Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

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

Saul J. said: Notice that my earlier message wasn't addressed: If you choose a background from an older book, like Strixhaven: A curriculum of Chaos, the builder doesn't handle the backgrounds correctly. For example, the Strixhaven backgrounds come with a feat (Strixhaven Initiate). But, the builder wants you to choose an Origin feat. According to the PHB, you only choose an Origin feat if the background doesn't already come with one. (See the box on p. 38 of the 2024 PHB). Any plans to fix this? This is something that is important to fix in order to be able to use the new sheet/builder with older non-2024 books. That is on our radar to update for the later backgrounds that offer feats, like these and Spelljammer. We were actually just talking about this today!
Nicole B. said: That is on our radar to update for the later backgrounds that offer feats, like these and Spelljammer. We were actually just talking about this today! Is restoring fully free input on all roll input fields for custom roll expression and full access to sheet templates to be used in macros on that vaunted radar? Or were such core functionalities left on the wayside from the start?
Tuo said: Is restoring fully free input on all roll input fields for custom roll expression and full access to sheet templates to be used in macros on that vaunted radar? Or were such core functionalities left on the wayside from the start? It actually is. The sheet does its rolls in a slightly different way than legacy sheets, so we need to make a few updates to make this possible (ex. right now, if you send out a roll that includes rerolls, it will do the rerolls but won't tell us which ones to "drop"), but it's a high priority right now. Frankly, a higher priority than backgrounds that offer feats, but those can be done in parallel anyway so one doesn't have to block the other in that way.
Is there a timetable/eta for fixing these two problems? Both are really needed before the sheet can even begin to be considered "usable". As it stands now, the sheet and the builder are just an "alpha" concept that is not fully functional. Nicole B. said: It actually is. The sheet does its rolls in a slightly different way than legacy sheets, so we need to make a few updates to make this possible (ex. right now, if you send out a roll that includes rerolls, it will do the rerolls but won't tell us which ones to "drop"), but it's a high priority right now. Frankly, a higher priority than backgrounds that offer feats, but those can be done in parallel anyway so one doesn't have to block the other in that way.
Saul J. said: Is there a timetable/eta for fixing these two problems? Both are really needed before the sheet can even begin to be considered "usable". As it stands now, the sheet and the builder are just an "alpha" concept that is not fully functional. Nicole B. said: It actually is. The sheet does its rolls in a slightly different way than legacy sheets, so we need to make a few updates to make this possible (ex. right now, if you send out a roll that includes rerolls, it will do the rerolls but won't tell us which ones to "drop"), but it's a high priority right now. Frankly, a higher priority than backgrounds that offer feats, but those can be done in parallel anyway so one doesn't have to block the other in that way. I don't have a timetable right now, sorry. This is a high priority but because it's not a one-off "just fix it" kind of issue and touches more than one piece of code, it's going to take some dev effort and multiple rounds of QA and all that that entails. I can say we're starting on the "fixing what Beacon tells us about advanced rolls" either today/tomorrow or early next week, but I can't guarantee the timeframe of finishing all the work.
1. Once at bard 10, you can't choose from the magical secret pool of spells until 11. You should be able to at 10 and after that you can also for replacement spells. Will this be fixed? 2. Also, choosing great weapon master fighting style doesn't change anything. Is there intention to have it auto calculate the rolls at some point? 3. After choosing the fey touched feat, I cannot open the drop down to choose a fey touched spell. It just glitches out trying to load them.  Are these things known by the team ?
MindlessCalm said: 1. Once at bard 10, you can't choose from the magical secret pool of spells until 11. You should be able to at 10 and after that you can a a lso for replacement spells. Will this be fixed? 2. Also, choosing great weapon master fighting style doesn't change anything. Is there intention to have it auto calculate the rolls at some point? 3. After choosing the fey touched feat, I cannot open the drop down to choose a fey touched spell. It just glitches out trying to load them.  Are these things known by the team ? 1. I haven't seen this before, but I was able to replicate it. I've passed it on to the team to make a bug ticket for this. 2. Yes, that's the intention. I'm going to take this back to the compendium team to get the data updated - we're also expanding the modifiers you can build under features every day, so it's possible we'll get to the modifier before the compendium team updates and you'll be able to add it manually. 3. This is a known issue, but I'm not sure where it sits on the resolution list.
New bug reported as #288570 Blessed Warrior does not mention in compendium that it is Paladin 2nd level combat style.  Then when selected as combat style the list of Cantrips is not populated - just uses last spell selection list. So intially empty.
Bug - I believe this has been reported before: For Pact of the Tome warlocks, according to the PHB, the spells (both cantrips and the 1st level spells) chosen can be from any spell list and they do not all have to be from the same class spell list. However, the builder locks you into choosing Warlock cantrips and spells only for the Pact of the Tome spells.
Jim W. said: New bug reported as #288570 Blessed Warrior does not mention in compendium that it is Paladin 2nd level combat style.  Then when selected as combat style the list of Cantrips is not populated - just uses last spell selection list. So intially empty. Saul J. said: Bug - I believe this has been reported before: For Pact of the Tome warlocks, according to the PHB, the spells (both cantrips and the 1st level spells) chosen can be from any spell list and they do not all have to be from the same class spell list. However, the builder locks you into choosing Warlock cantrips and spells only for the Pact of the Tome spells. Thanks for the report! We have a lot of spell list updates coming very soon that should hopefully resolve the various bugs around selecting and replacing spells.
Question: Is it possible to create a character using the 2014 character sheet but with the new 2024 rules? 
