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

I'll suggest it to the player with the problem and we'll see what happens. Thx. Gauss said: Saul, correct.  Most attacks are generated in the Combat section and then linked back to the item. 
Hi, Doesn't look like the OnMyTurn API works on the new sheet. Is anyone else having the same issue or has anyone else have a way for a character specific message to appear in the chat window when turn order moves onto their turn
Hi, Items on the character sheet that impact on ac eg Shield spell. When selected the ac on the character sheet increases but the token bubble linked to ac does not change to the new ac
FFR said: Hi, Doesn't look like the OnMyTurn API works on the new sheet. Is anyone else having the same issue or has anyone else have a way for a character specific message to appear in the chat window when turn order moves onto their turn I haven’t used OnMyTurn, but the TurnMarker1 mod seems to do what you’re looking for and works fine. For what it’s worth, unless I’m misunderstanding what the mod does, turn order is based on tokens, not character sheets, so the sheet shouldn’t affect it.
FFR said: Hi, Items on the character sheet that impact on ac eg Shield spell. When selected the ac on the character sheet increases but the token bubble linked to ac does not change to the new ac Seems to work fine for me on both Default and Experimental APIs.  I know when I make NPCs I often unlink the bubbles so that individual tokens can have values that differ from the sheet values.  Any chance that's going on?
Tinlar, Thanks for checking this at your end. Bubbles are linked. Have since noticed Shield spell actually does update the token but parry (which is obtained through a feat) doesn't. Hopefully devs follow this thread and might check and update.
Casting Mage Armor doesn't do anything. It doesn't change the AC. This should be fairly easy to automate since it always sets the AC to 13+ DEX modifier.
Hello, not sure if this has been addressed, but t here are some cantrips and spells missing when trying to build a character. In my example trying to make a wizard. Blade ward is missing from the cantrips and Witch bolt missing from the 1st level spells?  
1765269856
Gauss
Forum Champion
Nick C. said: Hello, not sure if this has been addressed, but t here are some cantrips and spells missing when trying to build a character. In my example trying to make a wizard. Blade ward is missing from the cantrips and Witch bolt missing from the 1st level spells?   Hi Nick C.,  Do you have the Player's Handbook purchased? Is your DM sharing the Player's Handbook with you? Are you creating your character in Roll20 Characters without first sending it to the game where your DM is sharing books with you?  Those two spells are not available in the Free Basic Rules. So if you do not have access to the book (see above) they won't be available. 
There are several issues with the character sheet wizard with the new Forge of the Artificer content not loading into it - specifically related to Artificer Plans and Skill Proficiencies. Just a heads up! -X
ErrantX said: There are several issues with the character sheet wizard with the new Forge of the Artificer content not loading into it - specifically related to Artificer Plans and Skill Proficiencies. Just a heads up! -X Thanks for reporting - can you give any specific examples? Is it the same issue each time? Or random? Does it work intermittently or not at all? Thanks!
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Edited 1765526366
Taking the spell armor of agathys Roll20 creates two actions in the combat section automatically: 1. retaliation damage of 5 damage per spell slot level 2. another one with 5 healing per spell slot level While the first one works as intended and the damage skales with spell slot level, the healing option does not work but also rolls damage rather than healing. But this time spell slot level does  not matter. For example on my lv6 warlock the first option rolls for 15 damage in the chat window. The second option does  not roll for 15 heal but for 5 damage.
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Query Mode on Saving Throws does not work currently, so that settings for situational advantage on saves (e.g. elf against charmed) are not applied and do not open the query window. Save rolls are made as straight rolls. 
Der Arkanier said: Takig the spell armor of agathys creates two actions in the combat section: 1. retaliation damage of 5 damage per spell slot level 2. another one with 5 healing per spell slot level While the first one works as intended and the damage skales with spell slot level, the healing option does not work but also rolls damage rather than healing. But this time spell slot level does  not matter. For example on my lv6 warlock the first option rolls for 15 damage in the chat window. The second option does  not roll for 15 heal but for 5 damage. I don't think Armor of Agathys does any healing. It does give Temporary Hit Points which is a completely different thing mechanically.
Saul J. said: Der Arkanier said: Takig the spell armor of agathys creates two actions in the combat section: 1. retaliation damage of 5 damage per spell slot level 2. another one with 5 healing per spell slot level While the first one works as intended and the damage skales with spell slot level, the healing option does not work but also rolls damage rather than healing. But this time spell slot level does  not matter. For example on my lv6 warlock the first option rolls for 15 damage in the chat window. The second option does  not roll for 15 heal but for 5 damage. I don't think Armor of Agathys does any healing. It does give Temporary Hit Points which is a completely different thing mechanically. Sure thing. Temp hit points it is. Still Roll20 is adding a healing dice roll to the spell but then tolls the dice as a damage roll without pact slot scaling. So it is wrong on several levels.
