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

As has been pointed out, they can add the spells from the Compendium via drag&drop. It doesn't need to be in the builder confusing other players that DON'T do this (and I'm sure there are many of them, too). It also has the potential to confuse new players. It's an extremely  bad decision. Right up there with using Beacon for the character sheet...  Patrice said: Spell Selection in the builder: For prepared spellcasters, like Druids, the builder does intentionally allow for users to select as many spells as they want, however you will notice that the slide flips to ‘complete’ once you’ve made 4 choices (number of spells you can prepare daily). The language on the slide is not entirely clear on what’s happening here, so I will definitely take that back to see how we can make sure it’s more descriptive. But as others have pointed out, this is intended functionality as we know some people prefer putting all the spells they may prepare often onto their sheets right from the start.
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I like I have the option as a cleric or druid to have the full allotment of spells I have at my disposal to prepare, rather than going through the not so great, clumsy to operate compendium to find them and pull them over. In the initial character build you do not have to add all the spells if you do not want to. What would be nice is if that was made crystal clear in the build page, don't make me guess. IT IS NEVER INTUITIVE, not really. I figured it out, but if I had never played before, it would be confusing. What might actually be nice is if it automatically loaded all the spells and you were queued that you could remove any you did not want in your repertoire. Or, if you had a section in your spell book that you could add as a secondary group of unprepared spells. Maybe, when the prepared spells are chosen after a long rest, those spells are moved into the fore ground, first page of the spell book. BRING BACK MACROS AND TOKEN MACROS PLEASE AND THANK YOU. It might be nice if different spell casters actually had different looking spell books. And it would be nice to have the ability to move my spells into the order I want them in.
Your argument that the Compendium is clumsy to use is a weak one. The builder is there to help you create your character. What abilities, weapons, tools, etc. the character has at the start of the game - a snapshot if you will of the current abilities at the start. That's all it should be doing. When you level up, you have different options, and it should help you through those as well. The builder should NOT   allow you to put every option on the sheet that's possible after a long rest, or a short rest. There are species that allow you to choose a skill every day (for example, the Githyanki have an ability "Whenever you finish a long rest, you  gain proficiency in one skill of your choice and with  one weapon or tool of your choice, selected from the  Player's Handbook...") Does that mean that if I choose that species, that all skills should be added to my sheet with proficiency in case I choose them after a long rest? Or all weapons? Or all tools? No, and I doubt anyone would argue that seriously. But, that's essentially what you are arguing about your spells. The Compendium is there for you to drag&drop things onto your sheet if you want them on your sheet. That's the ability that Roll20 should support, for many reasons beyond this. Maybe they should make that easier. But, they should not  have the ability to load all spells onto your sheet in the builder. It's confusing, especially for new players who are not yet familiar with the rules.  It's also confusing because there is (at least presently) no way to indicate on your sheet which spells you have prepared for that day. They need to fix that too because Wizards, for example, can have more spells in their spellbook than they have prepared for the day. Warlocks with Pact of the Tome have spells they can cast at any time, and spells they can only cast if they are holding their Tome. And there are spells that some characters can only cast once per day (with or without a spell slot) - those are all things there is no way to indicate on the sheet and need to be fixed and there are probably more cases that I'm not thinking of at the moment. There are many different variations. But, the builder should build your character exactly as described in the Player's Handbook.  Nowhere does it say in the PHB that you should list all spells you could possibly prepare on your sheet. If you were using a paper sheet, I doubt you would do that. You would look in the PHB to find spells to prepare for the day, and you'd probably have a separate piece of paper with your prepared spells for that day... and that's what the digital sheet should simulate, at least as the default. And, as I said, if you want to have all of your spells on your page, you can drag&drop them from the Compendium. That would be similar to, for example, having a deck of cards with all of the spells written on them, and you pull out the cards that you plan to use for that day. Or some similar methodology. But, it should not be the default in the builder.  Alan M. said: I like I have the option as a cleric or druid to have the full allotment of spells I have at my disposal to prepare, rather than going through the not so great, clumsy to operate compendium to find them and pull them over. In the initial character build you do not have to add all the spells if you do not want to. What would be nice is if that was made crystal clear in the build page, don't make me guess. IT IS NEVER INTUITIVE, not really. I figured it out, but if I had never played before, it would be confusing. What might actually be nice is if it automatically loaded all the spells and you were queued that you could remove any you did not want in your repertoire. Or, if you had a section in your spell book that you could add as a secondary group of unprepared spells. Maybe, when the prepared spells are chosen after a long rest, those spells are moved into the fore ground, first page of the spell book. BRING BACK MACROS AND TOKEN MACROS PLEASE AND THANK YOU. It might be nice if different spell casters actually had different looking spell books. And it would be nice to have the ability to move my spells into the order I want them in.
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Edited 1730999868
Gauss
Forum Champion
Saul J. said: If you were using a paper sheet, I doubt you would do that.  Historically, that is exactly what my players did with their cleric and druid characters. All spells they could cast were on their paper spell sheets (except for spells that they agreed they would probably never cast so shouldn't be included, a practice we still maintain).  Then those spells that were prepared were marked.  This took a lot of prep time, but saved time in-game. 
