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

It's not actually a "fix". From what I can tell, it's a design intent. And, as I said, there are reasons why you might want to use Str instead of Dex even if Str is a lower stat. RPGeezer said: I knew of that fix; I’m just spoiled by that “other” company’s sheets that automatically use the better stat. But I like it here better…
At level 14, the Monk gets a Feature called "Disciplined Survivor". From the PHB: Your physical and mental discipline grant you proficiency  in all saving throws . Additionally, whenever you make a saving throw  and fail, you can expend 1 Focus Point to reroll it,  and you must use the new roll. This applies to Death Saves as it is a saving throw. Roll20 is not adding the Proficiency to the roll. It knows about the Proficiency, but thinks the Proficiency is 0. At level 14, the Proficiency is +5.   Help Center request filed. :-) Posted here so that others will know.
Are the Tasha’s Guide options of changing which stats your species increases and the ability to change background skills if already given by class on the roadmap to be implemented? I know we can customize a species, but my understanding is the Level Up feature is not available if you go this route…
RPGeezer said: Are the Tasha’s Guide options of changing which stats your species increases and the ability to change background skills if already given by class on the roadmap to be implemented? I know we can customize a species, but my understanding is the Level Up feature is not available if you go this route… This isn't quite accurate anymore! In the past, customizing your species could only be done on the sheet itself, which would then lock you out of the builder because the builder couldn't see those post-builder changes. However, a few weeks ago we released custom species in the builder which will allow you to build your species exactly as you want. Backgrounds came a bit before that as well, so if you want to customize your backgrounds, you can add a custom one that has exactly what you want.
While I understand and appreciate that option, that means I have to copy/paste everything from the official species (or background) I want and make the changes. Ideally we could alter an existing species or background (which has support in the rules in Tasha’s Guide,) so I am curious if that support is on the roadmap or if it “ends” with rebuilding the whole thing with a few changes in custom…
RPGeezer said: While I understand and appreciate that option, that means I have to copy/paste everything from the official species (or background) I want and make the changes. Ideally we could alter an existing species or background (which has support in the rules in Tasha’s Guide,) so I am curious if that support is on the roadmap or if it “ends” with rebuilding the whole thing with a few changes in custom… This is something we're looking at but don't have as part of an "official roadmap" update, just fitting it in where we can. So I don't have any timelines for you, but we do have a bit of this ready for work when we have time between our bigger features.
I have a Ranger in my game with a STR of 8 and a DEX of 16.  She uses the Longbow , which she has weapon Proficiency in to use, and which has the Heavy property: You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13. The Longbow was pulled directly from the Compendium, and, yes, it shows as a Ranged weapon. Any combat roll she makes with the 2024 Character sheet roll type as "Automatic" rolls at Disadvantage.  Looking at the roll Details, it shows "Heavy Ranged Weapon Disadvantage". But she has the DEX level for Heavy Ranged Weapons not to do that. If I manually bump her STR to 15 (over the Disad threshold for Heavy Melee Weapons), it does not roll with Disadvantage, it does the expected Normal roll. If I change the roll type to Query and say "Normal," it does a Normal roll.  If I pull over another Longbow from the Compendium and roll on Automatic, it still rolls at Disadvantage. Yes, this is worked around without too much difficulty (take the first die rolled as the actual roll, or turn the roll type to Query instead of Automatic and choose "Normal" every appropriate time), but is this a known problem, or am I missing something, or ...?
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Edited 1755155526
Gauss
Forum Champion
*** Dave said: I have a Ranger in my game with a STR of 8 and a DEX of 16.  She uses the Longbow , which she has weapon Proficiency in to use, and which has the Heavy property: Hi *** Dave,  While the Devs fix this issue I suggest using Shortbow, then change the characteristics to match Longbow. Do that for the item, save, then go back in and do that for the attack/damage. It will be effectively a Longbow without the Heavy property. Edit: I recommend using the 2014 version of the Shortbow, the 2024 content is harder to modify. More is buried more in the back end that is not accessible.
I love the Ready-to-Play Character functionality, since I run little one-shots for randos every once in a while. I just wish that, y'know, there one of every class instead of three Bards and no Rogues or Druids or- you get the idea. I imagine whoever made them is quite busy, but is there any info on whether we're getting any more of these? Can we help in any way? 😊
So after a little more experimentation it seems a 2014 Halfling (Monk, at least) cannot override species stat bonuses (whereas with other race/class combos I can.) The section to the left of where you input ability scores is just blank where other characters have the drop downs. RPGeezer said: While I understand and appreciate that option, that means I have to copy/paste everything from the official species (or background) I want and make the changes. Ideally we could alter an existing species or background (which has support in the rules in Tasha’s Guide,) so I am curious if that support is on the roadmap or if it “ends” with rebuilding the whole thing with a few changes in custom… RPGeezer said: While I understand and appreciate that option, that means I have to copy/paste everything from the official species (or background) I want and make the changes. Ideally we could alter an existing species or background (which has support in the rules in Tasha’s Guide,) so I am curious if that support is on the roadmap or if it “ends” with rebuilding the whole thing with a few changes in custom… RPGeezer said: While I understand and appreciate that option, that means I have to copy/paste everything from the official species (or background) I want and make the changes. Ideally we could alter an existing species or background (which has support in the rules in Tasha’s Guide,) so I am curious if that support is on the roadmap or if it “ends” with rebuilding the whole thing with a few changes in custom… RPGeezer said: While I understand and appreciate that option, that means I have to copy/paste everything from the official species (or background) I want and make the changes. Ideally we could alter an existing species or background (which has support in the rules in Tasha’s Guide,) so I am curious if that support is on the roadmap or if it “ends” with rebuilding the whole thing with a few changes in custom… RPGeezer said: While I understand and appreciate that option, that means I have to copy/paste everything from the official species (or background) I want and make the changes. Ideally we could alter an existing species or background (which has support in the rules in Tasha’s Guide,) so I am curious if that support is on the roadmap or if it “ends” with rebuilding the whole thing with a few changes in custom…
I'm not sure if this is known or if I found something new. When adding new features to both custom species and custom background, the "custom DC" modifier doesn't seem to be working properly. If you select "flat value," everything is fine, but if you select "detailed calculation," it seems that the "apply" button remains grayed out no matter what options you pick. It is possible, of course, that I'm overlooking something obvious!
