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D&D 5E (2024) Character Sheet & Builder by Roll20

Here's a little fun fact: When you put discord next to your browser, windows will by default only leave you about 130 pixels for the actual map. And that's assuming you actually have a fairly good monitor :)
I've created a few 2024 characters to give different approaches to the sheet a try (all ending in failure, alas; the sheet just isn't ready for prime time yet) -- but I've yet to find a way to delete these disasters.  What's the trick?  Where is the interface to delete a sheet?
On the 2024 sheet, is anyone else encountering an error building human characters. The background feat and the human feat do not register. Only the human feat does.... Though the sheets and layouts still need a lot of refining in general, I did not encounter this specific error when selecting non-human for the species. 
If you go to Characters (Previously Vault) they should all be there with a little trash can next to each one… Alex B. said: I've created a few 2024 characters to give different approaches to the sheet a try (all ending in failure, alas; the sheet just isn't ready for prime time yet) -- but I've yet to find a way to delete these disasters.  What's the trick?  Where is the interface to delete a sheet?
All but the last human sheet I made listed the double feat. This last one, which I picked magic initiate twic, did not allow me to pick spells for the second magic initiate
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Hi all. I'm looking for some inventory management guidance. I've been repeatedly test building my PC's characters using the 2024 sheet on Jumpgate. I've got a list of problems to overcome for each of the character sheets but I'm not clear if they're known problems, as yet undocumented ones, or just me not doing something right. Is there any documentation on how to make/edit inventory items? I'm finding the behaviours of equippable items and containers to be a little difficult to understand and possibly inconsistent, especially with how they interact with encumbrance. For example, I've recreated our group's Forest Gnome [2024]  Necromancer  Hermit [2014 as the 2024 ability bonuses won't fit] with almost complete success. I would like to be able to add his sack of loot which he drops when he wishes to be unencumbered (so he can enjoy his newfound extra 5ft of movement speed). The Scholar's Pack that comes as part of the character builder seems to have this functionality that I cannot replicate manually. Toggling its equipped status affects total encumbrance as you'd expect, however a Scholar's Pack dragged from the compendium does not and neither does a manually added container (sack, backpack etc.) Also, the auto-generated pack contains a number of nested items which I cannot figure out how to replicate. Any advice?
unless i am missing something, there doesn't seem to be a simple way to account for great weapon fighting. for reference, that is a fighting style that changes any roll of a 1 or 2 to a 3 on damage dice of two handed weapons. normally you would just add min3 or use grouping to deal with this.
My table tried to use the new sheet for the first time last night to recreate characters using the new rules. After three hours of frustration and broken calculations (at one point one of the players had stats all in the 30-40 range, and I couldn't begin to figure out how) we gave up and went back to DDB after a serious discussion of just going back to paper for everything. The new sheets finally work ok as far as I can tell from making new builds with the 2024 rules only, but try to put any legacy races or backgrounds and the whole thing goes sideways. Disappointed doesn't begin to cover it. 
I gotta wonder if someone should be getting fired on the development team. The whole system remains deeply broken after the addition of the new character sheets. Last night, among other things, in my campaign that is set up to allow both kinds of sheets, I couldn't use any of the functions in old monsters on the old sheets (e.g. it gave me an error whenever I tried to attack). In addition, PCs on the new sheets continued to find them hard to use and various bonuses were not applied (e.g. spell casting bonus to cure wounds). Plus my old API macros to set up attack buttons weren't working on new OR old sheets. You have rendered roll20 pretty much unplayable.
Carl Swan said: When are we going to get a public admission on the Roll20 Blog that this roll out has been a complete disaster and apologize to all of your customers? Still waiting I think?