Tara said: Not that I'm aware of, but I did find out a few new things about the issue: It only happens with `Custom Feature`. Features that are added automatically by the builder work fine It only happens with `New Resource`, `Existing Resources` seem to show up fine. I found this out when I added the `Channel Divinity` and `Metamagic` features with the `New Resources` `Channel Divinity` and `Sorcery Point` respectively, then added the `Channel Divinity: Turn Undead` and my Domain Channel Divinity feature, both with the `Existing Resource` linking back to the original `Channel Divinity` resource, and the `Flexible Casting` feature with an `Existing Resource` linking back to the `Sorcery Points` resource in the `Metamagic` feature. You can see those below, along with `Tides of Chaos`, which is using a `New Resource`. Because of this, a potential workaround is to create a dummy feature to add all the `New Resource`s and have all the real features link back to that with `Existing Resource`s ETA: If you're going back to "fix" features with this workaround, as I just did on one of my character sheets, when you go into the feature to delete the new resource and add the existing resource from the dummy feature and save, the existing resource does not save the first time. You have to go back into it a second time and add it again. I do not know if deleting, saving, then going back in again to add the existing works the first time or not, I have not yet tested it. That worked great! Thanks so much!
Dean said: ErrantX said: There are several issues with the character sheet wizard with the new Forge of the Artificer content not loading into it - specifically related to Artificer Plans and Skill Proficiencies. Just a heads up! -X Thanks for reporting - can you give any specific examples? Is it the same issue each time? Or random? Does it work intermittently or not at all? Thanks! It seems to be working now, so either I was glitched or something was fixed already. Thanks! -X
Apologies if this has been covered before, but I am finally coming around to the official 2024 sheet as I believe it has come a long way, with one caveat. There doesn't appear to be a way to change the order of actions as there was in the old 5E sheet. For instance, monsters with multiattack - multiattack appears at the bottom of possible actions. I want this to appear at the top as it did with the old sheet. One could drag and rearrange the possible actions on the old sheet. is this not possible with the new sheet at the moment? If not, is it a known request or issue? Small issue...
Quick question, and I'm not sure if this is the correct place. I purchased the Eberron 2024 complement, for me it works fine in the character sheets and all, but im a DM, and My players cant select the features, subraces and everything else that belongs on that module. Do I have to do anything specific? (it shows with a little lock on the side, telling them to buy) I have checked the game settings and the module is enabled, when i create a character i can select things and they can play with the character after, but it would be nice if they coudl take care of their character sheets by themselves.
1765660322
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Shane said: Apologies if this has been covered before, but I am finally coming around to the official 2024 sheet as I believe it has come a long way, with one caveat. There doesn't appear to be a way to change the order of actions as there was in the old 5E sheet. For instance, monsters with multiattack - multiattack appears at the bottom of possible actions. I want this to appear at the top as it did with the old sheet. One could drag and rearrange the possible actions on the old sheet. is this not possible with the new sheet at the moment? If not, is it a known request or issue? Small issue... Yeah, I don't think that's possible, but it's a good suggestion, since it is possible on the PC side. However, while researching, I did discover that you can do this now on the Standard and Compact views. That's pretty cool if you are already familiar with a creature:
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Ooh, interestingly, if you collapse the Skills section in those views, it only shows proficient skills.
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keithcurtis said: Shane said: Apologies if this has been covered before, but I am finally coming around to the official 2024 sheet as I believe it has come a long way, with one caveat. There doesn't appear to be a way to change the order of actions as there was in the old 5E sheet. For instance, monsters with multiattack - multiattack appears at the bottom of possible actions. I want this to appear at the top as it did with the old sheet. One could drag and rearrange the possible actions on the old sheet. is this not possible with the new sheet at the moment? If not, is it a known request or issue? Small issue... Yeah, I don't think that's possible, but it's a good suggestion, since it is possible on the PC side. However, while researching, I did discover that you can do this now on the Standard and Compact views. That's pretty cool if you are already familiar with a creature: Yes, I have tried collapsing the sheet it see how it condenses the information. I should have clarified that I am only referring to NPC' sheets. Keith, how could we pass this on as a suggestion up the line? Another interesting find, some creatures, (Hill Giant), have multiattack listed in the top of the action order. Seems no rhyme or reason as to which creature sheets have actions listed this way. It still would be good to be able to order the actions as we see fit. I thought this might be possible with the new line editing option, alas, no go.