Mega said: I love the Ready-to-Play Character functionality, since I run little one-shots for randos every once in a while. I just wish that, y'know, there one of every class instead of three Bards and no Rogues or Druids or- you get the idea. I imagine whoever made them is quite busy, but is there any info on whether we're getting any more of these? Can we help in any way?  This is an unfortunate side effect of the devs being free to make the characters that appealed to them in the alpha. Having users submit pregens is a good idea that I'll toss to the team! Jay W. said: I'm not sure if this is known or if I found something new. When adding new features to both custom species and custom background, the "custom DC" modifier doesn't seem to be working properly. If you select "flat value," everything is fine, but if you select "detailed calculation," it seems that the "apply" button remains grayed out no matter what options you pick. It is possible, of course, that I'm overlooking something obvious! I'm not able to replicate this - can you give me more detail? Maybe there's something I'm missing?
RPGeezer  said: So after a little more experimentation it seems a 2014 Halfling (Monk, at least) cannot override species stat bonuses (whereas with other race/class combos I can.) The section to the left of where you input ability scores is just blank where other characters have the drop downs. Hey RPGeezer,         This is currently the case for species from some of the older 2014 books (i.e. PHB 2014) that, rules as written there, strictly get bonuses to specific ability scores, with no associated choice.  Some of the later books, such as MMoM for the pictured Air Genasi, already use the rules laid out in that book and Tasha's that you mentioned to provide a default +2/+1 or +1/+1/+1 to abilities of the user's choice.          As Nicole mentioned, we're planning on implementing a way for - as instructed by those later books - any 2014 species to get that optional override instead of whatever static bonuses they may get inherently, without having to recreate the species from scratch as custom. But in the meantime, yeah, any alternate bonuses will have to be applied manually for the earlier books.
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Thanks Bronson H., good to know. I know Tasha’s overrode earlier species rules, but I understand implementing them takes some time…
Nicole B. said: Jay W. said: I'm not sure if this is known or if I found something new. When adding new features to both custom species and custom background, the "custom DC" modifier doesn't seem to be working properly. If you select "flat value," everything is fine, but if you select "detailed calculation," it seems that the "apply" button remains grayed out no matter what options you pick. It is possible, of course, that I'm overlooking something obvious! I'm not able to replicate this - can you give me more detail? Maybe there's something I'm missing? Huh...that's weird! From your screenshot, it looks like you're in the right place, but I'll walk through it step-by-step just to be safe. I create a character, select class (I've used bard, sorcerer, and warlock), and then select custom species. I give the species a name, speed, and size. From there, I scroll down to "features." I give the new feature a name and description, then click "+Add" under Modifiers. I select "Custom DC" at the very bottom of the "Choose Modifier" dropdown, which brings up a dropdown where you can choose Flat Value or Detailed Calculation. Flat Value works fine; when you give it a non-zero value, the "Apply" button becomes usable. Selecting Detailed Calculation brings up the choices shown in your screenshot. But--and here's where it gets interesting--when I select Add Ability Score, Add Character Level, or Add Proficiency Bonus (or any combination of them), the "Apply" button remains grayed out and unusable. When I select Add Flat Value and set it to a non-zero value, the button becomes usable just like if I had selected Flat Value from the initial dropdown. Interestingly, if I select Add Flat Value in addition to any (or all) of the other options, the "Apply" button becomes usable. The same thing happens in the custom background tab. From your screenshot, it looks like this is exactly what you're doing too, but I wanted to be as clear as possible just to be safe! I recently switched over to Firefox, so it occurred to me that the browser might be the issue. So I tried it on Chrome and got the exact same issue. I tried restarting my laptop and reloading everything, but that didn't help. I also tried it in two different games, both JumpGate. Both games have the Teleport, TokenMod, and Aura/Tint HealthColors API mods running. Now I'm *really* curious to see if you can reproduce the issue, or if anyone else has encountered it, or if it's just me!
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Edited 1755214835
JD
Pro
ISSUE: I can't link a token bar to the hp attribute value without it automatically also linking to the hp_max value, which i do not want. This Works fine on 5e2014, but with 5e2024 even setting the hp value and then explicitly clearing the bar_max using token mod as shown below only lasts until the token is subsequently processed in any way. !token-mod {{ --set  bar3_link|hp bar3_max| }} This works just fine on 5e2014 - am I missing an opt-out checkbox for the 2024 feature? Or is this ' helpful ' code that needs a think, and then a rethink?