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keithcurtis
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Marketplace Creator
API Scripter
Brad S. said: I gotta wonder if someone should be getting fired on the development team. The whole system remains deeply broken after the addition of the new character sheets. Last night, among other things, in my campaign that is set up to allow both kinds of sheets, I couldn't use any of the functions in old monsters on the old sheets (e.g. it gave me an error whenever I tried to attack). In addition, PCs on the new sheets continued to find them hard to use and various bonuses were not applied (e.g. spell casting bonus to cure wounds). Plus my old API macros to set up attack buttons weren't working on new OR old sheets. You have rendered roll20 pretty much unplayable. Brad, can you give me repro steps for the 2014 issues (i.e. what monster, what attack and how you are triggering the attack)? I have not had issues with the old sheet, but am still holding off on adopting the new one. Also, is your game on Jumpgate or Classic, and which sheet is the base sheet in the game?
keithcurtis  said: Brad, can you give me repro steps for the 2014 issues (i.e. what monster, what attack and how you are triggering the attack)? I have not had issues with the old sheet, but am still holding off on adopting the new one. Also, is your game on Jumpgate or Classic, and which sheet is the base sheet in the game? Jumpgate. I believe it is the default 2014 character sheet but I had the PCs in 2024 sheets. I'm getting this message. I'm using an Orc and trying to click on attacks with the sheet open. Brad S. said: I gotta wonder if someone should be getting fired on the development team. The whole system remains deeply broken after the addition of the new character sheets. Last night, among other things, in my campaign that is set up to allow both kinds of sheets, I couldn't use any of the functions in old monsters on the old sheets (e.g. it gave me an error whenever I tried to attack). In addition, PCs on the new sheets continued to find them hard to use and various bonuses were not applied (e.g. spell casting bonus to cure wounds). Plus my old API macros to set up attack buttons weren't working on new OR old sheets. You have rendered roll20 pretty much unplayable.
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keithcurtis
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API Scripter
I opened up my Jumpgate game which has 2014 as the base sheet and 2024 as the second sheet. I dragged in an Orc from the 2014 Monster Manual and told it to come in using the 2014 sheet. I was able to click on its attacks on the sheet and they worked properly. So I can't reproduce this. Some more information might be helpful, such as what browser you are using, have you tested in a private browsing window, have you tested in a fresh game and so on, but this would all be diagnostic guesswork on my part. Your best bet to find out what might be going awry is to capture a  Console Log ( Chrome , Firefox ) from when you click the attack, and send that and your game is to a  Help Center Request . Hopefully a team member has the tools to see what is not working for you.
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&nbsp;pitched this query on the Roll20 Discord channel and got a quick and comprehensive response from the Sheet team via BeholdBrooke. <a href="https://discord.com/channels/1219360755892228146/1297922574331809832" rel="nofollow">https://discord.com/channels/1219360755892228146/1297922574331809832</a> hew W. said: Hi all. I'm looking for some inventory management guidance. I've been repeatedly test building my PC's characters using the 2024 sheet on Jumpgate. I've got a list of problems to overcome for each of the character sheets but I'm not clear if they're known problems, as yet undocumented ones, or just me not doing something right. Is there any documentation on how to make/edit inventory items? I'm finding the behaviours of equippable items and containers to be a little difficult to understand and possibly inconsistent, especially with how they interact with encumbrance. For example, I've recreated our group's Forest Gnome [2024]&nbsp; Necromancer &nbsp;Hermit [2014 as the 2024 ability bonuses won't fit] with almost complete success. I would like to be able to add his sack of loot which he drops when he wishes to be unencumbered (so he can enjoy his newfound extra 5ft of movement speed). The Scholar's Pack that comes as part of the character builder seems to have this functionality that I cannot replicate manually. Toggling its equipped status affects total encumbrance as you'd expect, however a Scholar's Pack dragged from the compendium does not and neither does a manually added container (sack, backpack etc.) Also, the auto-generated pack contains a number of nested items which I cannot figure out how to replicate. Any advice? The full response from the Sheet team: "So , containers aren 't actually a concept on the character sheet yet , the way things like Scholar 's Packs work is just a special data structure that only compendium data is able to achieve at the moment that looks like a container (but isn 't one ) , which means that that isn 't able to be replicated exactly on the sheet yet , though we 're aware of the desire for better container support ! "The way encumbrance is calculated is based on the weight of all items in the sheet , so when making any items make sure to fill that out . The reason some compendium items may not work with the weight right now is because the data isn 't fully converted over into the format for the sheet , so third party sourcebooks may not have the updated data to be 100 % implemented on the new sheet yet , though we do our best to convert all of the old data into the new data , certain things aren 't feasible or possible to convert , however if you 're using PHB 2014 / DMG 2014 or PHB 2024 items , all of those should be updated to the new data format for the sheet to use . For the drag and drop support of things like Scholar 's Packs from the compendium getting all the love that the builder provides , this is coming soon , it will probably be released by the end of this week ." Further tinkering confirmed that many toggled items (compendium and user-created) don't yet impact the calculated encumbrance total, but I look forward to seeing the forthcoming improvements for inventory management.