I've been gaming since 1976 (or so) and I've never seen anyone waste time like that when preparing a character.  It doesn't change my opinion though. The character builder is the wrong place for it. Gauss said: Saul J. said: If you were using a paper sheet, I doubt you would do that.  Historically, that is exactly what my players did with their cleric and druid characters. All spells they could cast were on their paper spell sheets (except for spells that they agreed they would probably never cast so shouldn't be included, a practice we still maintain).  Then those spells that were prepared were marked.  This took a lot of prep time, but saved time in-game. 
I understand both sides of this argument and frankly, I'd fall on the side of doing it from the builder, simply because it is easier. However, perhaps there is a third place and that is in the Manage spells dialogue. Classes like cleric's do have access to all spells that they have slots for. So, if while they were preparing spells after a long rest, the whole list was available at that time, it would certainly make things easier. During the build then, you would choose the number of spells that you can be prepared and then you can do the rest from the Manage button.  Just my 2 cents. Saul J. said: I've been gaming since 1976 (or so) and I've never seen anyone waste time like that when preparing a character.  It doesn't change my opinion though. The character builder is the wrong place for it. Gauss said: Saul J. said: If you were using a paper sheet, I doubt you would do that.  Historically, that is exactly what my players did with their cleric and druid characters. All spells they could cast were on their paper spell sheets (except for spells that they agreed they would probably never cast so shouldn't be included, a practice we still maintain).  Then those spells that were prepared were marked.  This took a lot of prep time, but saved time in-game. 
Today, tried to combine a 2014 species with a 2024 class. Did not work out too well. The species/class were a tabaxi monk. The builder added in the +2 Dexterity from the rules for tabaxi using the rules from Volo's Guide to Monsters, rather than using the updated rules from Mordenkainen's Guide to Monsters. I wasn't given a choice in the builder. It also gave me the +1 to Charisma from Volo's. Later on, the builder asked me where to assign my +2/+1 from the background... which it shouldn't have done after giving me the increases from Volo's. In fact, according to the 2024 rules, it shouldn't have given me the bonuses from Volo's or Mordenkainen's but only the adjustment from the background. In any event, I ended up with my Dexterity too high, and my Charisma too high and I couldn't find any way to adjust them down. Further along, when it came time to fill out the "About" screen, I was asked to choose only one language other than Common. Again, this is the rule from Volo's, not the 2024 rules. According to the 2024 rules, I should have been given the choice of two languages in addition to Common. But, the system failed with regard to movement. I was given only the base walking speed of 30. I wasn't given the climbing speed according to Volo's (20), or the climbing speed according to Mordenkainen's or the 2024 rules, both of which would have been 30 - the same as my walking speed. I ended up with the wrong AC. It gave me the Unarmored Defense calculation of 10 + Dex + Wisdom but, since my Dex was given an additional +2, the AC calculation was wrong and I ended up with an AC that was 1 more than it should have been. Because of the additional +2 to Dex, my Dex-based skills are all wrong too. And Initiative. And Dex save. I was given proficiency with the Hand Crossbow which is incorrect. The 2024 rules give Monks proficiency only with melee weapons. Monks do not get any ranged weapon proficiencies. This is wrong in the online compendium too. To be fair, a number of websites have this wrong as well. But, the printed book and danddbeyond both say "melee weapons".  I've reported this before. Several times. It doesn't seem to get fixed. For some reason, Roll20 has chosen to list "Martial Arts Attack" and "Unarmed Attack" on the sheet separately. The "Unarmed Attack" listed is the base attack that every character gets. It shouldn't be there on a Monk sheet. And, the attack for all the monk weapons should use the Martial Arts die as well. There doesn't seem to be any way to change the damage for these attacks. This would leave me having to delete all of the attacks that had been added to the sheet, including all of the "ranged" attack lines for the dagger and spear, leaving only the "Martial Arts attack" line. The dagger and the spear are not ranged weapons so the Martial Arts die applies even when thrown. There's a line on the sheet near the bottom that says: "Martial Arts" with an on/off slider next to it. Moving the slider to the "on" position changes the formatting of the sheet slightly. It also changes the AC. I'm not sure why because the "Martial Arts" feature doesn't affect the AC. And the sheet gives a +0 mod for the Martial Arts and the "Affects" column is blank so someone knows that it doesn't affect the AC but it changes the AC on the sheet anyway. Now, if it was for "Unarmed Defense" it would make sense but that feature doesn't appear on the sheet with an on/off slider. There are probably more errors on the sheet but finding them is difficult with all the already listed errors. The TL;DR version is: the sheet for the 2024 Monk class with a 2014 species is a total mess.