Jay W. said: Huh...that's weird! From your screenshot, it looks like you're in the right place, but I'll walk through it step-by-step just to be safe. I create a character, select class (I've used bard, sorcerer, and warlock), and then select custom species. I give the species a name, speed, and size. From there, I scroll down to "features." I give the new feature a name and description, then click "+Add" under Modifiers. I select "Custom DC" at the very bottom of the "Choose Modifier" dropdown, which brings up a dropdown where you can choose Flat Value or Detailed Calculation. Flat Value works fine; when you give it a non-zero value, the "Apply" button becomes usable. Selecting Detailed Calculation brings up the choices shown in your screenshot. But--and here's where it gets interesting--when I select Add Ability Score, Add Character Level, or Add Proficiency Bonus (or any combination of them), the "Apply" button remains grayed out and unusable. When I select Add Flat Value and set it to a non-zero value, the button becomes usable just like if I had selected Flat Value from the initial dropdown. Interestingly, if I select Add Flat Value in addition to any (or all) of the other options, the "Apply" button becomes usable. The same thing happens in the custom background tab. From your screenshot, it looks like this is exactly what you're doing too, but I wanted to be as clear as possible just to be safe! I recently switched over to Firefox, so it occurred to me that the browser might be the issue. So I tried it on Chrome and got the exact same issue. I tried restarting my laptop and reloading everything, but that didn't help. I also tried it in two different games, both JumpGate. Both games have the Teleport, TokenMod, and Aura/Tint HealthColors API mods running. Now I'm *really* curious to see if you can reproduce the issue, or if anyone else has encountered it, or if it's just me! Ah, the more detail helped! This is specific to when the modifier builder is being used inside the builder before level 1, not the sheet. I've been able to identify the issue and make a ticket for it. In the meantime, I know this is annoying, but if you finish building the character, click Level Up to get back into the builder, and then build the custom DC it should work. A lot of custom DCs are something like 8 + wisdom or something similar, so if you include that flat value as part of your detailed calculation it should also work. Basically what happened here is that this form was originally built to be used sheet and it's marked as "complete and ready to save" when it has a value that evaluates to above 0. But the way we evaluate these values doesn't work until the values exist on the sheet. So, if your character hasn't been built once, its PB and ability scores and character level are all effectively 0, so adding any of those without a flat value means it evaluates to 0, which disables it. Building the character once will get those base ability scores/PB/level onto your sheet to avoid that issue, and adding a flat value means that it will always be above 0, so that also avoids that issue. JD said: ISSUE: I can't link a token bar to the hp attribute value without it automatically also linking to the hp_max value, which i do not want. This Works fine on 5e2014, but with 5e2024 even setting the hp value and then explicitly clearing the bar_max using token mod as shown below only lasts until the token is subsequently processed in any way. !token-mod {{ --set  bar3_link|hp bar3_max| }} This works just fine on 5e2014 - am I missing an opt-out checkbox for the 2024 feature? Or is this ' helpful ' code that needs a think, and then a rethink? This is the first time I've seen this use case - I'll look into it and see if we can get a version of HP that doesn't also include the max. The 2024 sheet isn't built like the 2014 sheet, so I can see token mod not doing what you'd expect here.
Nicole B. said: Jay W. said: Huh...that's weird! From your screenshot, it looks like you're in the right place, but I'll walk through it step-by-step just to be safe. I create a character, select class (I've used bard, sorcerer, and warlock), and then select custom species. I give the species a name, speed, and size. From there, I scroll down to "features." I give the new feature a name and description, then click "+Add" under Modifiers. I select "Custom DC" at the very bottom of the "Choose Modifier" dropdown, which brings up a dropdown where you can choose Flat Value or Detailed Calculation. Flat Value works fine; when you give it a non-zero value, the "Apply" button becomes usable. Selecting Detailed Calculation brings up the choices shown in your screenshot. But--and here's where it gets interesting--when I select Add Ability Score, Add Character Level, or Add Proficiency Bonus (or any combination of them), the "Apply" button remains grayed out and unusable. When I select Add Flat Value and set it to a non-zero value, the button becomes usable just like if I had selected Flat Value from the initial dropdown. Interestingly, if I select Add Flat Value in addition to any (or all) of the other options, the "Apply" button becomes usable. The same thing happens in the custom background tab. From your screenshot, it looks like this is exactly what you're doing too, but I wanted to be as clear as possible just to be safe! I recently switched over to Firefox, so it occurred to me that the browser might be the issue. So I tried it on Chrome and got the exact same issue. I tried restarting my laptop and reloading everything, but that didn't help. I also tried it in two different games, both JumpGate. Both games have the Teleport, TokenMod, and Aura/Tint HealthColors API mods running. Now I'm *really* curious to see if you can reproduce the issue, or if anyone else has encountered it, or if it's just me! Ah, the more detail helped! This is specific to when the modifier builder is being used inside the builder before level 1, not the sheet. I've been able to identify the issue and make a ticket for it. In the meantime, I know this is annoying, but if you finish building the character, click Level Up to get back into the builder, and then build the custom DC it should work. A lot of custom DCs are something like 8 + wisdom or something similar, so if you include that flat value as part of your detailed calculation it should also work. Basically what happened here is that this form was originally built to be used sheet and it's marked as "complete and ready to save" when it has a value that evaluates to above 0. But the way we evaluate these values doesn't work until the values exist on the sheet. So, if your character hasn't been built once, its PB and ability scores and character level are all effectively 0, so adding any of those without a flat value means it evaluates to 0, which disables it. Building the character once will get those base ability scores/PB/level onto your sheet to avoid that issue, and adding a flat value means that it will always be above 0, so that also avoids that issue. Thank you for checking into this! The most important takeaway here, though, is that I totally forgot that you need that base value of 8 for the typical DC. I guess my subconscious mind just assumed it was already there. Had I done it properly, the problem wouldn't have come up. So I suppose I accidentally found a fringe case flaw in the builder that will probably never come up under normal circumstances. (Cue the "I'm helping" meme!)