Penalty for Dexterity showing for when wearing Heavy Armour (Chainmail)
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keithcurtis
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Jon J. said: Penalty for Dexterity showing for when wearing Heavy Armour (Chainmail) What is the character's dexterity ability score modifier?
Apologies if this should go elsewhere, but after attempting to prep a new game using the 2024 rules and systems, the new sheets have been a terrible point of frustration. My players are having general issues with values changing or doubling up, and token items that are synced like character AC randomly juggling values despite no equipment changes being made. While the player sheet issues are a headache, its something that we can work around while these things are updated and tested out. What is not simply a minor inconvenience is the new npc sheets. Incredibly large, unsightly and unwieldy. Going from the old sheet where I clicked one cog and edited the whole sheet to having to navigate through a labyrinth of cogs, tabs, and formulas that break when working with the compendium is the pinnacle of annoyance. The new NPC tables/sheets in the books are very compact, and take up little room while having all the key information visible. The roll20 npc sheets are two to three times larger even when set to compact and adjusted in size and must be scrolled around to find things rather than having it all just in my face where it needs to be. I run varied combats, often with many different monsters and npcs at once. The old sheets I can have tiled on my second monitor and easily work from. This new sheet I cannot even begin to try to do that with even a faction of the readability. So I am being put in a new position where the old sheets are far easier to build and use, but I lose all functionality for the compendium where updated spells and such are concerned, making me have to manually add each one if I want a fully filled out stat block to draw from. I don't know if this is some sort of bizarre overengineered statblock for style over substance, some odd concession for mobile/tablet usability, or downright lazy retooling of the character sheets to hamfisted be npc stat blocks. All I know is that they are terrible and are adding so many complications and burdens to my DM workload that they are deterring me from actually getting things done.
provided this feedback on a wizard creation: ------------------- Issue on the 2024 sheet while creating a 13 lvl human (2024) wizard (2024) diviner (2024) overall builder performance is much much smoother than last week but: BUILDER ---in the feats tab the resilient feat provides the extra save but not the ability improvement in the following abilities tab&nbsp; if I choose ability improvement twice (level 8 and level 12 for example but then dele 1 of the 2 also the other is deleted if I choose ability score improvement then on the right side it is not yellow (need to choose ability) but without checkbox (like lucky: nothing to choose) and is not a problem also this is increment not shown on the left in the ability tab if I choose skilled the skill are requested in the same tab instead of the skill tab. this is not consistent with all other skills that come from other choices and are redirected to the skill tab --- in the skill tab wizard scholar expertise: you can choose a skill you are not proficient with and it provides expertise nonetheless --- in the abilities tab on the left the increase from ability score improvement is not shown (but is counted on the right) on the &nbsp;left the increase from resilient is not shown (and is not counted on the right) ---in the recap tab in the call it says no subclass selected&nbsp; SHEET acid splash is liste as doing 4d6 but it should be 3d6 prismatic spray has an entry for the violet blinded and the indigo restrained condition where the save is wrong (and should not be in the attack??) how do you mark prepared spell as opposed to non prepared ones? there is a toggle deep into the manage menu under spells but without any visible effect on the spell itself thanks Andrea
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Gauss