1731036166
Gauss
Forum Champion
Saul J. said: I've been gaming since 1976 (or so) and I've never seen anyone waste time like that when preparing a character.  It doesn't change my opinion though. The character builder is the wrong place for it. Gauss said: Saul J. said: If you were using a paper sheet, I doubt you would do that.  Historically, that is exactly what my players did with their cleric and druid characters. All spells they could cast were on their paper spell sheets (except for spells that they agreed they would probably never cast so shouldn't be included, a practice we still maintain).  Then those spells that were prepared were marked.  This took a lot of prep time, but saved time in-game.  I've been gaming nearly as long (about half a decade less). It hasn't been a time waster for my groups. It has been a time saver by preventing the dreaded "let me look up spells for the next 20 minutes" while resting and changing prepared spells.  What we have done is put the name of the spell, major pertinent information, and a short blurb about it. Worked fine for us.  In any case one reason the Character Builder IS the right place for it in my opinion is that without it there, people think that is all that the Cleric/Druid/etc can prepare. Many people don't bother to read the rules, they go with whatever the character builder says. Presenting the correct options is better than not presenting them. In any case, I don't use the builder and nobody in my groups do so...it really doesn't matter to me one way or the other. 
Tried to create a Wizard (Diviner) using the new builder, but even though my DM has purchased and enabled the new PHB, only the free ruleset appeared on the dropdown at the very first step of character creation.  Those rules have only the Evoker subclass.  Seems like a basic bug.  What's up?
Here let me put it a different way Saul, I am 65 years old and have played a little as well. The compendium sucks to use! So dragging and dropping from a compendium that does not function well, sucks. Maybe, if the compendium was easy to search, and I am sure it will be eventually, that would be fine, however, the idea that we are hoping for something easier to use might lead one to think, here are some other options. maybe.  
I've had no problem sharing my compendium.  Without more information, it's hard to diagnose what the problem is with your situation. At the very least, I would need to see the Settings page from the game. But, more often than not, the step that I've seen people miss is setting the following: And then scrolling down and SAVING the settings. Alex B. said: Tried to create a Wizard (Diviner) using the new builder, but even though my DM has purchased and enabled the new PHB, only the free ruleset appeared on the dropdown at the very first step of character creation.  Those rules have only the Evoker subclass.  Seems like a basic bug.  What's up?
Honestly, the builder is far worse, IMHO. I've already reported a problem with viewing the descriptions of spells near the bottom of the list. And, if your game is allowing both the 2014 and 2024 rules the spells appear twice. Even just selecting the small number of spells for a 1st level Warlock (for example) can be a pain.  I've never had a problem searching through the compendium. And I've done it both for 5e games and Call of Cthulhu games and as both player and DM. Alan M. said: Here let me put it a different way Saul, I am 65 years old and have played a little as well. The compendium sucks to use! So dragging and dropping from a compendium that does not function well, sucks. Maybe, if the compendium was easy to search, and I am sure it will be eventually, that would be fine, however, the idea that we are hoping for something easier to use might lead one to think, here are some other options. maybe.  
Saul J. said: I've had no problem sharing my compendium.  Without more information, it's hard to diagnose what the problem is with your situation. At the very least, I would need to see the Settings page from the game. But, more often than not, the step that I've seen people miss is setting the following: And then scrolling down and SAVING the settings. Alex B. said: Tried to create a Wizard (Diviner) using the new builder, but even though my DM has purchased and enabled the new PHB, only the free ruleset appeared on the dropdown at the very first step of character creation.  Those rules have only the Evoker subclass.  Seems like a basic bug.  What's up? I have one player out of four in the game who has this issue.  All the other players can see all the shared compendium options, but this one player can only see the basic 2024 ruleset in the builder.  This is true for a new character they've created and when they begin editing a blank character created for them by the GM.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Railen! Have the player delete cache and cookies, and then try again in a private browsing window. This will help indicate if they have bad leftover data, or if they have an extension that is blocking then from pulling compendium data. Some ad-blockers, grammar editors, and VPNs don't play nice with the site.
Has anyone figured out if its possible to change a player characters token in the new character sheet?
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Jen
Pro
Erudo said: how do we turn on auto damage roll If you meant the game-wide default character settings, they are currently broken in both Jumpgate and non-Jumpgate games.   Devs, please check this and make sure it works in games that include both 2014 and 2024 sheets!  The  original options  to default to  auto rol l damage and always whisper rolls are no longer visible  under  Game Settings or Apply Default Settings . I tried the buttons circled in red below, but they are all unresponsive: Or, if you meant changing the settings for individual 2024 character sheets , you can open the character, then toggle Public / Whisper. Use the Manage control on the far upper right to find the Always Roll Damage option. Or, if you meant changing the settings for individual 2014 character sheets,  you can open the character, then use the Gear icon on the upper right, then scroll down to General Options.