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Edited 1755332201
JD
Pro
Nicole B. said: JD said: ISSUE: I can't link a token bar to the hp attribute value without it automatically also linking to the hp_max value, which i do not want. This Works fine on 5e2014, but with 5e2024 even setting the hp value and then explicitly clearing the bar_max using token mod as shown below only lasts until the token is subsequently processed in any way. !token-mod {{ --set  bar3_link|hp bar3_max| }} This works just fine on 5e2014 - am I missing an opt-out checkbox for the 2024 feature? Or is this ' helpful ' code that needs a think, and then a rethink? This is the first time I've seen this use case - I'll look into it and see if we can get a version of HP that doesn't also include the max. The 2024 sheet isn't built like the 2014 sheet, so I can see token mod not doing what you'd expect here. Thanks so much for looking at this, Nicole! For info, the reason i've always done this is so that i don't get the health bar / resource % bar.  For my purposes the bar is undesireable (hides art, distracts from immersion). Looking forward to hearing how this one works out, and in the meantime, i just have to populate hp without linking (and thus having player tokens not updating their sheets, which is manageable - we do it for NPC goons every single day).
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I am still unclear how to see the list of 2014 spells to prepare from for classes like Cleric, Druid, and Paladin, who can always prepare from the entire list. Do you have to drag them all to the sheet and then toggle the ones you want or is there an easier way? Edit: I see where you can select them in the builder, but do you really have to manually select all of them to create your list?…
RPGeezer said: I am still unclear how to see the list of 2014 spells to prepare from for classes like Cleric, Druid, and Paladin, who can always prepare from the entire list. Do you have to drag them all to the sheet and then toggle the ones you want or is there an easier way? Edit: I see where you can select them in the builder, but do you really have to manually select all of them to create your list?… You have a few options on how to handle this, which is why we don't make that decision for you. I personally select every spell I might want in the builder, and then only show prepared spells in my regular gameplay. That way, it's easy to swap out when you need, but while you're playing you only see the one relevant to you. You could also drag them to the sheet if you'd prefer, but that feels slower than using the builder's checklist and means that you won't ever see them in the builder since the builder doesn't know you picked them. You could also choose to just choose the spells you want at that time using the builder's list, and then use the builder again at the start of each new day. There's no requirement to level up every time you enter the builder, so you could go back into it by clicking the level up button on the sheet, don't level up, change your spells, and then save there if you prefer the builder's spell display to the sheet's. With the various third party sourcebooks often available to people, 2014 and 2024 spells that share the same name but both may exist in your game, and preferences on how sheets work (a lot of people only want the spells they're using on their sheet), I don't think we can really make assumptions on you wanting every spell that's possibly available to you in the game on your sheet automatically, that's a choice you have to make yourself based on how you want to play.
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Edited 1755542125
Don
Pro
Character Builder is adding gold during the level up process. I just took my 2024 Fighter from 3rd to 4th level using the Character Builder.  I stepped through all of the screens of the character builder, made all of my choices, and clicked the "Build Character" button on the final screen.  The Character Builder added 15 Gold Pieces to the PC's inventory for some reason. Before leveling up, the PC had 280 GP.  After leveling up, the character sheet showed 295 GP. As a test, I used the character builder to take the PC to level 5, and it added another 15 gold pieces (inventory showed 310 GP after finishing the builder). I posted about a similar issue a few weeks ago, but back then the Builder was adding the entire Starting Equipment Package that was not chosen during initial creation.  I have no idea where the builder is pulling the extra 15 GP from.
Don said: Character Builder is adding gold during the level up process. I just took my 2024 Fighter from 3rd to 4th level using the Character Builder.  I stepped through all of the screens of the character builder, made all of my choices, and clicked the "Build Character" button on the final screen.  The Character Builder added 15 Gold Pieces to the PC's inventory for some reason. Before leveling up, the PC had 280 GP.  After leveling up, the character sheet showed 295 GP. As a test, I used the character builder to take the PC to level 5, and it added another 15 gold pieces (inventory showed 310 GP after finishing the builder). I posted about a similar issue a few weeks ago, but back then the Builder was adding the entire Starting Equipment Package that was not chosen during initial creation.  I have no idea where the builder is pulling the extra 15 GP from. Thanks for the report! This is in active work to get fixed.
Monk issue: The Monk ability Deflect Attack allows the Monk to roll a 1D10 + Dex Modifier + level to reduce the damage of certain incoming attacks. The Builder does not include the Dex Modifier in the calculation, only the 1D10 + level. THIS WAS REPORTED BACK IN, I BELIEVE, OCTOBER.  It has not been fixed. At level 13, this ability becomes Defect Energy which allows the Monk to reduce the damage of all types of attacks. The builder changes Deflect Attack to Deflect Energy on the character sheet, but the same flaw exists.  The builder does not add the Dexterity Modifier. This seems to be a simple fix. The Dex modifier is added to a lot of other abilities (Monk and non-Monk) automatically. The builder understands that throughout. It adds it to attack damage from ranged weapons, to Monk's Martial attacks, and more. I do not understand why it has taken this long to get it added to this one (or two if you count Deflect Energy as a different thing) Monk ability. Additionally, while "Deflect Attack" is listed as a Reaction and put into that section, "Deflect Energy" appears to be in the Combat section. WRONG!!. At lower levels, when the feature is still "Deflect Attack", the ability to redirect the attack is listed in the Combat Section as "Deflect Attack" but at higher levels, when the feature is "Deflect Energy", the ability to redirect the attack is listed in the Combat section as "Redirect Attack". Here is what it should be: From levels 3-12: there should be an entry in the Reaction section called "Deflect Attack". It should roll 1d10+Dex modifier+Monk level. There should be an entry in the Combat section called "Redirect Attack" that rolls TWO Martial Arts die + Dex modifier and should show a requirement of a Dex save based on the Monk's Wisdom ( 8 + proficiency bonus + Wisdom modifier). From level 13-20: the entry in the Reaction section should be renamed "Deflect Energy". Everything else should stay the same.   (I'm ignoring the non-functional but descriptive text which should, of course, be changed appropriately). This is being sent as a Help Center request also. It is posted here for documentary purposes and in the hope that MAYBE these issues will be acknowledged and fixed. 