1765664869
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Sorry, I wasn't suggesting it as a solution, just passing on a discovery. Should have made it its own post.  There is a "Give Feedback" button at the bottom of the settings screen. This thread is monitored by the team, but official channels create tickets, that have to be managed.
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Currently I play a character with sharpshooter and it's damage is broken because of sharpshooter. I did some investigation and here is what I found. Case 1: No sharpshooter. Pic. 1 Pic. 2 Pic. 3 Pic. 4 Here are 4 screens I took. The 1st one shows Sharpshooter is off. 2nd one shows Musket that is used with that sharpshooter for now just look at red formula indicating damage which is d12+5 (+5 is from dex mod). 3rd and 4th shots are same roll it shows the breakdown of roll which in this case was 6 so 6+5 gives 11. Everything works correctly. Case 2: With sharpshooter. Pic. 1 Pic. 2 Pic. 3 Pic. 4 Here are 4 screenshots of same windows. So 1st one shows that sharpshooter is on. 2nd one shows that damage is increased from d12+5 to d12+15 (we assume it's bonus damage from sharpshooter but...). Screen 3 and 4 show same roll with 4th image showing detail on what was d12 result. So let's look at 4th image the result of d12 is 2 with + 15 (5 from dex and 10 from what we guess was sharpshooter) total 17. But when you look at image 3 with full breakdown you will notice we got +10 from "Sharpshooter Rollbonus". So our weapon damage got +10 in image 2 for some reason and we get bonus from  "Sharpshooter Rollbonus" .  The +10 bonus damage is added to musket and +10 is added as damage modifier in damage calculations adding to a total +20. Currently to avoid +20 I created a custom modifier that adds -10 damage which I use with my sharpshooter. This should be an easy fix right? I don't think I'm the only one with that issue right? I created a thread  here  and someone pointed it out that using chat button for roll damage works fine. It doesn't add "Sharpshooter RollBonus". It should help narrow down the issue. Sorry for repeated issue, butt people keep pointing me to different places to post about this. So I hope one of those will catch devs eyes.
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Big overlook on the Custom Class section of the Builder. 1: There is no "Existing Resource" Modifier, there needs to be one so different abilities can link back to the same resource. 2: There is no way to have resources increase at higher levels, again I think having an  "Existing Resource" Modifier and bumping up the max would most likely fix this as long as different max overrides the lower level on and does not break the resource. 3: There is no way to link a resource max link to your proficiency bonus. These would allow the custom class to function sheet-wise the way the other classes do. Still a Custom problem but not necessarily a builder problem is the ability to build sub-abilities into a toggle. For example Monk when made in the Builder has an "Effect" toggle that when toggled adds a new attack, a new toggle and new " action economy" Right now we can't do this manually but it would be so very helpful if we could, and again  allow the custom class to function  sheet-wise the way the other classes do. *Edit: Forgot to add that this also needs to work for custom subclasses as well.
Hi all, We just tested the Expansion Eberon 2024 and found a bug in the builder. I created an artificer and the builder does not work as intended. On LV 1 I can select 2 LV 1 spells as intended. On LV3 the artficier is supposed to get another LV1 spell but the builder does not show any options, nor does it on LV5. On LV5 can select only 2 LV2 Spells . But going up till LV7 I cannot select another LV2 Spell. So, by LV 7 I am supposed to have 4 LV1 spells and 3 LV2 spells prepared but according the builder I have only 2 LV1 spells and 2 LV2 spells. Could you pass that on to the right team to get that fixed? And some more detail on an already reported bug. Or actually another bug but they might be in correlation: I already mentioned that query mode for Ability Checks and saving throws just do not work. the query windows does not open and I just get a straight roll although I have situational advantage on wisdom saves. So far so bad. Now here is another bug: If I set up an effect on the sheet that grants advantage on intimidation but disadvantage on all other charisma checks, that effect works correctly for all skill checks; The query windows opens up and I there can change or confirm the advantage setting for that specific role. If I pick advantage or disadvantage for only that roll, the setting sticks. So, If I afterwards do an ability check or saving throw, the roll is made with either advantage or disadvantage - depending on what was chosen for the previous skill check. Without opening the query window first, so that I could not adjust any settings. In my example this goes not only for Charisma checks or Saves but for all other saves, too. So, I actually should have disadvantage on charisma checks according to the modifier. But since I made an intimidation roll with advantage,  now all subsequent ability saves are made with advantage. This behaviour does not change, as well, when deactivating the effect toggle. The only way to get back to straight rolls is switching to automatic mode. I hope you are finding a fix for that odd behaviour. Thanks!