Forum Champion
Hi Jon J.,&nbsp; I cannot find the rule in the 2024 rules that states dexterity penalties do not apply to Heavy Armor. It seems that WotC has removed it (compared to the 2014 rules). If I didn't miss that, then the calculation would be correct.&nbsp; Edit: I found this in the armor section:&nbsp; " The table’s&nbsp; Armor Class &nbsp;column tells you what your base&nbsp; AC &nbsp;is when you wear a type of armor. For example, if you wear&nbsp; Leather Armor , your base&nbsp; AC &nbsp;is 11 plus your&nbsp; Dexterity modifier , whereas your&nbsp; AC &nbsp;is 16 in&nbsp; Chain Mail ." That seems to indicate a "flat" AC which would not include the dexterity penalty, but if so it is poorly worded on WotC's part.&nbsp; Jon J. said: Penalty for Dexterity showing for when wearing Heavy Armour (Chainmail)
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Gauss said: Hi Jon,&nbsp; I cannot find the rule in the 2024 rules that states dexterity penalties do not apply to Heavy Armor. It seems that WotC has removed it (compared to the 2014 rules). If I didn't miss that, then the calculation would be correct.&nbsp; Jon J. said: Penalty for Dexterity showing for when wearing Heavy Armour (Chainmail) Edit: And I see you also just edited your comment. :)&nbsp; The 2024 PHB does not explicitly state the section about Heavy Armor and Dexterity (compared to the 2014 PHB): " Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.". But it does state this: " The table’s Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail. " The tables for Armor are pretty much identical (the 2024 table explicitly calls out Don &amp; Doff times, instead of listing them separately).&nbsp;&nbsp; To me, that seems clear that the intention is to be the same - wearing heavy armor sets your AC value according to the Armor table and doesn't include any dexterity modifier (positive or negative).&nbsp; So I agree with Jon that the Dexterity Modifier should not be applied to the AC calculation. If that's incorrect then I think WotC is going to need to publish a Sage Advice / errata at some point to clarify. I quickly mocked up a Paladin on D&amp;D Beyond with a negative Dex score just to check what the calculation there is, and this is what it shows (comparing heavy armor Chain Mail versus medium armor Scale Mail. Chain Mail does not apply a negative dexterity modifier to the AC calculation, but Scale Mail does. I'm also going to assume that D&amp;D Beyond is going to correctly calculate AC (except for the known bugs, such as with Unarmored Defense).
I just submitted a help request for a refund for all my d&amp;d modules. My party wants to move all of our stuff to d&amp;d beyond or tabletop sim. I'm so disappointed with the release of the 2024 content, being stuck using this broken character sheet. I am doubtful that they will do the right thing and honor the refund. This software is in such a bad state, it is impossible to think the roll20 team didn't know they were over-promising on functionality. I think this would be considered fraud&nbsp; with regard to usability and stability. Roll20 should be concerned about class action lawsuits. They've effectively made content we paid for unavailable to us...
Today, while preparing for our session tonight, I ran into severe lag and responsiveness issues with the site (my PC isn’t the issue—i914900 / RTX 4090 setup). It’s nearly unplayable right now, and I can’t make any changes to character sheets without the site crashing. When I make changes to the sheet, click save, or delete items, my CPU and GPU usage spikes, and the site crashes. Adding items to the inventory has a 5-10 second delay before registering the click. Network connection is fine aswell (900 Mbps dowload / 50 Mbps upload) I’ve tried multiple browsers—Opera, Chrome, Edge, and Firefox—with no noticeable improvement. I've already tried all the troubleshooting steps; I'm using Jumpgate with the new 2024 sheets. Is there any advice on this, or are there fixes coming soon?=
Dont use the 2024 sheets
Eventually they will have it all worked out, I am just waiting it out. It is a bummer, but that is the real deal.