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Saul J. said: Monk issue: [snip] Having just audited one of my players' characters, a monk, last night, I can confirm all of these issues and suggestions.
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Is anybody else having an issue with any character sheet being unable to upcast spells? I have a player whose character is a Life Domain (2024) Cleric (2024) whose character sheet will not perform the calculations for upcasted spells like cure wounds or healing word. When I went into the spell's information, there wasn't a place for what gets added to the damage or healing when upcasted.
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Gauss
Forum Champion
Michael P. said: Is anybody else having an issue with any character sheet being unable to upcast spells? I have a player whose character is a Life Domain (2024) Cleric (2024) whose character sheet will not perform the calculations for upcasted spells like cure wounds or healing word. When I went into the spell's information, there wasn't a place for what gets added to the damage or healing when upcasted. Hi Michael P.,  My thought here is that the spell was built from scratch?  There is no upcasting yet for manually built spells.  The upcasting section of spells is still not really exposed to users yet.  I suggest grabbing a Cure Wounds spell from the Compendium and drag it to the sheet. It should upcast normally that way. 
Saul J. said: Monk issue: Hey Saul, Looking at our data, the missing dex portion of this bug appears to have been corrected in the last month for new monk characters.  Unfortunately, the updated data is not automatically applied to existing characters built before that point.  Unselecting Monk in the builder and re-selecting it,  or making a brand new character should result in a Deflect Attack roll in the Combat section (rather than Reactions section, but still marked as a Reaction for filtering purposes) that accurately includes both level and dexterity bonus on the d10 roll.  Drag and dropping the individual Deflect Attacks feature will also include the dex modifier, but will need manual updates to increase the level bonus, as it's disconnected from the builder's level updates. The above solutions (new monk or unselect/reselect monk in builder) should also improve our handling of the Deflect Energy 13th level improvement. Please let me know if there's anything missing in that new implementation, and I'll get it raised asap to our content team! Admittedly, this isn't a perfect fix, in that the only full solutions involve effectively rebuilding at least parts of any existing character sheets.  We're looking into a better way of allowing players to re-fetch updated sections of data without a full rebuild, or prompt important data corrections automatically, but there's some challenges implicit in that behavior when trying to account for possible manual fixes made by the user in the meantime.  
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Thanks for the advice Bronson! I've recommended my Monk player just rebuild his sheet, since he had a few other anomalies from early sheet adoption. Much better.
Bronson H. said: Saul J. said: Monk issue: Hey Saul, Looking at our data, the missing dex portion of this bug appears to have been corrected in the last month for new monk characters.  Unfortunately, the updated data is not automatically applied to existing characters built before that point.  Unselecting Monk in the builder and re-selecting it,  or making a brand new character should result in a Deflect Attack roll in the Combat section (rather than Reactions section, but still marked as a Reaction for filtering purposes) that accurately includes both level and dexterity bonus on the d10 roll.  Drag and dropping the individual Deflect Attacks feature will also include the dex modifier, but will need manual updates to increase the level bonus, as it's disconnected from the builder's level updates. The above solutions (new monk or unselect/reselect monk in builder) should also improve our handling of the Deflect Energy 13th level improvement. Please let me know if there's anything missing in that new implementation, and I'll get it raised asap to our content team! Admittedly, this isn't a perfect fix, in that the only full solutions involve effectively rebuilding at least parts of any existing character sheets.  We're looking into a better way of allowing players to re-fetch updated sections of data without a full rebuild, or prompt important data corrections automatically, but there's some challenges implicit in that behavior when trying to account for possible manual fixes made by the user in the meantime.   Rebuilding the character is a bit of a pain. I will try to remove the Monk class and re-add it to see if that works but I fear it might break the sheet completely so I might have to rebuild it from scratch. I'll post after I give fixing this on my character a try. Ty.
1755960994
keithcurtis
Forum Champion
Marketplace Creator
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Saul J. said: Bronson H. said: Saul J. said: Monk issue: Hey Saul, <snip> Rebuilding the character is a bit of a pain. I will try to remove the Monk class and re-add it to see if that works but I fear it might break the sheet completely so I might have to rebuild it from scratch. I'll post after I give fixing this on my character a try. Ty. I'd suggest working on a copy at the very least. We did that for my players' Monk character this week, but wound up rebuilding from scratch anyway. The original was made very early in the life of the sheet, and had a lot of little problems.
keithcurtis said: I'd suggest working on a copy at the very least. We did that for my players' Monk character this week, but wound up rebuilding from scratch anyway. The original was made very early in the life of the sheet, and had a lot of little problems. Yeah, I think I may start from scratch. That will take care of all those little odd problems and give me a "clean" sheet. It's a lot of work since I've picked up a bunch of stuff along the way, but I'll have the original to check and verify with so it shouldn't be too bad. It'd be nice if we could copy items from another character. It'd also be nice if we could print the 2024 sheet. 