Issues that came up during yesterday's session: - With the sheet update, the Cleric feature Warding Flare no longer shows check boxes on either Combat or Features tabs, and nothing done to the feature changes that. I see this has been discussed already and we've already come up with alternatives on our end but thought I'd show that it's happening here too. - Query mode does not work for ability rolls or saves anymore, but does still work for weapon attacks and skill chekcs etc.i.e the modal never opens, and assumes that all queryable toggles are turned on.  - 4 digit numbers in the currency boxes (gold etc.) can't be read as the 4th number is behind the UI - Clicking damage from the Spells tab doesn't add any Effects that affect damage. Otherwise absolutely loving the new sheet editing capabilities - especially the way that Conditions work. Being able to simply type the name of a druid beast form instead of opening up a huge modal which needs lots of scrolling is a massive QOL change for my druid player (the beast forms are custom). 
Our group has been using 5E 2014 for years with the old character sheets. I have a Pro membership (not sure if that matters) and I decided to create an existing character with the new sheet. There are some quirks but overall it went pretty well. The character is a Warlock (4)/Rogue (2). We are going to start a new game and in my list of characters it says that I do not have any games that are compatible with the character. I changed the sheet to 2014 before I started adding the info. What am I missing?
1766276094
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Scott! If you are the GM/Creator of the game, in the settings tab, you can click to add the 2024 sheet to the game, making it a dual sheet game. Not that this cannot be done with a game built with the legacy engine. If this is the case, I would suggest making a copy of the game, using the latest engine (not legacy). This will allow you to have dual sheets in one game and should allow you to mix and match sheets on a per-character basis.
Der Arkanier said: Hi all, We just tested the Expansion Eberon 2024 and found a bug in the builder. I created an artificer and the builder does not work as intended. On LV 1 I can select 2 LV 1 spells as intended. On LV3 the artficier is supposed to get another LV1 spell but the builder does not show any options, nor does it on LV5. On LV5 can select only 2 LV2 Spells . But going up till LV7 I cannot select another LV2 Spell. So, by LV 7 I am supposed to have 4 LV1 spells and 3 LV2 spells prepared but according the builder I have only 2 LV1 spells and 2 LV2 spells. Could you pass that on to the right team to get that fixed? I'll second this. I just built a warforged artificer. Background: Sage, which may be what's confused things since that gives me Magic Initiate(Wizard) and I have a level 1 spell known from that. But, that spell is IN ADDITION to any I get from my class. At level 2, I should have the ability to have 3 1st level spells prepared in addition to the one from the feat. The builder never asked me to select another spell. Possibly because it detected I already knew more than 3 spells because of the Magic Initiate feat. I should have had 3 spells from my class feature plus the 1 from the feat. When I took the character to level 3, and selected the Armorer sub-class, I automatically learned two spells which are always prepared, which are IN ADDITION to the 4 spells I can prepare as a 3rd level Artificer. But, the builder did not allow me to choose more spells. I should have been able to prepare 1 spell from my feat, 2 spells from my sub class and 4 from my class for a total of 7 prepared 1st level spells, but the builder only allowed me 5.  I assume the problem would just get worse as I'm allowed to have more spells prepared, and keep getting "always prepared" spells from my sub-class. For example, at level 7, I should be able to have 12 spells prepared (mixed 1st and 2nd level): 1 from the feat, 7 from the class, and 4 from the sub-class. But, the builder only allows for 9: 1 from the feat, 4 from the sub-class feature and 4 from the class feature. This should be fixed.
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Edited 1766444132
Tara
Pro
Feature Request: Allow spells like Hellish Rebuke and Silvery Barbs to appear in the "Reactions" section of the Combat tab
Forgive me if this has been asked elsewhere, I'm clearly not barking up the right search tree. My game started a few years ago, when the 2014 sheet was the only one available. We've since converted to 2024. I've run into a lot of stumbling blocks because the 2014 content is still enabled in my game. I'm trying to figure out how to get rid of the 2014 sheet entirely, but the only thing I have the option to remove is 2024. So far, I've made sure that all my player character sheets are 2024 format and used Define Party to specify who they are? What can I do to make it possible to remove 2014 content entirely from my game?