Hi, I can't seem to find where to turn the dark mode off for the 2024 sheet. Unfortunately I am unable to use the dark mode version as the colour palette strains and literally hurts my eyes. (And I do mean literally.)
1736593010
Gauss
Forum Champion
Darion said: Question: Is it possible to create a character using the 2014 character sheet but with the new 2024 rules?  Manually, no drag/drop or Charactermancer. It requires much copy/pasting. I have done so for all my player's characters across two games. The big lift is updating the spells from 2014 to 2024. So what I did was created base characters for each class (such as Cleric) and then dropped all the spells on it, and updated those spells to 2024. 
1736593079
Gauss
Forum Champion
Edem said: Hi, I can't seem to find where to turn the dark mode off for the 2024 sheet. Unfortunately I am unable to use the dark mode version as the colour palette strains and literally hurts my eyes. (And I do mean literally.) I am 100% there with you, I also cannot use the 2024 sheet due to the dark mode.  My understanding is a light mode version is coming, but I don't know when as the road map seems to be a bit slow right now. 
1736596650

Edited 1736596715
I created 2nd level Aasimar Paladin, chosing the Blessed Warrior combat style. I see that now spells listed only include Cantrips and Prepared. Prepare or delete done via manage. A slight improvement in the sheet but still awkward and poorly thought out process. BUG [#288741] though prepared spells show 6/3 which are my 5 cantrips and one free prepare.  So should be 6/9 or more properly 1/4. While fixing this can we have prepared spells appear somewhere without having to manage save manage check quit?
Mid session last night I was randomly at full health again with some spell slots back on my Bard…
1736654235

Edited 1736654304
Eloquin
Pro
Marketplace Creator
I ran two games for the first time using the new sheets this week. My only real complaint is that we can not get them to auto roll damage. This seems like a low bar, but it was driving my group nuts, they want to go back to 2014 now....  is there a work around for this?
Hey Alex! Can you get the GM to post their sharing page? They might own the book, but if it is not specifically turned on, it won't show in-game. As you can see, the 2024 PH is purchased and enabled - but doesn't register in character creation for some reason. Making the assumptions that this is the same game, sharing is turned on for that game, and that the player is creating a character from within said game, a cannot tell what might be causing the issue. I would suggest a  Help Center Request  at this point. To close the loop, there are apparently two save buttons that don't do the same thing.  Here's the response from R20.  Problem now fixed! Taking a look at the game in question, it seems that compendium sharing was not fully enabled. Currently the saving option is set to "no."     This is likely due to clicking the wrong button which is an ongoing issue at this time.   If you are making any compendium changes, you will need to make sure to click the button specifically named "Save Content Sharing Settings" and NOT the "Save Changes" button. The latter will not properly hold on to the compendium settings.
1736666747
Gauss
Forum Champion
Eloquin said: I ran two games for the first time using the new sheets this week. My only real complaint is that we can not get them to auto roll damage. This seems like a low bar, but it was driving my group nuts, they want to go back to 2014 now....  is there a work around for this? Hi Eloquin, you can fix that by clicking Manage in the top right corner of the sheet. Then turn on "Always Roll Damage".
Nicole B. said: Dresdon said: Troubles with this sheet tonight during our game: All characters were created from the Charactermancer in the 2024 ruleset with a shared PHB & DMG. Painful latency of 5+ seconds when opening a sheet, waiting for edit or 'i' buttons to respond. Everyone playing has fibre internet connections and gaming rigs, yet this sheet runs really poorly. Several times folks had the sheet lock up and had to reload roll20 after the sheet crashed. Cure Wounds and Healing Word did not apply the correct attribute bonus to the healing roll. To fix this the GM needed to edit the sheet and change the spell (In both the Combat and the Spells sections) to hard set the applicable attribute (Charisma, Wisdom etc) vs auto, which wasn't working. We added and Effect to handle the Duelling Fighter Specialisation - The +2 damage effect was toggled on but doesn't correctly get output in the chat log. If you hit the damage button from the Combat action, the chat log looks like this:  Note the calculation line is missing the +2 from The Dueling Fighting Style effect but it is included in the total. If we instead invoke the damage roll from the Clickable damage button that is created in the chat log after an attack we can see the calculation is correct albeit not broken into its component parts. We've made tickets for the bonus not showing in the roll template and fixing the Cure Wounds/Healing Word to work correctly. We've seen a few reports of the sheet running slowly in the past week, but we haven't been able to replicate it locally - could I get more details from you on that front? Was it from the start or came on gradually? Was it better or worse in different characters? What browsers were you using? So the primary lag I was experiencing was on the GM side with monsters. Opening a new monster from the compendium has a noticeable latency, but I get it, it's creating a new character sheet and populating it with the details from the monster database, I can accept a bit of a hit on first load. My main gripe was then using the sheets in game if I happened to close the monster rather that roll up the sheet into the title bar, then shift+Dbl Click on the token, to the point the sheet was loaded and actionable was taking over 5 seconds. Typically, Window appears empty black, 3-5 seconds content appears, occasionally then a longer delay for the aspects of the sheet to become 'live' under the cursor. (i.e. the cursor changes to click on a stat etc to be able to trigger the roll). Chrome Browser -  Version 131.0.6778.265 (Official Build) (64-bit) (or at least it is now, don't know if any updates were pushed in the last week). The issue with the damage rolls might be through lots of the content, I experienced it with Shillelagh on a druid character last night. In the character sheet itself I can see the druid's wisdom being factored into the damage, but if you click on the 'damage' link that is created in the chat window the wisdom bonus isn't added to the roll. The design of the new sheet around spells is really quite confusing. There's an instance of the spell in the Spells section which seems to if you dig deep enough link to an attack. It's unclear to me if this is the same attack object/instance that is on the Combat tab of the sheet or if that's a different instance again. Both of these look correct, so I don't know where the chat link is pulling from to get its data.  