Today, I tried to level this character up to level 3. As part of the level up process, the builder asked me to choose ability scores to increase. Again. Due to the Wayfarer background. So, my Dex started at 18 (manually added), went up to 22 during character creation due to the +2/+1 for a tabaxi from the very, very old rules, and +2/+1 for Wayfarer, and is now up to 24 because of ANOTHER  +2/+1 from Wayfarer. And an AC of 21 which is also wrong. And all the skills based on Dex (and Wisdo which is the ability score I gave the +1 to) are also wrong. This is all great for my 3rd level Monk character but... it's totally wrong ! :-) Saul J. said: Today, tried to combine a 2014 species with a 2024 class. Did not work out too well. The species/class were a tabaxi monk. The builder added in the +2 Dexterity from the rules for tabaxi using the rules from Volo's Guide to Monsters, rather than using the updated rules from Mordenkainen's Guide to Monsters. I wasn't given a choice in the builder. It also gave me the +1 to Charisma from Volo's. Later on, the builder asked me where to assign my +2/+1 from the background... which it shouldn't have done after giving me the increases from Volo's. In fact, according to the 2024 rules, it shouldn't have given me the bonuses from Volo's or Mordenkainen's but only the adjustment from the background. In any event, I ended up with my Dexterity too high, and my Charisma too high and I couldn't find any way to adjust them down. Further along, when it came time to fill out the "About" screen, I was asked to choose only one language other than Common. Again, this is the rule from Volo's, not the 2024 rules. According to the 2024 rules, I should have been given the choice of two languages in addition to Common. But, the system failed with regard to movement. I was given only the base walking speed of 30. I wasn't given the climbing speed according to Volo's (20), or the climbing speed according to Mordenkainen's or the 2024 rules, both of which would have been 30 - the same as my walking speed. I ended up with the wrong AC. It gave me the Unarmored Defense calculation of 10 + Dex + Wisdom but, since my Dex was given an additional +2, the AC calculation was wrong and I ended up with an AC that was 1 more than it should have been. Because of the additional +2 to Dex, my Dex-based skills are all wrong too. And Initiative. And Dex save. I was given proficiency with the Hand Crossbow which is incorrect. The 2024 rules give Monks proficiency only with melee weapons. Monks do not get any ranged weapon proficiencies. This is wrong in the online compendium too. To be fair, a number of websites have this wrong as well. But, the printed book and danddbeyond both say "melee weapons".  I've reported this before. Several times. It doesn't seem to get fixed. For some reason, Roll20 has chosen to list "Martial Arts Attack" and "Unarmed Attack" on the sheet separately. The "Unarmed Attack" listed is the base attack that every character gets. It shouldn't be there on a Monk sheet. And, the attack for all the monk weapons should use the Martial Arts die as well. There doesn't seem to be any way to change the damage for these attacks. This would leave me having to delete all of the attacks that had been added to the sheet, including all of the "ranged" attack lines for the dagger and spear, leaving only the "Martial Arts attack" line. The dagger and the spear are not ranged weapons so the Martial Arts die applies even when thrown. There's a line on the sheet near the bottom that says: "Martial Arts" with an on/off slider next to it. Moving the slider to the "on" position changes the formatting of the sheet slightly. It also changes the AC. I'm not sure why because the "Martial Arts" feature doesn't affect the AC. And the sheet gives a +0 mod for the Martial Arts and the "Affects" column is blank so someone knows that it doesn't affect the AC but it changes the AC on the sheet anyway. Now, if it was for "Unarmed Defense" it would make sense but that feature doesn't appear on the sheet with an on/off slider. There are probably more errors on the sheet but finding them is difficult with all the already listed errors. The TL;DR version is: the sheet for the 2024 Monk class with a 2014 species is a total mess.
1731170845
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Saul J. said: Today, I tried to level this character up to level 3. As part of the level up process, the builder asked me to choose ability scores to increase. Again. Due to the Wayfarer background. So, my Dex started at 18 (manually added), went up to 22 during character creation due to the +2/+1 for a tabaxi from the very, very old rules, and +2/+1 for Wayfarer, and is now up to 24 because of ANOTHER  +2/+1 from Wayfarer. And an AC of 21 which is also wrong. And all the skills based on Dex (and Wisdo which is the ability score I gave the +1 to) are also wrong. This is all great for my 3rd level Monk character but... it's totally wrong ! :-) Yeah, the builder does not currently hide any slides that are "done" on Level up. My feeling is that it should either hide them, or if this is difficult to achieve with the current logic (It remembers all of your choices wince character creation), it should at least put a notice up on these slides that this page is for reference and does not need to be edited. Currently, I don't think such pages raise any flags on the Review slide.
It's not a slide, if I understand how you're using the term. It blanked the original choices, and marked the section as "incomplete". I thought by adding the choices back that it would "fix" the issue, but instead the builder ADDED the new choices to the original choices. This is clearly a bug. keithcurtis said: Saul J. said: Today, I tried to level this character up to level 3. As part of the level up process, the builder asked me to choose ability scores to increase. Again. Due to the Wayfarer background. So, my Dex started at 18 (manually added), went up to 22 during character creation due to the +2/+1 for a tabaxi from the very, very old rules, and +2/+1 for Wayfarer, and is now up to 24 because of ANOTHER  +2/+1 from Wayfarer. And an AC of 21 which is also wrong. And all the skills based on Dex (and Wisdo which is the ability score I gave the +1 to) are also wrong. This is all great for my 3rd level Monk character but... it's totally wrong ! :-) Yeah, the builder does not currently hide any slides that are "done" on Level up. My feeling is that it should either hide them, or if this is difficult to achieve with the current logic (It remembers all of your choices wince character creation), it should at least put a notice up on these slides that this page is for reference and does not need to be edited. Currently, I don't think such pages raise any flags on the Review slide.