1766940318
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Adam Is Up to Something said: Forgive me if this has been asked elsewhere, I'm clearly not barking up the right search tree. My game started a few years ago, when the 2014 sheet was the only one available. We've since converted to 2024. I've run into a lot of stumbling blocks because the 2014 content is still enabled in my game. I'm trying to figure out how to get rid of the 2014 sheet entirely, but the only thing I have the option to remove is 2024. So far, I've made sure that all my player character sheets are 2024 format and used Define Party to specify who they are? What can I do to make it possible to remove 2014 content entirely from my game? Hi Adam! Before beginning, make a backup copy of your game in case anything goes wrong! First, you need to verify that there are no 2014 character sheets, PC or NPC in the entire game,  Second, go to your game settings and change the sheet to the 2024 sheet. I suspect the problem is that the game recognizes the 2014 sheet as the primary, and the primary cannot be removed. Third, load your game. You should now be able to remove the 2014 sheet, if it still shows. If you missed any 2014 content, doing this should archive those characters (put them into the archive folder) I have not done this in a while, so let me know if  it doesn't work. Don't forget that backup before anything else.
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Brian C.
Pro
Marketplace Creator
Compendium Curator
A few things that are causing me issues: In a game with 2014 NPC sheets and 2024 PC sheets, accidentally switching from 2014 to the 2024 sheet overwrites all my 2014 sheets with empty 2024 sheets, and I can no longer switch those sheets back to 2014 sheets. I have to roll back the game. Attacks should have access to the Existing Resource modifier so that someone can reduce the number of uses of a special attack. Barbarian primal rage is not correctly implemented from several angles. First, the change to using Strength as the ability for Acrobatics, Intimidation, Perception, Stealth, and Survival should only happen while rage is applied instead of from within the Primal Rage feature, where it is always applied. Second, the rage effect should be giving advantage to those skills as they are now (for most barbarians) Strength ability checks. To properly fix this, we need a Skill Ability override modifier added to the rage effect which switches these skills to use Strength while Rage is active. For the few barbarians who have Strength lower than Dexterity or Wisdom, they could delete unnecessary modifiers from the Rage effect as necessary. I have a piecemeal solution in the Rage effect, but it requires me to modify it whenever a relevant Ability score changes.
How do we give an extra attack to the class
Hi, On the 2014 sheet I used to add "vs AC @{target|AC}" (without the speech marks) to a monster attack so it I would target the character the monster is attacking and it would tell you the AC in the attack description so you could easily see if the attack hit or not. This works fine when targeting a character token attached to the 2014 sheet When targeting a character token attached to the 2024 sheet I get a message in chat that says No attribute was found for @(Target:target|AC). Changed it to  "vs AC @{target|ac}" but still doesn't work.  Anyone have any ideas on what I need t change to make this work ?
FFR said: Hi, On the 2014 sheet I used to add "vs AC @{target|AC}" (without the speech marks) to a monster attack so it I would target the character the monster is attacking and it would tell you the AC in the attack description so you could easily see if the attack hit or not. This works fine when targeting a character token attached to the 2014 sheet When targeting a character token attached to the 2024 sheet I get a message in chat that says No attribute was found for @(Target:target|AC). Changed it to  "vs AC @{target|ac}" but still doesn't work.  Anyone have any ideas on what I need t change to make this work ? I just tried " @{target|ac}" and it returns the correct value. So, I'm guessing there's something else wrong. You might want to post a pic of what you changed. 
I have been playing around with the shop builder in the 2024 character sheet and I have some feedback. I hope this helps because I have found the Shops feature so handy. I usually make general gear shops for the purposes of player shopping trips. Armorer, Weaponsmith, Alchemist/Herbalist, and a General Store for adventuring gear. Lately I have been trying out creating taverns, inns, stables, and other "services" type establishments. One thing I have encountered across the board is a desire for delineate groupings within a shop. For example, a blacksmith that sells tools, weapons and armor would need separate sections for each group and possibly sub categories like simple and martial weapons, light, medium, and heavy armor, and shields. Another would be for a Woodworker/Carpenter to have sections for weapons (quarterstaffs, bows, clubs) and gear (like chests, barrels, and wands). This is especially important with the other types of shops I've been working on that essentially have menus. I could just copy and paste the information for services out of the players handbook (ale 4cp, bread 2cp, modest meal 1sp, wealthy meal 3sp etc) but that kinda takes the life out of what make the shop feature so great. I want to include a selection of drinks and food for the players to choose from. It's easy enough to do, but it looks messy and disorganized. Picture of some shops for examples.