Any Good tips on how to change the Proficiency Bonus to 7 (from Ioun Stone of Mastery) within Jumpgate?
I just recalled that the promise was to have level up capabilities by early October, do we have it now??&nbsp;
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keithcurtis
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Georges K. said: I just recalled that the promise was to have level up capabilities by early October, do we have it now??&nbsp; Hi Georges! That was released on Oct. 11. Here's the feedback thread . It largely works, though they are still stamping out bugs.
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Is there a response / plan on how or if the spell preparation will evolve? Right now it seems to be substantially more difficult to handle spell preparations for classes like Cleric, Druid, and Wizard, especially at higher levels. The indirect feature of being able to show only prepared spells is good, but not intuitively presented. The combination of toggles required to make this work is fine, but initially confusing. Changing spell preparations is now clunkier. Need to go to 'Manage', which is a different display to the main spell list, and in a smaller window. Feels like from a codebase and consistency perspective this would benefit from being moved to the main spell page and have some kind of toggle there. As far as I can see there's still no way to know how many spells that you've prepared, and what your max is. This has always been a problem, I even raised this with a few other customers here <a href="https://app.roll20.net/forum/post/7928134/improve-the-spells-prepared-on-5e-ogl-sheet/?pagenum=2" rel="nofollow">https://app.roll20.net/forum/post/7928134/improve-the-spells-prepared-on-5e-ogl-sheet/?pagenum=2</a> I wonder if we can cover these issues with a change like this: Add a toggle in the main spell list to show only prepared spells Add a toggle in the main spell list spells to change prepared status (might need to figure out how this interact with the toggle above, maybe only show this when you can see all spells) Add a counter showing how many prepared spells you have chosen
Dalton said: unless i am missing something, there doesn't seem to be a simple way to account for great weapon fighting. for reference, that is a fighting style that changes any roll of a 1 or 2 to a 3 on damage dice of two handed weapons. normally you would just add min3 or use grouping to deal with this. Upvote this. Feats that affect attack rolls don't seem to be there at all.
The character builder still does not handle languages during character creation. Determining the character's origin, involves getting a background, a species, and two languages! &nbsp; See page 36 of the 2024 PHB under "Step 2". Also, when listing the first level spells for a Warlock (I haven't tried other classes), you can't read the description of the last spell on the list. As soon as you open the "arrow" to read the description, and scroll down a line or two into the description, the UI automatically stops showing the description. See video: <a href="https://imgur.com/a/PzM1h5l" rel="nofollow">https://imgur.com/a/PzM1h5l</a>
The 2024 Sheet doesnt add the Subclass Features for Monk. Im missing Darkness and the Minor Illusion Cantrip on my Shadow Monk, even if its listed in the builder.....