1736692196

Edited 1736692769
Nicole B.
Roll20 Team
Dresdon said: So the primary lag I was experiencing was on the GM side with monsters. Opening a new monster from the compendium has a noticeable latency, but I get it, it's creating a new character sheet and populating it with the details from the monster database, I can accept a bit of a hit on first load. My main gripe was then using the sheets in game if I happened to close the monster rather that roll up the sheet into the title bar, then shift+Dbl Click on the token, to the point the sheet was loaded and actionable was taking over 5 seconds. Typically, Window appears empty black, 3-5 seconds content appears, occasionally then a longer delay for the aspects of the sheet to become 'live' under the cursor. (i.e. the cursor changes to click on a stat etc to be able to trigger the roll). Chrome Browser -  Version 131.0.6778.265 (Official Build) (64-bit) (or at least it is now, don't know if any updates were pushed in the last week). The issue with the damage rolls might be through lots of the content, I experienced it with Shillelagh on a druid character last night. In the character sheet itself I can see the druid's wisdom being factored into the damage, but if you click on the 'damage' link that is created in the chat window the wisdom bonus isn't added to the roll. The design of the new sheet around spells is really quite confusing. There's an instance of the spell in the Spells section which seems to if you dig deep enough link to an attack. It's unclear to me if this is the same attack object/instance that is on the Combat tab of the sheet or if that's a different instance again. Both of these look correct, so I don't know where the chat link is pulling from to get its data. Thanks for all the details - I'll look into this and see if we're doing something specific on NPCs that's making them slower than PCs when loading that way. We have a few tickets lined up next week to fix damage bonus issues and make sure that the chat button and sheet button are 100% in line with each other all the time. Noted about the spells - technically behind the scenes it is two pieces of data, because an attack can live with all its data under a spell, or under an item, or under a feature, etc., and a spell can have more than one attack and do two different things, like Ice Knife or Toll the Dead. I'm going to think on a solution that makes that less cumbersome without removing the ability to have multiple attacks attached to one spell. Eloquin said: I ran two games for the first time using the new sheets this week. My only real complaint is that we can not get them to auto roll damage. This seems like a low bar, but it was driving my group nuts, they want to go back to 2014 now....  is there a work around for this? If Gauss' solution doesn't work, I'd love to have more details on which attacks you were using, just in case there's some bug that needs to be resolved here. Jim W. said: I created 2nd level Aasimar Paladin, chosing the Blessed Warrior combat style. I see that now spells listed only include Cantrips and Prepared. Prepare or delete done via manage. A slight improvement in the sheet but still awkward and poorly thought out process. BUG [#288741] though prepared spells show 6/3 which are my 5 cantrips and one free prepare.  So should be 6/9 or more properly 1/4. While fixing this can we have prepared spells appear somewhere without having to manage save manage check quit? Fixing the cantrips showing up in the prepared total spells (as well as having that chip number update as you prepare/unprepare) is going to be pulled onto our board next week. Does the chip updating address your second piece of feedback? I'm not sure if you're suggesting "show the prepared toggle on the main spells page" or "show how many of your total you have prepared" or something else I'm not getting. RPGeezer said: Mid session last night I was randomly at full health again with some spell slots back on my Bard… Yeah we sent a kobold cleric into every game last night because everyone seemed to be having a hard time. For real though, was this a one-off occurrence? Was your sheet open by two people at once, or did someone just open it when that happened? Was it the only thing that changed? Were those the last things that had changed on your sheet, or did other more recent changes stick? How recent were the spell slot/HP changes? I don't mean to pepper you with questions, but when something like this happens we'd really like to dig down into what caused it so we can fix it, and just knowing it happened without enough details to reproduce it is like a cat seeing a bird through a glass window :(
Nicole B. said: Jim W. said: I created 2nd level Aasimar Paladin, chosing the Blessed Warrior combat style. I see that now spells listed only include Cantrips and Prepared. Prepare or delete done via manage. A slight improvement in the sheet but still awkward and poorly thought out process. BUG [#288741] though prepared spells show 6/3 which are my 5 cantrips and one free prepare.  So should be 6/9 or more properly 1/4. While fixing this can we have prepared spells appear somewhere without having to manage save manage check quit? Fixing the cantrips showing up in the prepared total spells (as well as having that chip number update as you prepare/unprepare) is going to be pulled onto our board next week. Does the chip updating address your second piece of feedback? I'm not sure if you're suggesting "show the prepared toggle on the main spells page" or "show how many of your total you have prepared" or something else I'm not getting. It would as long as moved up to header so can see no matter how far down list of spells you are. Ideally I'd prefer to see chip of x/y on main spells tab as well
1736708435
Eloquin
Pro
Marketplace Creator
Eloquin said: I ran two games for the first time using the new sheets this week. My only real complaint is that we can not get them to auto roll damage. This seems like a low bar, but it was driving my group nuts, they want to go back to 2014 now....  is there a work around for this? If Gauss' solution doesn't work, I'd love to have more details on which attacks you were using, just in case there's some bug that needs to be resolved here. We figured out the issue =) it was in the manage sheet settings, sorry for wasting your time.