Michael P. said: I have been playing around with the shop builder in the 2024 character sheet and I have some feedback. I hope this helps because I have found the Shops feature so handy. I usually make general gear shops for the purposes of player shopping trips. Armorer, Weaponsmith, Alchemist/Herbalist, and a General Store for adventuring gear. Lately I have been trying out creating taverns, inns, stables, and other "services" type establishments. One thing I have encountered across the board is a desire for delineate groupings within a shop. For example, a blacksmith that sells tools, weapons and armor would need separate sections for each group and possibly sub categories like simple and martial weapons, light, medium, and heavy armor, and shields. Another would be for a Woodworker/Carpenter to have sections for weapons (quarterstaffs, bows, clubs) and gear (like chests, barrels, and wands). This is especially important with the other types of shops I've been working on that essentially have menus. I could just copy and paste the information for services out of the players handbook (ale 4cp, bread 2cp, modest meal 1sp, wealthy meal 3sp etc) but that kinda takes the life out of what make the shop feature so great. I want to include a selection of drinks and food for the players to choose from. It's easy enough to do, but it looks messy and disorganized. Hi Michael P!! I'm David, the dev responsible for Loot Manager (Shops & Treasure)! While I haven't had the bandwidth lately to be able to make any new changes to these sheet types, I am eager to get back to them and implement some of the awesome feedback we've gotten. I love this idea and am definitely adding it to my to-do list. I also use Shops to offer services, and having those delineated would be excellent!
I am really looking forward to these kinds of improvements. My Foundry friends keeping making fun of me. 
I'm using the built-in 'Add Action to Token Bar' for a cantrip (Sacred Flame). It activates the cantrip but the DC is wrong. It seems to be missing the ability bonus. If activating from the Combat or Spell in the sheet itself, the DC is correct. This is for a single-classed Cleric, although note that the character was created way back when the 2024 sheet was a few months old.  I have another character - Wizard - which is working fine. Has anyone else ran across this issue?
I tried experimenting with shop too and maybe I'm missing pieces. I'd like to create a weapon shop of a lot of very mundane items Drag and drop work puts 1 in and then you can change the number but how do you delete it if it is wrong? If I use instead the builder I cannot select more than 10 items and after they are generated I cannot remove some (no musket in my world...) am I missing something? Andrea
Certain spells like Searing Smite will output only the damage box when clicked. If I wanted to show the spell details (for others to review), I need to separately use the speech balloon icon. Similar spells like Staggering Smite don't have this problem, where it will output both the spell detail box and the spell damage box. I would like a way to change Searing Smite to be more like Staggering Smite. I figured out that this is something to do with the 'Damage Only' checkbox, which unfortunately I can't untick because doing so breaks the default damage formula in Searing Smite, and I can't recreate it because the upcast formula is not exposed and is not editable. Does anyone have a workaround? In summary, I'd like to be able to 'force' spells like Searing Smite to be able to output both the spell details and the spell damage boxes.
I was playing around with some multiclass combos, and trying out a Barbarian/Rogue using Strength for attacks. I was looking at the skills, and seeing something peculiar: for each skill, there was an entry in the details that said "<skill> less <attribute>". So, for example, Stealth was "Stealth less Dexterity". What is this? Why is this? Anyone know what's going on? This appears to exist only on newer 2024 sheets - old 2024 sheets don't have this.
Shane said: Apologies if this has been covered before, but I am finally coming around to the official 2024 sheet as I believe it has come a long way, with one caveat. There doesn't appear to be a way to change the order of actions as there was in the old 5E sheet. For instance, monsters with multiattack - multiattack appears at the bottom of possible actions. I want this to appear at the top as it did with the old sheet. One could drag and rearrange the possible actions on the old sheet. is this not possible with the new sheet at the moment? If not, is it a known request or issue? Small issue... Custom ordering only exists on the PC side right now, but NPCs are sorted alphabetically so you can work around it by renaming them to sort where you need them to be until it exists on both sides. We're working towards having it for NPCs, but there are a few upgrades we want to do behind-the-scenes before going through UI changes on those rows. Thought  said: -Sharpshooter snip- Got it, I'll make a ticket for this. It looks like a poor interaction between us trying to show you what your damage roll will be, and then adding roll bonuses - the first row should be 1d12+5, not +15, but it's using the same display we use to show you the total instead. Master Azroth said: Big overlook on the Custom Class section of the Builder. 1: There is no "Existing Resource" Modifier, there needs to be one so different abilities can link back to the same resource. 2: There is no way to have resources increase at higher levels, again I think having an  "Existing Resource" Modifier and bumping up the max would most likely fix this as long as different max overrides the lower level on and does not break the resource. 