Saul J. said: keithcurtis said: I'd suggest working on a copy at the very least. We did that for my players' Monk character this week, but wound up rebuilding from scratch anyway. The original was made very early in the life of the sheet, and had a lot of little problems. Yeah, I think I may start from scratch. That will take care of all those little odd problems and give me a "clean" sheet. It's a lot of work since I've picked up a bunch of stuff along the way, but I'll have the original to check and verify with so it shouldn't be too bad. It'd be nice if we could copy items from another character. It'd also be nice if we could print the 2024 sheet.  Starting from scratch, I found a couple of errors. First, standard Monk gets "Dextrous Shove/Grapple" put onto the sheet. That didn't happen previously. However, Roll20 doesn't add it correctly: It's possible that the reason it's "undefined" is because the grapplee/shovee gets to choose either Strength or Dexterity but if that's the reason, there must be better wording than saying "undefined". I would put something like "STR|DEX". Second, during my travels (so far), I picked up the ability to cast Conjure Animals. Since as a Monk, I am not a spellcaster and do not have a defined spellcasting ability, and I don't have proficiency in casting spells, the DC for that spell should be 10 without any modifiers. However, in the spells list it doesn't show any DC: and in the combat section, the DC is incorrect: The info page doesn't give a clue as to how the DC was determined: I do have a Dragonhide Belt +1 (from Fizban's Treasury of Dragons ) that adds +1 to save DCs of ki  features (which should translate to Focus features) but that should not apply to Conjure Animals as it is not a Monk feature, and doesn't use ki/focus points. However, toggling the belt on/off doesn't have any effect on the DC of the spell so I doubt that it's related to the belt. These are the only substantial changes I noticed. I also noticed that with the SAME equipment, and the SAME money on both the old and new sheets, the weight calculation is different. The calculated weight on the old sheet was 96.06 pounds. The new sheet has my weight as 98.56. I'm not sure where the difference is but I'm only off by 2.5 pounds so it's not a big deal. But, I did want to document it here.
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Hi, I am new to the 2024 Character Sheet; I used to be a 2014 gamer a few years ago but I am now a 2024 DM ;) When I have to select items or cantrips/spells, the two versions (2014 & 2024) of this topics... Is it possible to restrain the topics to the 2024 version ? Already done: only the "2024 free basic rules" compendium is shared Thanks in advance
Serge said: Hi, I am new to the 2024 Character Sheet; I used to be a 2014 gamer a few years ago but I am now a 2024 DM ;) When I have to select items or cantrips/spells, the two versions (2014 & 2024) of this topics... Is it possible to restrain the topics to the 2024 version ? Already done: only the "2024 free basic rules" compendium is shared Thanks in advance In the builder, when you click on "select a cantrip" or "select a spell," you'll see a little funnel icon at the right side of the "search spells" text box. If you click on that icon, you'll get a dropdown with options to filter spells. Select "content type" and it will allow you to limit the displayed spells to only 2024 spells.
I'm using the 2024 sheets online for the first time, and I've chosen to edit them directly. I've basically got everything set up for four 1st-Lv PC's, but I'm running into one small hiccup. This is nothing that's going to ruin things mechanically, but it bothers me all the same. Does anyone know how to set a PC's Weapon Mastery maximums? I've tried searching for this on Google, but I just get results for how to incorporate individual Weapon Masteries onto the sheet, or how to gain further Weapon Masteries as one levels up, neither of which is the information I'm looking for. I want to know how to change the denominator of the fraction which tells me theoretically how many Weapon Masteries I should have equipped on a character. As it is, I can't get that number to be anything except zero. Again, this does not affect my ability to use the Weapon Masteries, so it's not the biggest problem, but I prefer a clean character sheet and would like to fix this. Can anyone point me in the right direction please?
Kingdom said: I'm using the 2024 sheets online for the first time, and I've chosen to edit them directly. I've basically got everything set up for four 1st-Lv PC's, but I'm running into one small hiccup. This is nothing that's going to ruin things mechanically, but it bothers me all the same. Does anyone know how to set a PC's Weapon Mastery maximums? I've tried searching for this on Google, but I just get results for how to incorporate individual Weapon Masteries onto the sheet, or how to gain further Weapon Masteries as one levels up, neither of which is the information I'm looking for. I want to know how to change the denominator of the fraction which tells me theoretically how many Weapon Masteries I should have equipped on a character. As it is, I can't get that number to be anything except zero. Again, this does not affect my ability to use the Weapon Masteries, so it's not the biggest problem, but I prefer a clean character sheet and would like to fix this. Can anyone point me in the right direction please? I might be wrong about this, but I believe if you search "weapon mastery" in the Compendium, and drag-and-drop any of the class weapon mastery entries onto the sheet, it will update that value. So, for a Fighter, you would drag "Fighter Weapon Mastery" onto the sheet and it should update that value. Before: After: You'd then have to add individual weapon masteries, too. But, I think this will do what you want.