Found a bug (I don't recall seeing this anywhere) When auto roll damage is turned on any spell with a saving throw ( Acid Splash,  Burning Hands)  will not auto roll damage and will not have a button for damage. This happens when going through the combat page or the spell page. You have to click the damage button on the sheet to get it to roll damage 
Nicole B. said: Isa said: I can't delete  anything from the sheets. Features, classes etc. I delete them as I'm supposed to, they briefly disappear and then they jump add themselves back to the sheet sometimes as I'm watching sometimes a little bit later. I ended up with a level 1 character that had several levels as I removed class levels but they just returned after I had already replaced them, and the custom features I wrote now are stuck forever - with an edit I did reverting back, and another edit just addint a new entry. Was the character sheet open by two users at once? We've recently diagnosed a bug where having a sheet open by two people is causing changes made by one of them to revert after a few seconds. It's a critical priority to fix, and it sounds like it's possible you may have encountered it. I had been checking when nobody else was around and I thought I had been the only one online at the time, but went to check and the DM was afk but actually had roll20 still open. It's possible they had my sheet open, or others as they had been checking something on all of them not long before. I checked with them and though they couldn't remember if mine was they had been checking details about everyone else's, so it's possible. Will resume trying to use it and try and make sure we don't to see if it still happens again. Ty!
Eloquin said: We figured out the issue =) it was in the manage sheet settings, sorry for wasting your time. It's always a happy day when there's nothing to fix, just things to learn :) you have nothing to apologize for! Master Azroth said: Found a bug (I don't recall seeing this anywhere) When auto roll damage is turned on any spell with a saving throw ( Acid Splash,  Burning Hands)  will not auto roll damage and will not have a button for damage. This happens when going through the combat page or the spell page. You have to click the damage button on the sheet to get it to roll damage  Thanks for the report! I don't think we had this one, so I'll be sure to add it to the list tomorrow morning. Isa said: I had been checking when nobody else was around and I thought I had been the only one online at the time, but went to check and the DM was afk but actually had roll20 still open. It's possible they had my sheet open, or others as they had been checking something on all of them not long before. I checked with them and though they couldn't remember if mine was they had been checking details about everyone else's, so it's possible. Will resume trying to use it and try and make sure we don't to see if it still happens again. Ty! I hope it never happens again!
1736766146

Edited 1736766255
Hey hi!  Not sure where else to post this so I’ll give this a try. Our camping switched to the Roll20 D&D 2024 sheet yesterday and everyone seems to be able to add Attacks, Features & Traits, etc. by clicking a red + button, but it is never there for me. It should be next to cogwheel (see the screenshot below) I am not this campaign’s GM so I can’t look into the settings (nor do I really know what to look for). I did create a quick test campaign to see if it would be any different for character sheets created there and the + button is still missing. Is this a bug or am I doing something wrong? I have never used the forum before so my apologies if this isn’t the right place. Would love to hear how I may be able to resolve this! This makes filling in my character sheet really quite difficult haha
Kimberley said: Hey hi!  Not sure where else to post this so I’ll give this a try. Our camping switched to the Roll20 D&D 2024 sheet yesterday and everyone seems to be able to add Attacks, Features & Traits, etc. by clicking a red + button, but it is never there for me. It should be next to cogwheel (see the screenshot below) what browser and windows version?
Jim W. said: Kimberley said: Hey hi!  Not sure where else to post this so I’ll give this a try. Our camping switched to the Roll20 D&D 2024 sheet yesterday and everyone seems to be able to add Attacks, Features & Traits, etc. by clicking a red + button, but it is never there for me. It should be next to cogwheel (see the screenshot below) what browser and windows version? Good call! The button was missing on both Chrome and Safari on my phone and iPad (I had checked), but apparently Chrome on my MacBook (macOS Sequoia 15.2) does show the + button.  I am aware of the warnings notifications, but have never had more problems on one device than another.  If it continues to work on Chrome on a MacBook my issue is basically solved. Thank you for your question haha
<a href="https://app.roll20.net/forum/post/12200974/can-d-and-d-2024-content-be-usable-with-the-old-d-and-d-sheet" rel="nofollow">https://app.roll20.net/forum/post/12200974/can-d-and-d-2024-content-be-usable-with-the-old-d-and-d-sheet</a> Someone has started the above - technically it should be straightforward (since the OGL sheet from 6 years ago can do it), even if there may be holes that need manually filling in.&nbsp; If there is enough support for the suggestion it might gain traction/attention.