Does anyone know if there is a location where issues/bugs/features for the new character sheet are being tracked and prioritized?  I'm happy to submit feedback for the 20+ issues I'm encountering, but it would be nice to see if they have already been reported and are being worked on. 
keithcurtis said: Hi Railen! Have the player delete cache and cookies, and then try again in a private browsing window. This will help indicate if they have bad leftover data, or if they have an extension that is blocking then from pulling compendium data. Some ad-blockers, grammar editors, and VPNs don't play nice with the site. Still no dice, I'm afraid.  Sigh.
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Cloak of protection isn't giving its bonus to death saving throws.
1731218514
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Jacarteo said: Does anyone know if there is a location where issues/bugs/features for the new character sheet are being tracked and prioritized?  I'm happy to submit feedback for the 20+ issues I'm encountering, but it would be nice to see if they have already been reported and are being worked on.  Hi  Jacarteo! You have reached one of the two places to make a report. A  Help Center Request  is a little better, though you might not immediately get a personalized response if a lot of people are reporting the same bug. The latter method will make a ticket. Posting here will get it before the eyes of the devs, but will not guarantee a ticket gets made. Believe me, the sheet dev team is hyper focussed on this sheet, and updates are coming pretty much daily. As for the other question, the only place a curated list of reports exists is in the hands of the devs. They might take the time to acknowledge an issue here, or ask for more information, but there is no public-facing list. If you want to see what the latest features and fixes are, you can go to the Changelog .
FWIW, reports are that it's not working on dndbeyond either. It could potentially have something to do with the new DMG.  Duco said: Cloak of protection isn't giving its bonus to death saving throws.
As a nice to have, under skills...it would be nice to have the ability to set the skill to have "NO" ability modifier. Basically a modifier of 0. Alternatively, or as well...the option to have the skill rolled be selectable on roll, as with Tool proficiencies.
Some questions regarding spells:    -  On the subject of Druids and Clerics adding all spells to their spellbook in the builder:  What about Warlocks with Pact of the Tome? If Roll20 is going to allow Druids and Clerics to add all the spells in the builder that they could possibly select, then the Warlocks who choose Pact of the Tome should be able to put all cantrips and all 1st level ritual spells in their spellbook. They can remake their tome after every short or long rest with different cantrips and different 1st level ritual spells in the same way that Druids and Clerics can change their spells after every long rest.    - How does Roll20 propose to distinguish between spells that are in the spellbook because the player might choose them after a rest vs spells actually prepared? There are no indicators that I can see. This is also an issue for Wizards who can have more spells known and written in their spellbook than they can have prepared.    - With so many spells in the spellbook, how does Roll20 propose to list and/or sort them in a way that makes it readable, and makes it more usable than just looking the spells up in the Compendium?    - What happens with multiclassing? How does Roll20 propose to be able to mark which spells come from which class? This is even more important for those that multiclass with Warlocks since Warlocks have the Pact Magic feature, rather than spellcasting.    - How does Roll20 propose to mark which spells can be cast only once per day, vs spells that can be cast with a spell slot, or spells that can be cast without using spell slots? How are these going to be differentiated on the character sheet?    - How does Roll20 propose to mark which spells are "always prepared" vs spells that can be swapped out either at the end of a rest, or when the character levels up? As far as I can tell, none of these issues are currently addressed on the character sheet or in the builder.
I have asked these spell related questions many times and never had an answer. They need to have a filter on spells called Remaining Spells. This would filter out spells that are not prepared, no longer have spell slots remaining or have been cast once for the day.
I have this issue: character sheet got erased every week and I loose all datas. When my player or I try to open the sheet we have the create a new chatar option. Same for most of the monster I have in compendiums Is there a solution?
Skip that choice and pick "Edit sheet directly."  This seems to bring the info back. Crico said: I have this issue: character sheet got erased every week and I loose all datas. When my player or I try to open the sheet we have the create a new chatar option. Same for most of the monster I have in compendiums Is there a solution?
It doesn't hurt to ask the questions again, and to let them know that this is important to us. Karacha said: I have asked these spell related questions many times and never had an answer. They need to have a filter on spells called Remaining Spells. This would filter out spells that are not prepared, no longer have spell slots remaining or have been cast once for the day.
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Edited 1731376328
Grim
Pro
Where do I begin.. 1. Magic Initiate multiple times is only showing the wizard list and is missing resistance and healing word spells 2. AC is not properly calculating in with shield added or unarmored defense 3. Character sheets dont have a custom option for backgrounds. Its a pain in the a to try and properly add my players requested options. 4. Edit bio and info brings me to the token editor not to editing background etc. I get that you have a LOT to do, but for the love of god can we put basitons and all the other bs aside and focus first on the most critical thing which is the CHARACTER SHEET?!  Seeing the replies here I'm losing faith. Been a pro subscriber for a years and came back over foundry and forge.  What I loved was the quick updates and quick responses to issues. But now... thats going down hill too. So what do you guys need? More people? More direction? 