Built a Halfling Monk with the Wayfarer background using 2024 rules: 1. Did not recognize that the Wayfarer background gets the Lucky origin feat: Despite not being given the Origin Feat, or being able to choose one, the builder considered it an "Unfinished Step". After finishing the character creation, the character sheet shows: I was able to drop the Lucky Feat onto the sheet afterward. However, when I went to level the character up to Level 3, the builder still said that I didn't have any Feats yet and still showed it as an "Unfinished Step". 2. Gives the Monk weapon proficiency with the hand crossbow. This is incorrect. Under the 2024 rules, Monk's only get proficiency with melee weapons. 3. On the equipment page, the builder wants me to choose a "Monk tool choice A" but there are no choices available: 4. Same problem with the Wayfarer Equipment Choice A Gaming Set - although I'm supposed to choose a gaming set, there are no choices listed. 5. When finished with the character creation, on the Combat tab, all of the attacks are duplicated. Notice that Dagger (Dexterity) is listed twice, Dagger (Strength) is listed twice, etc.: 6. If you change the width of the sheet, for example to make it fit on your screen, there's no left/right scroll bar: 7. When I leveled up to Level 3, I was able to choose the Monk Tool Choice A, and the Gaming Set. 8. I was not able to confirm the earlier poster's comment that you don't get the Darkness spell or Minor Illusion cantrip. Both appeared when I was finished with the builder:
So, I am liking the new fixes and I think if Roll20 continues quickly with these updates then the new character sheets will be a win.&nbsp; That being said, please update these token bar issues: 1) No selection for Speed 2) When selecting HP (not HP Max), there is a glitch that keeps resetting the token to full HP after damage is subtracted, and it does not allow a score of 0HP 3) The AC token does not include Shield bonus Thank you
The good folks at Roll20 are working hard to fix things and I, for one, have faith that we'll soon have something great that we will benefit from.&nbsp;
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Well, there's progress. The builder now asks you to fill in a whole bunch of things it didn't before: alignment, backstory, physical characteristics, ideals, flaws, etc. One of the things it asks you to fill out on the last page is languages. The builder finally understands that you start with three langauges: Common plus a choice of two others. The only problem: the builder doesn't let you choose the two languages. &nbsp;Although the option is there, the drop-down menus do nothing - there's no way to choose the two languages, and the builder still marks it as an "unfinished step". Trying to level it to level 3: the builder still won't let me select the languages. And, for some reason, it asks you to choose two more. This is for an Aberrant Sorcerer.&nbsp; Also, I had chosen Mind Sliver as a spell at level 1. At level 3, it's one of the spells that is "always prepared" as part of the subclass. However, the builder lists it twice - it doesn't recognize that I already had it. And, it doesn't give me the option of choosing a replacement - or at least I couldn't figure out how without manually deleting one copy and dropping some other spell from the Compendium as a replacement. We're getting there... but not quite there yet.
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I submitted a Feedback about most of this separately, but as someone whose table edits sheets directly (as we have the material via other sources than buying Roll20 copies of the books specifically), the 2024 character sheet is a hot #$%@ mess. 1) There is no way to edit the max hp value aside from the "Override Max HP" field--considering game effects like Aid or a vampire's Bite exist, which actually do override your max hp temporarily, this could have been a nice QOL way to manage that without noting your regular max hp elsewhere to change it back. Instead, it's clunky. 2) Drag and Drop from the compendium isn't compatible with Edit Sheet Directly, just with the Builder. It would be nice to drag and drop equipment and especially spells(!) from at least the Free Rules the way SRD content from 2014 is handled. 3) When you add a spell manually, there is no way to add damage . You enter the text, the various cast distances and action costs, you can mark it as having an attack/saving throw and AOE size/shape information, but you have to save the spell and reopen it a second time to add the damage values . This takes five clicks to do . Click spell to open, click edit button, (scroll down and) click button to edit spell attack, click Damage tab at the top (poorly signposted), click button to Add New Damage. And once you do so, there is no field for upcasting changes or cantrip improvements , meaning if you add a spell manually the roller has no way of either upcasting a given spell or automatically improving a cantrip when you hit the requisite level for it. This is especially frustrating because if you add healing to a spell, you can add the heal amount right there the first time. 4) When you open a section, like Hit Points, that has multiple internal tabs for different sections, those tabs are not graphically signposted well, and need some form of highlight to not blend in with the specific tab's text fields. A font color change or a light button shading would help people realize (to use a personal example) that the Hit Points section actually has three tabs, including Hit Dice and Death Saves, not just the max hit point management you're immediately presented with. 5) I would like to be able to manually reorder my attacks/spells in the Combat tab. They automatically get sorted alphabetically, but I prefer to separate out my weapon attacks from my spells, and my damaging spells from my non-damaging ones. 6) I would like a light mode version of the character sheet. I find dark mode hard to read for extended periods of time.
Alan M. said: Dont use the 2024 sheets I just came to the forum to check if its worth using the newer sheets yet...lol
The drag/drop to macro bar doesnt work, ok, but why is the arrow up not showing the usual text so we can copy paste and do a macro this way?! This is very annoying!