The last update on spell prepared was welcomed but is not working as described in the log Our 13th level diviner wizard seems to have 24/17 spell prepared but the manage spell is counting cantrips (and an always prepared magic missile -from a wand). the circle of the moon druid is even worse as it is marked 34/22 at 12th level (he should have 16 prepared) and he has the cantrips and his 6 moon spells and also an enlarge/reduce coming from a potion (!!!) counted. ranger is 18/11 counting cantrips and lineage spell bard is 24/16 Note that in all cases the number is correct if you count everything&nbsp; Also the manage is still purely alphabetical that makes spell selection really really cumbersome (I opened a ticket on this quite a while ago). A regression that happened in recent time (maybe with the last update) on prebuilt resources: the bard has lost all bardic inspiration resources checkboxes!! in the text it has become 1/0! it is now editable so we can manually correct but &nbsp;on the psychic blades feature it has completely disappeared and even if you create it anew is not connected to the other counter similar issue on a 13th level ranger hunter mark resource is now 5/2 that strangely shows normally in the chackboxes tireless for the ranger is now 2/0 the big issue with these regression is that playable parts of the sheet are now back to being hard to play regards Andrea
Andrea L. said: The last update on spell prepared was welcomed but is not working as described in the log Our 13th level diviner wizard seems to have 24/17 spell prepared but the manage spell is counting cantrips (and an always prepared magic missile -from a wand). the circle of the moon druid is even worse as it is marked 34/22 at 12th level (he should have 16 prepared) and he has the cantrips and his 6 moon spells and also an enlarge/reduce coming from a potion (!!!) counted. ranger is 18/11 counting cantrips and lineage spell bard is 24/16 Note that in all cases the number is correct if you count everything&nbsp; Also the manage is still purely alphabetical that makes spell selection really really cumbersome (I opened a ticket on this quite a while ago). A regression that happened in recent time (maybe with the last update) on prebuilt resources: the bard has lost all bardic inspiration resources checkboxes!! in the text it has become 1/0! it is now editable so we can manually correct but &nbsp;on the psychic blades feature it has completely disappeared and even if you create it anew is not connected to the other counter similar issue on a 13th level ranger hunter mark resource is now 5/2 that strangely shows normally in the chackboxes tireless for the ranger is now 2/0 the big issue with these regression is that playable parts of the sheet are now back to being hard to play regards Andrea We have a couple tickets in flight this week to clean up the always prepared/cantrip issue, sorry about that. Also moving the prepared chip into the header to make it easier to see as you prepare/unprepare and having it dynamically update before you save, so look forward to those! The issue with resources is on our radar and I'm hoping to get it fixed ASAP, it's a top priority. Unfortunately, we had to temporarily pull out our logic for processing text formulas coming from the compendium, like in the ranger's case max(@{charisma_mod,1}), because it was causing sheet not saving/lag issues. Now that those are stabilized our top priority is putting it back in in a way that doesn't re-introduce that problem.
Nicole B. said: We have a couple tickets in flight this week to clean up the always prepared/cantrip issue, sorry about that. Also moving the prepared chip into the header to make it easier to see as you prepare/unprepare and having it dynamically update before you save, so look forward to those! The issue with resources is on our radar and I'm hoping to get it fixed ASAP, it's a top priority. Unfortunately, we had to temporarily pull out our logic for processing text formulas coming from the compendium, like in the ranger's case max(@{charisma_mod,1}), because it was causing sheet not saving/lag issues. Now that those are stabilized our top priority is putting it back in in a way that doesn't re-introduce that problem. thanks Nicole! any possibility you also have in the pipe a manage ordered by level then alphabetical instead of just alphabetically?
And, indicating the source of the spell such as whether it comes from your class/subclass and is always prepared, or it's chosen (such as when you gain a level), or learned from a book/scroll (such as wizards writing the spell in their book), received from a feat, etc. ? Andrea L. said: Nicole B. said: We have a couple tickets in flight this week to clean up the always prepared/cantrip issue, sorry about that. Also moving the prepared chip into the header to make it easier to see as you prepare/unprepare and having it dynamically update before you save, so look forward to those! The issue with resources is on our radar and I'm hoping to get it fixed ASAP, it's a top priority. Unfortunately, we had to temporarily pull out our logic for processing text formulas coming from the compendium, like in the ranger's case max(@{charisma_mod,1}), because it was causing sheet not saving/lag issues. Now that those are stabilized our top priority is putting it back in in a way that doesn't re-introduce that problem. thanks Nicole! any possibility you also have in the pipe a manage ordered by level then alphabetical instead of just alphabetically?
yes, this is sort of there but does not seems fully consistent (for example you see the fey touched spell but 2 magic missile 1 from wand and 1 from spell are unclear.....) Saul J. said: And, indicating the source of the spell such as whether it comes from your class/subclass and is always prepared, or it's chosen (such as when you gain a level), or learned from a book/scroll (such as wizards writing the spell in their book), received from a feat, etc. ? Andrea L. said: Nicole B. said: We have a couple tickets in flight this week to clean up the always prepared/cantrip issue, sorry about that. Also moving the prepared chip into the header to make it easier to see as you prepare/unprepare and having it dynamically update before you save, so look forward to those! The issue with resources is on our radar and I'm hoping to get it fixed ASAP, it's a top priority. Unfortunately, we had to temporarily pull out our logic for processing text formulas coming from the compendium, like in the ranger's case max(@{charisma_mod,1}), because it was causing sheet not saving/lag issues. Now that those are stabilized our top priority is putting it back in in a way that doesn't re-introduce that problem. thanks Nicole! any possibility you also have in the pipe a manage ordered by level then alphabetical instead of just alphabetically?