You still can't adjust temp hp from the token bubble assigned to temp hp, also if you adjust your hp from the token it ignores temp hp
Original feedback offered February 13, 2024 , and again on June 18, 2024 . I haven't seen any official Roll20 response to either of my posts, but it seems like a lot of my suggestions have been expressed by others. I've gone through my previous feedback, and one of the most noticeable things for me is how slow the character sheet is, and how hard it is to use.  My browser is freezing constantly. Out of 18 suggestions/requests, only one (attunement) appears to be fully implemented, two are implemented but hard to use, two others are implemented but broken, and 13 have not been implemented in any way whatsoever. Consistency between roll templates Some of the templates still use {{desc}}, while others use {{description}} for example. Also, PLEASE adjust the roll templates so that they are not set to such a  small fixed width . No - Roll templates are not being used at all Attributes I'm guessing that a lot of the attributes are not going to change (there's no reason to change the 'experience' attribute that I can think of), but there is definitely a lot of bloat and unused 'legacy' attributes on the current character sheet.  For instance, there are a ton of 'npc_*****' attributes on the sheet, that may as well be the same as the non-NPC values and just have a single attribute that is used whether the sheet is set to PC or NPC. There are other issues, such as the 'class' versus 'multiclass1' attributes and they show on the sheet versus how they combine into ' class_display '. No - Attributes on the sheet are not manually editable - all sheet created attributes are locked Allow 'numerical' fields to accept non-numerical inputs or attribute calls That way features could accept a modifier, such as  Initiative adding Dex plus Proficiency Bonus . No - Does not appear to be possible Whisper Type Please include a ' GM only' whisper setting  into the  sheet/sheetworkers .  It sounds like that is included on the  Pathfinder 2E sheet now , so I'm guessing this is already on the roadmap, but I want to highlight it just in case it's not. No - I'm not seeing this Standardized PC versus NPC layout There are currently some things that can only be done when a character is set to a PC, and some things that can only be done when set to NPC, even though there are times when those features should be available to either type of character.  One example is changing the critical range - it is only possible to set this on the PC sheet, but that should be available to NPCs. Another example is that NPC attacks are created in a static manner, but PC attacks are created dynamically using the character's stats for attack and damage calculations. Unknown - NPC sheet still in development Output for all repeating items Spells currently have an 'output' roll, which is helpful for displaying the content of the spell information/description in chat.  It would be super helpful to have that for all other repeating items on the sheet, including inventory, PC traits, attacks, etc. No - I'm not seeing this - I'm guessing it won't happen if Beacon sheets don't use roll templates Item Mods The item mods are currently  very  limited  in what they can do.   Partial - I see options for item modifications, but they are not working correctly Custom skill rolls / Alternate Skill Checks Currently there is no way to temporarily adjust a skill roll , such as creating a Strength (Persuasion) check (as outlined in the DMG for alternate skill checks). Instead a custom skill has to be created, and then it's listed with tools and proficiencies instead of skill checks. Also, for any custom skills, there are only options for 'Proficient', 'Expertise', or 'Jack of all Trades'   but no way to add a custom skill that is 'Not Proficient' . Yes! I’m seeing this but… However, the interface for rolling a custom skill check is still very clunky.  I hope this gets cleaned up and made easier.  If I want to roll a Strength (Acrobatics) check then I would like to quickly click on the 'Dex' button that is listed as the Mod for a quick one-off or to make the change, instead of going through the Settings Cog to the right. Vision & speed settings A separate attribute for vision and speed types would be helpful.  That way it could be used by scripts (such as TokenMod) to quickly set up a token.  Vision for PCs (such as Darkvision) is currently listed as a Trait, and is only available in text form, but it would be more useful if there were vision attributes that can be set to numerical values.  For NPCs, darkvision is part of the 'npc_senses' attribute, and also cannot easily be used in macros or scripts. Currently for PCs there is only a single 'speed' attribute which is assumed to be walking speed, that does not account for flying, climbing, burrow, or swim speeds. This could also include  'jump' distance . Yes! I'm seeing this but... Speed is listed under 'Defenses', and there is a pulldown menu where you can list 'Climb', 'Fly,' or 'Swim' speeds, but they are still not displayed anywhere else except the hidden portion of the pulldown.  'Burrow' is not listed anywhere, but it looks like there's an option for a custom speed. I would recommend moving 'Speed' to it's own 'Movement' area similar to the 'Senses' box, and including things like 'Jump Distance' and specifically showing 'Climb', 'Swim', and 'Fly' speeds listed out separately. Speed has been moved with AC separate from 'Defenses', but it still has all of the issues of being clunky to modify, and hard to find non-walking speeds. Vision appears to have a numerical value for Darkvision, Tremorsense, etc. Name options I would love it if there was a field for a 'true name' or 'nickname' so that PCs could have their full name listed in one place, but a shortened name referenced elsewhere.  