Hi Nicole.  I tried deleting the spell and adding it back from the compendium and it still does not upcast.  I even created a new character sheet just to try the upcast and even though it allows me the option , the damage output is still only 4d6.  Nicole B. said: Mr. DM  said: Attention Devs:  On the  2024 Jump Gate Character Sheet, upcasting a Guiding Bolt spell still only shows Level 1 damage.   I'm unable to replicate this - I just cast a level 2 Guiding Bolt and it rolled 5d6 damage when I clicked the Damage button in chat associated with the spell. Is that how you're rolling damage? Did you get the spell from the compendium? If so, do you know which source?
I just built a test cleric real quick, making sure to pick Guiding Bolt as one of my spells. Test Cleric is Life Domain, Aasimar, 6th level. I upcast Guiding Bolt . Problem #1: The system let me upcast it as a 6th level spell. As a 6th level cleric, I should only be able to upcast it at most as a 3rd level spell.  However, it did upcast it as a 6th level spell doing 9D6 of damage: Problem #2:  I noticed when I was selecting spells that some of the spells that got automatically added due to my domain and level got the 2014 version of the spells added rather than the 2024 version.  For example, as a 6th level Life Domain Cleric, I automatically get Lesser Restoration . But, the version added was the 2014 version that listed it as an Action to cast. The 2024 version is a Bonus Action to cast. The description was also the 2014 version. Mr. DM said: Hi Nicole.  I tried deleting the spell and adding it back from the compendium and it still does not upcast.  I even created a new character sheet just to try the upcast and even though it allows me the option , the damage output is still only 4d6.  Nicole B. said: Mr. DM  said: Attention Devs:  On the  2024 Jump Gate Character Sheet, upcasting a Guiding Bolt spell still only shows Level 1 damage.   I'm unable to replicate this - I just cast a level 2 Guiding Bolt and it rolled 5d6 damage when I clicked the Damage button in chat associated with the spell. Is that how you're rolling damage? Did you get the spell from the compendium? If so, do you know which source?
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keithcurtis
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Problem 2 above is absolutely a problem, but for issue 1 (up casting), I would prefer that the sheet allowed me to break the rules to that extent. There may be situational case where they DM allows the caster to cast at a level normally unattainable (magic items, for instance, or cases where a monster may cast as a spell as an n-level spellcaster)
Mr. DM said: Hi Nicole.  I tried deleting the spell and adding it back from the compendium and it still does not upcast.  I even created a new character sheet just to try the upcast and even though it allows me the option , the damage output is still only 4d6.  Nicole B. said: Mr. DM  said: Attention Devs:  On the  2024 Jump Gate Character Sheet, upcasting a Guiding Bolt spell still only shows Level 1 damage.   I'm unable to replicate this - I just cast a level 2 Guiding Bolt and it rolled 5d6 damage when I clicked the Damage button in chat associated with the spell. Is that how you're rolling damage? Did you get the spell from the compendium? If so, do you know which source? How are you rolling damage, via the sheet or the damage button in chat? Do you know which source the spell is coming from? Are you adding it via builder or drag & drop?
Monsters have a different sheet, and should be handled differently. And, I've said this before, I really prefer it if Roll20 (or any other ttrpg) conformed to the actual printed rules. Exceptions to those rules should be handled a different way - they shouldn't be  the rule.  keithcurtis said: Problem 2 above is absolutely a problem, but for issue 1 (up casting), I would prefer that the sheet allowed me to break the rules to that extent. There may be situational case where they DM allows the caster to cast at a level normally unattainable (magic items, for instance, or cases where a monster may cast as a spell as an n-level spellcaster)
Hi, I would add a "cast a Spell property" to an ordinary item. I saw the "Add modifier" but didn't find anything that way. How can I to do that ? Thanks in advance
The "Heavy" Weapon Property is applied incorrectly to Ranged Weapons. For Ranged Weapons, the Heavy property is checking against the character's Strength Ability Score instead of Dexterity. In the 2024 Rules, a Heavy Melee Weapon requires a 13 Strength and a Heavy Ranged Weapon requires a 13 Dexterity. The result is that a PC with an 8 Strength and a 16 Dexterity is always rolling attacks with a Longbow at Disadvantage. When you look at the details of the attack, it states "Heavy Ranged Weapon Disadvantage". Conversely, a PC with a 16 Strength and an 8 Dexterity is rolling Longbow attacks normally, even though they should be at Disadvantage.
I'm not sure if this is the right place to post bug reports for the 2024 sheet, but it looks like when you have an free action tied to a custom trait and you add a dice roll to it and have query turned on, it queries but when you hit roll it doesn't actually roll. I haven't tested it with action, bonus action etc., or with automatically generated traits. Also, a feature request: an option to query advantage when there are situational advantages/disadvantages available, and to just roll normally otherwise.
Tara said: I'm not sure if this is the right place to post bug reports for the 2024 sheet, but it looks like when you have an free action tied to a custom trait and you add a dice roll to it and have query turned on, it queries but when you hit roll it doesn't actually roll. I haven't tested it with action, bonus action etc., or with automatically generated traits. I had reported this some time ago. They said they would look into fixing it. That was at least a month ago, maybe longer. Also, a feature request: an option to query advantage when there are situational advantages/disadvantages available, and to just roll normally otherwise. How would they know if there were situational advantages/disadvantages? That would be entirely up to your DM and what is going on in your game. Even class/subclass features that grant advantage/disadvantage (normally) may not actually grant that advantage/disadvantage because of some other factor in the game that negates it. For example, Reckless Attack lets a barbarian attack with advantage, but if the barbarian is attacking an unseen foe, that would give him disadvantage on the roll normally, so the attack roll would be a normal roll. That's very situational. How would Roll20 know that to program it?  