Couple of points after today's session: Produce Flame's Crit Damage button doesn't seem to do anything. We've checked the Crit Damage under the settings and it all seems to be set up correctly, but pressing the button when it shows up in chat leads to no output at all. We couldn't find a way to reduce hit dice outside of a Short Rest, which makes using Healing Kits with the Healer feat very difficult. If there's a way we couldn't find, I'd be very happy to learn it! Shillelagh still doesn't add your Spellcasting modifier to the melee attack, as noted before. The ability to remove the wall of text on weapon attacks would be great. We don't need a full description of a weapon every time it's used. E.g. Shortbow shows: &nbsp; &nbsp;``On Hit: Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range. Two-Handed. A Two-Handed weapon requires two hands when you attack with it.``
Noodle said: Couple of points after today's session: Produce Flame's Crit Damage button doesn't seem to do anything. We've checked the Crit Damage under the settings and it all seems to be set up correctly, but pressing the button when it shows up in chat leads to no output at all. We couldn't find a way to reduce hit dice outside of a Short Rest, which makes using Healing Kits with the Healer feat very difficult. If there's a way we couldn't find, I'd be very happy to learn it! Shillelagh still doesn't add your Spellcasting modifier to the melee attack, as noted before. The ability to remove the wall of text on weapon attacks would be great. We don't need a full description of a weapon every time it's used. E.g. Shortbow shows: &nbsp; &nbsp;``On Hit: Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range. Two-Handed. A Two-Handed weapon requires two hands when you attack with it.`` 1. This ticket was just able to be pulled in as ready-for-work today - it was blocked by some other damage work being done. 2. Yeah, this functionality is still under construction. Sorry about that. 3. This ticket is in review now and should be fixed soon :) 4. Can you edit the attack description and remove that data, or is that spot empty? This was a data issue that was resolved, but when the data is transferred to your sheet it's copied/pasted, not referenced, so when the compendium data was fixed it didn't trickle down to all the sheets. If that doesn't work, removing the item and re-dragging it in should. I appreciate you continuing to try and posting what you find here!
Tried again to recreate a Monk at 12th level and some issues are still there (I opened a ticket on it in December). Kensei is not properly implemented: in the builder it does not ask for the weapons so in the sheet the appear as {input} the deft strike has not the focus point counter (and if a create the resource it is not linked) sharpen the blade too should allow for the focus resource (BTW any way to remove by blocks of 3 points?) also note that the resilient feat allowed to choose the saving throw but stayed orange as non completed finally ion stone of mastery still does not work properly as proficiency is not augmented thanks Andrea
Andrea L. said: Tried again to recreate a Monk at 12th level and some issues are still there (I opened a ticket on it in December). Kensei is not properly implemented: in the builder it does not ask for the weapons so in the sheet the appear as {input} I made a ticket for this, thanks! the deft strike has not the focus point counter (and if a create the resource it is not linked) sharpen the blade too should allow for the focus resource (BTW any way to remove by blocks of 3 points?) I assume you mean ki points? This is a consequence of the data from Xanathar's Guide still being older data - because the 2014 sheet didn't have the cool "multiple features share the same resource", that kind of data was never entered. In the near future we intend to add a modifier that lets you link an existing resource to work around this data limitation, but these books are all also being converted into newer data right now. also note that the resilient feat allowed to choose the saving throw but stayed orange as non completed I've raised this to the team, thanks. Looks like it's just a visual error. finally ion stone of mastery still does not work properly as proficiency is not augmented Yeah, the ioun stone is known but keeps getting pushed back in priority due to higher priority bugs and fixes since it's the only instance of editing proficiency bonus. I'll see what I can do to get this bumped up in priority, though.
1736994932

Edited 1736996030
Pretty new to Roll20 as a whole, but really enjoying the idea of the 2024 5e sheet so far. I am curious if there is a way to track once a day abilities, like breath weapons, or "similar to spell slots" abilities, like sorcery points. I've tried doing some of my own investigation and reading &nbsp;skimming&nbsp;through the thread but haven't found a way to do this. I tried to build a Dragonborn Sorcerer through the character builder and don't even see the breath weapon anywhere. Is this functionality built in and I'm missing it or is it still being developed? Thanks! Edit: The best that I seem to be able to find right now is by adding them as items to your inventory but using the quantity counter to act as a track. For example: Add a Sorcery Points item, setting the quantity to 5, then lowering it as you use your points. For things like a breath weapon, you'd then have to manually roll these. Obviously not a big deal, but having to edit it as an item is quite a task.&nbsp;
For breath weapons like a dragonborn has: If you look at the tab marked "Features&amp;Traits" and scroll down, you'll see a section marked "Species Traits". The breath weapon should be listed there, with a number of red checkboxes beneath it. You remove one checkmark each time you use the breath weapon to indicate it's been used. &nbsp;For Sorcery points, they've done the same thing: they have checkmark boxes to indicate the sorcery points, but their implementation makes no sense to me. They put checkmarks under each ability (like Quickened Spell) plus under "Sorcery Points" but instead of it being one pool of points, they have separate pools for each which means a lot of manual upkeep. It's a bad implementation. Ignitone said: Pretty new to Roll20 as a whole, but really enjoying the idea of the 2024 5e sheet so far. I am curious if there is a way to track once a day abilities, like breath weapons, or "similar to spell slots" abilities, like sorcery points. I've tried doing some of my own investigation and reading &nbsp;skimming&nbsp;through the thread but haven't found a way to do this. I tried to build a Dragonborn Sorcerer through the character builder and don't even see the breath weapon anywhere. Is this functionality built in and I'm missing it or is it still being developed? Thanks!
Custom movement speeds seem to reappear on your sheet after being deleted if someone else opens the sheet? One of my players accidentally added a custom walking speed to his sheet instead of setting an override and if i open his sheet at all it puts it back even though he has deleted it.