3: There is no way to link a resource max link to your proficiency bonus. These would allow the custom class to function sheet-wise the way the other classes do. Still a Custom problem but not necessarily a builder problem is the ability to build sub-abilities into a toggle. For example Monk when made in the Builder has an "Effect" toggle that when toggled adds a new attack, a new toggle and new " action economy" Right now we can't do this manually but it would be so very helpful if we could, and again  allow the custom class to function  sheet-wise the way the other classes do. *Edit: Forgot to add that this also needs to work for custom subclasses as well. Thanks for the feedback! This is how it is right now because of the specific ways builder and sheet interact so it's going to be a tougher lift than it looks. You can add those existing resource on the sheet once it's built, though. Der Arkanier said: Hi all, We just tested the Expansion Eberon 2024 and found a bug in the builder. I created an artificer and the builder does not work as intended. On LV 1 I can select 2 LV 1 spells as intended. On LV3 the artficier is supposed to get another LV1 spell but the builder does not show any options, nor does it on LV5. On LV5 can select only 2 LV2 Spells . But going up till LV7 I cannot select another LV2 Spell. So, by LV 7 I am supposed to have 4 LV1 spells and 3 LV2 spells prepared but according the builder I have only 2 LV1 spells and 2 LV2 spells. Could you pass that on to the right team to get that fixed? And some more detail on an already reported bug. Or actually another bug but they might be in correlation: I already mentioned that query mode for Ability Checks and saving throws just do not work. the query windows does not open and I just get a straight roll although I have situational advantage on wisdom saves. So far so bad. Now here is another bug: If I set up an effect on the sheet that grants advantage on intimidation but disadvantage on all other charisma checks, that effect works correctly for all skill checks; The query windows opens up and I there can change or confirm the advantage setting for that specific role. If I pick advantage or disadvantage for only that roll, the setting sticks. So, If I afterwards do an ability check or saving throw, the roll is made with either advantage or disadvantage - depending on what was chosen for the previous skill check. Without opening the query window first, so that I could not adjust any settings. In my example this goes not only for Charisma checks or Saves but for all other saves, too. So, I actually should have disadvantage on charisma checks according to the modifier. But since I made an intimidation roll with advantage,  now all subsequent ability saves are made with advantage. This behaviour does not change, as well, when deactivating the effect toggle. The only way to get back to straight rolls is switching to automatic mode. I hope you are finding a fix for that odd behaviour. Thanks! Addressing the query window bug first - this response is delayed but that should have been resolved before the holidays. I remember talking about the weirdness between different versions of Artificer and their spell selection before the holidays but not the outcome. I'll follow up tomorrow. Noodle said: Issues that came up during yesterday's session: - With the sheet update, the Cleric feature Warding Flare no longer shows check boxes on either Combat or Features tabs, and nothing done to the feature changes that. I see this has been discussed already and we've already come up with alternatives on our end but thought I'd show that it's happening here too. - Query mode does not work for ability rolls or saves anymore, but does still work for weapon attacks and skill chekcs etc.i.e the modal never opens, and assumes that all queryable toggles are turned on.  - 4 digit numbers in the currency boxes (gold etc.) can't be read as the 4th number is behind the UI - Clicking damage from the Spells tab doesn't add any Effects that affect damage. Otherwise absolutely loving the new sheet editing capabilities - especially the way that Conditions work. Being able to simply type the name of a druid beast form instead of opening up a huge modal which needs lots of scrolling is a massive QOL change for my druid player (the beast forms are custom).  We're working on the resource thing, promise! Query mode is fixed 4 digit feedback is noted, thank you! We wanted to make these always editable but we only have so much space. We may have to rethink a bit how to make that work. There's definitely something weird going on here. I'll dig into it more tomorrow. Glad you like inline editing though!! --- I'll come back to the rest of these, but it's a start on catching up now that everyone is back :)
Tara said: Feature Request: Allow spells like Hellish Rebuke and Silvery Barbs to appear in the "Reactions" section of the Combat tab Thanks for the feedback! On the whole, the organization of the Combat tab could use a once-over to ensure it makes the most sense. Brian C. said: A few things that are causing me issues: In a game with 2014 NPC sheets and 2024 PC sheets, accidentally switching from 2014 to the 2024 sheet overwrites all my 2014 sheets with empty 2024 sheets, and I can no longer switch those sheets back to 2014 sheets. I have to roll back the game. Attacks should have access to the Existing Resource modifier so that someone can reduce the number of uses of a special attack. Barbarian primal rage is not correctly implemented from several angles. First, the change to using Strength as the ability for Acrobatics, Intimidation, Perception, Stealth, and Survival should only happen while rage is applied instead of from within the Primal Rage feature, where it is always applied. Second, the rage effect should be giving advantage to those skills as they are now (for most barbarians) Strength ability checks. To properly fix this, we need a Skill Ability override modifier added to the rage effect which switches these skills to use Strength while Rage is active. For the few barbarians who have Strength lower than Dexterity or Wisdom, they could delete unnecessary modifiers from the Rage effect as necessary. I have a piecemeal solution in the Rage effect, but it requires me to modify it whenever a relevant Ability score changes. 