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keithcurtis
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Saul J. said: Also, a feature request: an option to query advantage when there are situational advantages/disadvantages available, and to just roll normally otherwise. How would they know if there were situational advantages/disadvantages? That would be entirely up to your DM and what is going on in your game. Even class/subclass features that grant advantage/disadvantage (normally) may not actually grant that advantage/disadvantage because of some other factor in the game that negates it. For example, Reckless Attack lets a barbarian attack with advantage, but if the barbarian is attacking an unseen foe, that would give him disadvantage on the roll normally, so the attack roll would be a normal roll. That's very situational. How would Roll20 know that to program it? To some degree, this is possible. If you set the sheet to "automatic", it will use advantage or disadvantage if the character has an active condition or effect that imposes it. But otherwise, I tend to run with Advantage on all the time and just read from the left hand value unless A/D is needed. To make this work however, you do need to roll damage separately, otherwise a crit will only display crit damage. Manual damage gives the option.
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Serge said: Hi, I would add a "cast a Spell property" to an ordinary item. I saw the "Add modifier" but didn't find anything that way. How can I to do that ? Thanks in advance Hi, I think that the only possibility is to modify an existing Magical Item Sample:  Use a Wand of Magic Missiles and rename it as a Lyre of Magic Missiles+Add a Tool Data(Musical Intrument) property But WHY is it not possible to have a "ADD Spell Data" ? It would be then possible to select the Item in a Spell customization
Serge said: Hi, I would add a "cast a Spell property" to an ordinary item. I saw the "Add modifier" but didn't find anything that way. How can I to do that ? Thanks in advance This isn't something that can be set up manually right now. I recommend marking that spell as always prepared and attaching the resource to the item right now! Serge said: Serge said: Hi, I would add a "cast a Spell property" to an ordinary item. I saw the "Add modifier" but didn't find anything that way. How can I to do that ? Thanks in advance Hi, I think that the only possibility is to modify an existing Magical Item Sample:  Use a Wand of Magic Missiles and rename it as a Lyre of Magic Missiles+Add a Tool Data(Musical Intrument) property But WHY is it not possible to have a "ADD Spell Data" ? It would be then possible to select the Item in a Spell customization While this would be possible, we generally try to avoid the "you can only add one of this thing, not because of a technical limitation, but because we just decided to give you one button for some reason". When this comes, it very likely won't be in the form of a button that can just add one single spell, because the sheet supports the ability to put 10 spells on one item if you want and we'd rather give all that freedom than try to limit you for no reason. Which means we have to consider how things work now and how to allow for more customization without enforcing arbitrary limitations but also without someone opening the edit options and getting completely confused/overwhelmed. Balancing "I want to give you everything possible" with "everything possible confuses people" has been a real challenge. Don said: The "Heavy" Weapon Property is applied incorrectly to Ranged Weapons. For Ranged Weapons, the Heavy property is checking against the character's Strength Ability Score instead of Dexterity. In the 2024 Rules, a Heavy Melee Weapon requires a 13 Strength and a Heavy Ranged Weapon requires a 13 Dexterity. The result is that a PC with an 8 Strength and a 16 Dexterity is always rolling attacks with a Longbow at Disadvantage. When you look at the details of the attack, it states "Heavy Ranged Weapon Disadvantage". Conversely, a PC with a 16 Strength and an 8 Dexterity is rolling Longbow attacks normally, even though they should be at Disadvantage. Thank you for the report, this is something on our list to fix! Hopefully next week, but I can't promise it because of our release schedule. Tara said: I'm not sure if this is the right place to post bug reports for the 2024 sheet, but it looks like when you have an free action tied to a custom trait and you add a dice roll to it and have query turned on, it queries but when you hit roll it doesn't actually roll. I haven't tested it with action, bonus action etc., or with automatically generated traits. Also, a feature request: an option to query advantage when there are situational advantages/disadvantages available, and to just roll normally otherwise. Hm, we definitely had a fix out for this recently but maybe there was a regression. I'll check up on it on Monday. Your suggestion is a great idea - the appeal of query mode is for sure all those situational bonuses, like advantage against undead or disadvantage if your saving throw is against the person who charmed you, but I can see the appeal of "ask me what I want if there's something to ask, otherwise just do the thing". I'll bring this back to the team next week and see what everyone else thinks!
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Serge said: Hi, I think that the only possibility is to modify an existing Magical Item Sample:  Use a Wand of Magic Missiles and rename it as a Lyre of Magic Missiles+Add a Tool Data(Musical Intrument) property But WHY is it not possible to have a "ADD Spell Data" ? It would be then possible to select the Item in a Spell customization While this would be possible, we generally try to avoid the "you can only add one of this thing, not because of a technical limitation, but because we just decided to give you one button for some reason". When this comes, it very likely won't be in the form of a button that can just add one single spell, because the sheet supports the ability to put 10 spells on one item if you want and we'd rather give all that freedom than try to limit you for no reason. Which means we have to consider how things work now and how to allow for more customization without enforcing arbitrary limitations but also without someone opening the edit options and getting completely confused/overwhelmed. Balancing "I want to give you everything possible" with "everything possible confuses people" has been a real challenge. But I didn't suggest that the "Add Spell Data button" would add a spell to the item: this button would just add the possibility to choose the item in the "Spellcasting" dropdown box of an "always prepared spell" This can be done right now by mofifying an item:   just add a standard magic item with spell properties (like the Wand of Magic Missiles ) ! As soon as that kind of item is in the inventory of a character, each and every spell known by that character can be linked to this item...