Similarly, for named NPCs, it would be possible to have the nickname display show 'Nobleman' until the players meet the NPC and learn his name is  Lord Leremon III. No. This is even worse than the 2014 sheet, because there's no way to set the 'npc_name' separately from the 'character_name'. If I have a PC or NPC that I want to 'hide' their true identity from my players, I have no easy way of doing that other than changing the name of the character in the Journal. Conditions / Spell effects I see there is a 'Conditions' section shown on the sheet.  I hope that can automatically adjust other fields and take custom entries, such as spell effects.  It would be much easier to have 'Bless' listed as a condition that automatically adjusts attack rolls and saving throws, instead of using two Global Modifiers.  This would also be useful for resistances and immunities. It could also be used with Heavy Armor to impose disadvantage on Stealth checks. Yes!  I'm seeing this but... It looks like there is the option to add custom Conditions, and Modifiers. But the Modifiers are limited to 'Ability Score Total', Ability Score Modifier', 'Armor Class Modifier', and 'Saving Throw Modifier'. But it would be nice to have others, e.g. it would be cool if the 'Blinded' condition could adjust the 'Vision' stat automatically. It still doesn't look like there's any way to add a 1d4 roll to Saving Throws from Bless. Vehicles Vehicles  are not  currently supported  in any meaningful way.   No. Colored indicators/tags for spells, traits, etc. This idea  for different colored 'prepared' icons for spells, and likewise for  traits or other repeating items . Or some other way of identifying/distinguishing items in these lists.  That would be easier than modifying each one individually with emojis. It would also be really nice to have some kind of indication if a spell is 'always prepared' due to a clas/subclass feature (e.g. a Paladin Oath spell) or if the item is on the sheet due to an item, etc. No. And even in List view, the Spells tab takes up way too much space. There really needs to be a more 'Compact' view. Attunement Attunement is not currently included/supported on the sheet . Yes! DM-Only fields within description fields for spells, attacks, etc. It would be really nice to have a DM-only section of descriptions for pretty much everything.  A good example is a Giant Spider's Web feature.  If the description is shown, then players will see in chat when the attack is rolled what they have to do to get out of the Web. No. Inventory 'Containers' Please include a way for inventory to be 'placed' inside another item, such as a sack, or a Bag of Holding, and allow for the weight to be modified automatically as needed.  No. List Ordering for Language Translation Please ensure that  list ordering according to language  is implemented. I'm not seeing this... But as users we likely won't ever see this directly because it will be embedded into the code itself. Alternative Critical Damage Calculations Many tables allow for  alternative critical rules , such as 'brutal criticals'. It would be great if there was an option for that. I'm not seeing this...
Hi everyone! Popping in with another quick update. Today the 2024 DMG was released along with some updates to the Sheet & Builder. There is a new Bastion tracker that will allow you to keep track of your character’s Bastion details; you can drag & drop facilities onto your sheet from the Compendium so building is a breeze. If there are additional features you’d like to see included in a Bastion sheet, please submit via our feedback form . You can also read more about Bastions here . We’ve introduced a new view for NPC sheets that mimic the Stat Blocks you’ll find in the PHB. This was a largely requested feature that we are happy to finally have in your hands. This is a view only mode that we expect will be most useful while in combat when multiple NPC sheets are often open at once. Editing and creating your NPCs are still best done either via Drag & Drop from the Compendium or by using the Standard or Compact layouts to ensure you can get the most functionality out of the sheet We’ve also introduced Drag & Drop support for Supernatural Gifts, and all items from the 2024 DMG are supported via drag & drop as well Unrelated to the DMG release, we’ve also been heavily focused on fixing the data loss issues that some users are still continuing to experience. We pushed another fix that we think addresses most, if not all, of these use cases, but would love to hear from others that have experienced this issue so we can be sure we are addressing the root cause. If you have a copy of a character where your data was wiped we’d love a link to the character or campaign (and the Character’s name) so we can take a look. We’d also love to chat live with anyone to hear what it was you were doing prior to your data being wiped that could have led to the issue. If you’d like to sit down with me and the devs, please feel free to grab a slot on my calendar . If you happen to run into your sheet being wiped the best thing to do is to open up the console log (F12), save a copy of it, and pass it along via a Zendesk ticket. Please keep that copy of the character as that also could be helpful in diagnosing the issue. We know how frustrating this issue has been, so we appreciate any more insight you can provide as we try to get it fully resolved.  I also do want to call out that I am keeping track of all the bugs and feedback that we are receiving via this thread, our feedback form, discord, and other socials. I may not reply to all of them, but we do have eyes here consistently to be sure we are tackling the highest priority bugs/feedback. 
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When I give an NPC a non-attack action, there's a spot at the bottom of the action for "roll".  When I put in any type of dice, such as 1d10 or 2d6 or what not, it doesn't seem to show up when I use that ability. What is that spot even for?
