it. Later, they can add that character to their own Vault and own it, exactly as if they’d built it themselves.
They bring their own. A player who already has a character in their Vault can offer it to your campaign when they join. You’ll see it waiting for review on your Party page, and you approve or decline. Approve, and it’s linked and on your roster.
What “linked” means
Once a character is linked, it lives in both places at once. Edit it from the campaign or from the Vault and the changes carry across, so a player updating their character at home and you updating them at the table don’t step on each other. What doesn’t cross over is anything that should stay yours: your DM notes, secrets, and campaign-only context stay in the campaign and never leak back to the player’s Vault copy.
Session notes in one place, and leaving keeps both copies
When a linked character has session notes, they flow into the campaign’s own session notes rather than a separate Vault copy, as long as your campaign lets players view or add notes. And if a player leaves, or you unlink a character, the live tie is simply cut: nothing is deleted, the campaign keeps its copy, the player keeps theirs, and each carries on as its own separate character.