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I felt pretty excited for the campaign we're starting in a couple of weeks, and the players really like the 2024 PHB.&nbsp; Stupidly, I told them with confidence to come over to Roll20 where the campaign lives, and not build their characters in DNDBeyond anymore.&nbsp; Oh boy. Egg on my face.&nbsp; The state of the 2024 character builder is a complete mess.&nbsp; In the level-up process, particularly with a new character, it is compete hit and miss as to whether you can complete it at all.&nbsp; The "language" proficiencies are the worst...I have yet to be able to pick any languages on any character.&nbsp; Everything feels like pixel hunting to find the empty fields.&nbsp; The monk is a mess, tavern brawler never re-rolls a 1...so many things.&nbsp; The design of the sheet is wonky for a QOL perspective...how did you manage to make it worse than the 2014 sheet? Or the DNDBeyond? Maybe less time spent on your Discord integration and more time on getting the core product right upon release?
1730350602
keithcurtis
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Yes Master said: The drag/drop to macro bar doesnt work, ok, but why is the arrow up not showing the usual text so we can copy paste and do a macro this way?! This is very annoying! Those are two well-known limitations of the implementation of Beacon-based sheets at this time. There is so much that is pretty much standard practice on Roll20 that is not reflected in this technology. Long answer short, Beacon does not store or deliver information in the same way as existing sheets. Many behaviors that depend on those methods are currently unavailable. It doesn't even use the quantum roller, or if it does, there is no indication to the end user.
keithcurtis said: Yes Master said: The drag/drop to macro bar doesnt work, ok, but why is the arrow up not showing the usual text so we can copy paste and do a macro this way?! This is very annoying! Those are two well-known limitations of the implementation of Beacon-based sheets at this time. There is so much that is pretty much standard practice on Roll20 that is not reflected in this technology. Long answer short, Beacon does not store or deliver information in the same way as existing sheets. Many behaviors that depend on those methods are currently unavailable. It doesn't even use the quantum roller, or if it does, there is no indication to the end user. In other words, it was built with complete disregard for the established practices and macro writing.
Today's task was to create an Elven Circle of the Stars Druid. Everything went ok on the initial 1st level build until the spell selection stage. The builder says: You may make an unlimited number of spell selections of 1st level or lower to be added to your sheet, to represent the pool of spells from which you can prepare. and it literally will allow you to enter every first level spell from the Druid's spell list. This is wrong . At first level, a druid can have 4 spells prepared and that's all &nbsp;the builder should allow you to choose. You can change the spells out daily - there's no need to list every spell on your sheet! The builder shouldn't allow an infinite number of spells to be listed during the build process! I still can't choose languages. On a side note, I can no longer view the 2024 Player's Handbook in the compendium as a book. &nbsp;I can search the compendium for things, but I can't read it. We were promised we'd be able to read it... I've sent a ticket in already but, c'mon Roll20... Anyway, I then leveled the character to 3rd level and chose Circle of the Stars (2024) for the subclass. Again, the builder asked me to add more spells than I am allowed to prepare. It also still did not let me choose languages.&nbsp; One suggestion: It would be nice if the list of spells were sorted by level and then alphabetically. When you get a large list of spells, it's hard to scroll down to find spells.
Saul J. said: Today's task was to create an Elven Circle of the Stars Druid. Everything went ok on the initial 1st level build until the spell selection stage. The builder says: You may make an unlimited number of spell selections of 1st level or lower to be added to your sheet, to represent the pool of spells from which you can prepare. and it literally will allow you to enter every first level spell from the Druid's spell list. This is wrong . At first level, a druid can have 4 spells prepared and that's all &nbsp;the builder should allow you to choose. You can change the spells out daily - there's no need to list every spell on your sheet! The builder shouldn't allow an infinite number of spells to be listed during the build process! Many players prefer having all the possible spells on the sheet, and marking the prepared ones as such. That isn't wrong.