Now that I'm actually able to access the 2024 rules, I've taken the opportunity to try to convert a character from the 2014 rules to the 2024 rules by rebuilding it from scratch, ground up.&nbsp; Let me just say I can see all the interest and care put into the 2024 update from the activity on this board and the R20 team's responsiveness to it.&nbsp; Full marks. However.&nbsp; And holy cow....&nbsp; It seems to me that the new sheet has been constructed by someone without more than a basic understanding of D&amp;D rules. For example, the character in question has a non-standard Ring of Protection, which is +2 rather than +1.&nbsp; &nbsp;To update this, it should be a matter of overwriting one number from a '1' to a '2'.&nbsp; Instead, it appears that 13 numbers must be adjusted.&nbsp; One for AC and 6 each for 'attuned' and 'unattuned' saving throw adjustments.&nbsp; Which I was unsuccessful in executing and thus gave up in disbelief at this stupidity of this and a combination of exasperation and frustration. So I decided I'd try something simpler.&nbsp; As a 10th level Diviner, my character has picked up a large number of spells over his adventuring career beyond the regular level-up choices and well beyond the memorization limits.&nbsp; So to replicate this, I thought I should just be able to look these excess spells up in the compendium and drag and drop them onto my character sheet, right?&nbsp; I use only 2024 spells so as not to cause potential version issues, and drag a couple of spells.&nbsp; Looks like success:&nbsp; I get a prompt, stating that something has been successfully dropped (odd phrase:&nbsp; that suggests something was deleted rather than added, but ok...).&nbsp; So I then go to my list of spells to find the new ones, to double check.&nbsp; No sign of the new spells at all. Folks, what in actual heck is going on?&nbsp; This is atrociously AWFUL customer experience with just two of the absolute most basic aspects of rules implementation.&nbsp; I realize that the rules are devilishly complex and there are all sorts of corner cases to hammer flat.&nbsp; But we're talking BASIC functionality here.&nbsp; I'm a longtime R20 user, since 2017, with a ton of content across six campaigns that I am loathe to abandon.&nbsp; But this terrible implementation has REALLY shaken my faith in R20's commitment to its customers and whether it has the will and resources to stand up to WOTC and its vast resources now backing D&amp;D Beyond.&nbsp; I am very close to concluding that I will need to switch to a different direction. I need to see not only quick improvement in the actual functionality, but also an unequivocal statement from R20 senior management that fixing these issues is THE top priority for the platform until the 2024 rules become functionally useful. With greatest respect and in the spirit of constructive criticism for a platform which has provided many hours of entertainment and pleasure for my circle of friends and many others, Alex Bergmann
Forum won't let me respond to Saul's post up above when I quote it, but I got sorcerer points to display. That one was pure user error. I still can't get the breath weapon to display. I see the damage resistance, but not the breath weapon itself.
Hi Alex did you check in the manage list? for me adding spell works fine but they are added as not prepared so not immediately visibile in the front spell list. For me that makes perfect sense but it is not immediate while you are discovering features. In general in my opinion, apart from a few things still missing, in the sheet what works is very well implemented as dynamically updates what you can and cannot do but is not natural at the beginning and the lack of documentation makes it a quest for discovery. then there are still limitations..... Andrea Alex B. said: .... So I decided I'd try something simpler.&nbsp; As a 10th level Diviner, my character has picked up a large number of spells over his adventuring career beyond the regular level-up choices and well beyond the memorization limits.&nbsp; So to replicate this, I thought I should just be able to look these excess spells up in the compendium and drag and drop them onto my character sheet, right?&nbsp; I use only 2024 spells so as not to cause potential version issues, and drag a couple of spells.&nbsp; Looks like success:&nbsp; I get a prompt, stating that something has been successfully dropped (odd phrase:&nbsp; that suggests something was deleted rather than added, but ok...).&nbsp; So I then go to my list of spells to find the new ones, to double check.&nbsp; No sign of the new spells at all.
Ignitone said: Forum won't let me respond to Saul's post up above when I quote it, but I got sorcerer points to display. That one was pure user error. I still can't get the breath weapon to display. I see the damage resistance, but not the breath weapon itself. This is where it should be: if it's not there.... I don't know. Maybe if you posted a screenshot someone might spot the issue.
Ignitone said: Forum won't let me respond to Saul's post up above when I quote it, but I got sorcerer points to display. That one was pure user error. I still can't get the breath weapon to display. I see the damage resistance, but not the breath weapon itself. Are you building 2024 Dragonborn, or 2014? Because the 2014 data is so simple, the 2024 sheet often can't automate things like breath weapons or unique classes from there. We're working to update the 2014 book to have all the old rules with the new data and when that's complete (very soon), any dragonborns made with 2014 rules will have their breath weapons properly captured with the relevant resource. In the meantime, you can add a new feature to that page, give it an action type of "action", and a source type of Species to basically recreate the same thing. Then, at the bottom of that page, there's a section called "Modifiers". You can add a new resource modifier and set how many you have and when it recovers. Saul J. said: For breath weapons like a dragonborn has: If you look at the tab marked "Features&amp;Traits" and scroll down, you'll see a section marked "Species Traits". The breath weapon should be listed there, with a number of red checkboxes beneath it. You remove one checkmark each time you use the breath weapon to indicate it's been used. &nbsp;For Sorcery points, they've done the same thing: they have checkmark boxes to indicate the sorcery points, but their implementation makes no sense to me. They put checkmarks under each ability (like Quickened Spell) plus under "Sorcery Points" but instead of it being one pool of points, they have separate pools for each which means a lot of manual upkeep. It's a bad implementation. I'm not able to replicate what you're saying about sorcery points - I just built a level 5 sorcerer with Quickened Spell and the sorcery points resource is linked to Font of Magic, Metamagic, and Quickened Spell. When I change one, the others change to match. It's possible that the data was updated after you made your sorcerer to account for that? Or you added the resources manually, which doesn't support linking yet? Alex B. said: Now that I'm actually able to access the 2024 rules, I've taken the opportunity to try to convert a character from the 2014 rules to the 2024 rules by rebuilding it from scratch, ground up.