Grimoire said: ......  I get that you have a LOT to do, but for the love of god can we put basitons and all the other bs aside and focus first on the most critical thing which is the CHARACTER SHEET?!  1000x this!  Things I and my players don't care much about: Bastions (we can do this in a google doc easily) Discord integration Attunement slots (we can count to three of need be)  Animations Things we care veey much about: Character sheets that work at least as well as the 2014 ones Npc sheets ditto  Compendium drag and drop  Custom items, spells, backgrounds  Reliable math
+1.  Very much this. Essentials listed matter far, far more than anything else right now. Stephen N. said: Grimoire said: ......  I get that you have a LOT to do, but for the love of god can we put basitons and all the other bs aside and focus first on the most critical thing which is the CHARACTER SHEET?!  1000x this!  Things I and my players don't care much about: Bastions (we can do this in a google doc easily) Discord integration Attunement slots (we can count to three of need be)  Animations Things we care veey much about: Character sheets that work at least as well as the 2014 ones Npc sheets ditto  Compendium drag and drop  Custom items, spells, backgrounds  Reliable math
Agreed. Not having a usable 2024 sheet is CRIPPLING roll20.  Anthony said: +1.  Very much this. Essentials listed matter far, far more than anything else right now. 1000x this!  Things we care very much about: Character sheets that work at least as well as the 2014 ones Npc sheets ditto  Compendium drag and drop  Custom items, spells, backgrounds  Reliable math
In the 2024 sheet, is there a resource counter for hitdice anywhere?
Lorienna said: In the 2024 sheet, is there a resource counter for hitdice anywhere? It's hidden in the modal you get by clicking the Short Rest button. There's also no way to manually regain them if you click them mistakenly, need to use the Long Rest button to do that.
Any updates on the mobile app working with the 2024 sheet?
Aleksi said: Lorienna said: In the 2024 sheet, is there a resource counter for hitdice anywhere? It's hidden in the modal you get by clicking the Short Rest button. There's also no way to manually regain them if you click them mistakenly, need to use the Long Rest button to do that. That sucks, especially with the healer Feat
I'm not sure if this is the right place for it, but since Roll20 seems to consider "bastions" as another type of character (which is a stupid idea), I'll ask anyway: Has anyone here tried out the bastion sheet yet? What do you think? I took a look at it, and IMO, it's worse than the character sheet. It's just plain text basically, and you can put anything you want in there without any constraints, or drop-down lists of available rooms, or anything that makes it usable, again IMO.
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If you take 7 levels in Eldritch Knight and 1 level in Paladin, you're supposed to have 7/3 (rounded down to 2) + 1/2 (rounded up to 1) = 3rd level multiclass spellcasting. For some reason, the sheet gives you an additional level 1 slot so you end up with 5+2 slots of levels 1 and 2, instead of the intended 4+2. You also can't put negative numbers in when adding spell slots manually, so there's no way to remove the extra spell slot (except by editing the field manually under Advanced Tools - Attributes).
Still impossible to create a 13 level diviner wizard human  (all 2024). spell list does not load and closing and reopening resets everything. seems a performance issue due to the spell list being too long. This is a major issue
For the Roll20 devs: if you look at the table on p. 45, you'll see that a multiclass spellcaster would NEVER get 5 first level spell slots! The maximum is 4, regardless of how many levels you have in each class!  Aleksi said: If you take 7 levels in Eldritch Knight and 1 level in Paladin, you're supposed to have 7/3 (rounded down to 2) + 1/2 (rounded up to 1) = 3rd level multiclass spellcasting. For some reason, the sheet gives you an additional level 1 slot so you end up with 5+2 slots of levels 1 and 2, instead of the intended 4+2. You also can't put negative numbers in when adding spell slots manually, so there's no way to remove the extra spell slot (except by editing the field manually under Advanced Tools - Attributes).
Andrea L. said: Still impossible to create a 13 level diviner wizard human  (all 2024). spell list does not load and closing and reopening resets everything. seems a performance issue due to the spell list being too long. This is a major issue Weirdly opening the sheet in safari (that is unsupported..) opens the spell list and allows for spell selection but once you finish and create the character, spell management for a wizard is a nightmare. The ISSUE: spell book at high level is big and you need to choose which spell to prepare. the idea of a different subpage to choose the spell and the main one having only those prepared is very good but the MANAGE window should have order by spell level at minimum (filtering would be ideal). otherwise a mixed list by name makes choosing which spell to prepare a nightmare. ... also: in the builder the language dropdown stays frozen onto ...loading... (minor issue as language dropdown after works fine)
One of the major  failures (IMHO) with this new character sheet is that the design doesn't allow for changing attack or damage rolls to account for feats or features or abilities. For example, on the old sheet, if the character was an elf with Elven Accuracy, I could change the attack to be a formula that automatically re-rolls the lowest die if I have advantage, or to roll normally if I don't. Or, with Tavern Brawler, I could change the damage for my Unarmed Strike to be a formula that automatically re-rolls 1s. These are just two examples. With this new sheet, it doesn't seem possible to change the roll formula for attacks or damage according to the character's feats, features, or abilities.
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keithcurtis
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Saul J. said: One of the major  failures (IMHO) with this new character sheet is that the design doesn't allow for changing attack or damage rolls to account for feats or features or abilities. For example, on the old sheet, if the character was an elf with Elven Accuracy, I could change the attack to be a formula that automatically re-rolls the lowest die if I have advantage, or to roll normally if I don't. Or, with Tavern Brawler, I could change the damage for my Unarmed Strike to be a formula that automatically re-rolls 1s. These are just two examples. With this new sheet, it doesn't seem possible to change the roll formula for attacks or damage according to the character's feats, features, or abilities. Agreement here. It's also impossible to construct a macro from the attack by reading from the up arrow in chat. One must construct it entirely from scratch.