&nbsp; Let me just say I can see all the interest and care put into the 2024 update from the activity on this board and the R20 team's responsiveness to it.&nbsp; Full marks. However.&nbsp; And holy cow....&nbsp; It seems to me that the new sheet has been constructed by someone without more than a basic understanding of D&amp;D rules. For example, the character in question has a non-standard Ring of Protection, which is +2 rather than +1.&nbsp; &nbsp;To update this, it should be a matter of overwriting one number from a '1' to a '2'.&nbsp; Instead, it appears that 13 numbers must be adjusted.&nbsp; One for AC and 6 each for 'attuned' and 'unattuned' saving throw adjustments.&nbsp; Which I was unsuccessful in executing and thus gave up in disbelief at this stupidity of this and a combination of exasperation and frustration. I'm not sure where 13 is coming from - there are two modifiers on a ring of protection. One is AC +1, and the other is Saving Throws +1. Since the ring requires attunement, you shouldn't need to adjust anything for the "not attuned" portion of it, unless you want bonuses to apply without being attuned. So, you should just need to update those 2 to be 2 instead of one and have it set. That being said, it looks like the modifier for updating saving throws hasn't been created yet, making updating the drag &amp; drop for that item more complicated, presumably why you added individual abilities instead of updating the drag &amp; drop version. The Ring is entered in data as a bonus to saving throw ROLLS, not a bonus to saving throws the STAT, and that part isn't fully built out yet. So I decided I'd try something simpler.&nbsp; As a 10th level Diviner, my character has picked up a large number of spells over his adventuring career beyond the regular level-up choices and well beyond the memorization limits.&nbsp; So to replicate this, I thought I should just be able to look these excess spells up in the compendium and drag and drop them onto my character sheet, right?&nbsp; I use only 2024 spells so as not to cause potential version issues, and drag a couple of spells.&nbsp; Looks like success:&nbsp; I get a prompt, stating that something has been successfully dropped (odd phrase:&nbsp; that suggests something was deleted rather than added, but ok...).&nbsp; So I then go to my list of spells to find the new ones, to double check.&nbsp; No sign of the new spells at all. Just to confirm what Andrea said - your spell was most likely being added (the word "drop" is because you dropped it onto your sheet and are using drag &amp; drop functionality), but not automatically prepared for you. We've gone back and forth on automatically preparing spells for people - we don't want to cause this specific confusion of "it says it's on my sheet but I can't see it", but we also don't want to set prepared spellcasters up to prepare more spells than they have the ability to prepare. It's the same debate we had over automatically equipping/attuning items that require equipment and attunement, because it causes confusion to not have the attacks on your dagger or the bonuses from your ring show up the second you drop it onto your sheet, but it's also a little presumptuous to assume that you automatically want to attune to something just because you got it in the loot rotation. In that case, we landed on equipping and attuning, unless you're already attuned to too many things (and in that case we warn you so you know why you're not seeing the bonuses), so we can move spells in that direction too. I hope this makes it a little clearer that this isn't a case of lack of understanding of D&amp;D on anyone's part or lack of care. I personally have very fond memories of playing 5e from printouts at my local game store back in early 2014 before it was officially available. I understand the frustration, and I can't guarantee the timeline on the individual pieces you've pointed out here, but we are both fixing bugs and improving functionality daily.
1737040352

Edited 1737040515
Roll template clarification: I've seen there has been an update on roll template and made me come to mind that I always wanted to ask some minor clarifications. here is a roll: after way too much time I realized the hexagon is a roll separator and not a special character gone wrong but why is that an hexagon? while this is a square ( and the return is really ugly...)? note that the 5d6 extra are the bard psychic blades but is not declared... and then there is this rhomboid??? for the bad alignment topic look also a this even uglier example. numbers are good so does not affect playability but some understanding if there is a deeper meaning to the various shapes and some better alignment in the template would be nice thanks Andrea
Andrea L. said: Roll template clarification: I've seen there has been an update on roll template and made me come to mind that I always wanted to ask some minor clarifications. here is a roll: after way too much time I realized the hexagon is a roll separator and not a special character gone wrong but why is that an hexagon? while this is a square ( and the return is really ugly...)? note that the 5d6 extra are the bard psychic blades but is not declared... and then there is this rhomboid??? for the bad alignment topic look also a this even uglier example. numbers are good so does not affect playability but some understanding if there is a deeper meaning to the various shapes and some better alignment in the template would be nice thanks Andrea They're MEANT to be outlines of the dice you're rolling. That being said, on internal review we came to the same conclusion a little while ago, that they're not clear or helpful to the template, so we're taking steps to redesign the rolls to be easier to read and laid out less weird.
Hi Nicole, thanks for the quick answer, and 1 more vote for "it does not help" (and also rhomboid too for d10 and circle for d12 make everything very strange even after explanation). In my opinion would be more useful a separator that gives a visual cue of attack roll/damage/save roll/ ability check AND/OR a separator between rolled numbers and added modifiers anyway for sure not high priority for me. thanks Andrea Nicole B. said: They're MEANT to be outlines of the dice you're rolling. That being said, on internal review we came to the same conclusion a little while ago, that they're not clear or helpful to the template, so we're taking steps to redesign the rolls to be easier to read and laid out less weird.