1. We are looking at ways to prevent the data from wiping if you open a 2014 character in a 2024 sheet, but it requires a lot of background work to get there. 2. Thanks for the feedback! We're working on bringing custom resource management to actions first. 3. I assume you mean Primal Knowledge based on the rest of this question? While it may look like from the modifier builder that the skills are always being modified, that's not really how it works - you can test it and see that when you turn rage on, the totals for those skills change. This is part of the data that's a little behind-the-scenes, because it's written in a way where it can live underneath the feature, but be added to the Rage effect. The advantage part isn't handled though, you're right. Feedback noted.  Sage said: How do we give an extra attack to the class You can just add it as a feature. There is no automation for "extra attack per turn" on the sheet, it's just text you enter as a feature so you know during combat. Erudo  said: I'm using the built-in 'Add Action to Token Bar' for a cantrip (Sacred Flame). It activates the cantrip but the DC is wrong. It seems to be missing the ability bonus. If activating from the Combat or Spell in the sheet itself, the DC is correct. This is for a single-classed Cleric, although note that the character was created way back when the 2024 sheet was a few months old.  I have another character - Wizard - which is working fine. Has anyone else ran across this issue? We're working on this! Andrea L. said: I tried experimenting with shop too and maybe I'm missing pieces. I'd like to create a weapon shop of a lot of very mundane items Drag and drop work puts 1 in and then you can change the number but how do you delete it if it is wrong? If I use instead the builder I cannot select more than 10 items and after they are generated I cannot remove some (no musket in my world...) am I missing something? Andrea Just to the left of the quantity input there is a remove button, it looks like a red circle with a minus in it. When you click it, it will ask you to confirm that you want to remove that item, and then remove it from the sheet. This is also possible when generating items, you can just remove the ones you don't like before clicking "Add to Inventory". Erudo said: Certain spells like Searing Smite will output only the damage box when clicked. If I wanted to show the spell details (for others to review), I need to separately use the speech balloon icon. Similar spells like Staggering Smite don't have this problem, where it will output both the spell detail box and the spell damage box. I would like a way to change Searing Smite to be more like Staggering Smite. I figured out that this is something to do with the 'Damage Only' checkbox, which unfortunately I can't untick because doing so breaks the default damage formula in Searing Smite, and I can't recreate it because the upcast formula is not exposed and is not editable. Does anyone have a workaround? In summary, I'd like to be able to 'force' spells like Searing Smite to be able to output both the spell details and the spell damage boxes. There is a hacky way to do this. Searing Smite is considered what we consider an "automatically hitting" attack. First, in the combat tab, you need to go into the advanced editing and remove that. Then, exit the advanced editing and change the type of the attack from Spell Attack to Spell Save. That will give you the spell save output that Staggering Smite has, but maintain the data, damage, and upcasting of Searing Smite.
Nicole B. said: ... Andrea L. said: I tried experimenting with shop too and maybe I'm missing pieces. I'd like to create a weapon shop of a lot of very mundane items Drag and drop work puts 1 in and then you can change the number but how do you delete it if it is wrong? If I use instead the builder I cannot select more than 10 items and after they are generated I cannot remove some (no musket in my world...) am I missing something? Andrea Just to the left of the quantity input there is a remove button, it looks like a red circle with a minus in it. When you click it, it will ask you to confirm that you want to remove that item, and then remove it from the sheet. This is also possible when generating items, you can just remove the ones you don't like before clicking "Add to Inventory". Wow! did not see it at all, thanks works fine but does not ask for confirmation before clicking "add to inventory" (which is fine by me) still, generating from compendium is limited to 10 and after generation putting a big number in one item before adding to inventory does nothing ....reverts to 1 (after generation instead it remains)
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It's recalculating the bonus for Primal Knowledge. They did not build the ability to swap in an Ability override modifier for skills (e.g. temporarily make Stealth a Strength skill while rage is on). So they are subtracting the normal Ability Score modifier before adding the greater of the normal Ability Score modifier and the Strength modifier. The thing is, in almost all cases, a barbarian would want to swap in Strength even if it is a lower score because the barbarian then has advantage on the Strength-based check. You can see the calculations in the Primal Rage Feature on the Features tab. Saul J. said: I was playing around with some multiclass combos, and trying out a Barbarian/Rogue using Strength for attacks. I was looking at the skills, and seeing something peculiar: for each skill, there was an entry in the details that said "<skill> less <attribute>". So, for example, Stealth was "Stealth less Dexterity". What is this? Why is this? Anyone know what's going on? This appears to exist only on newer 2024 sheets - old 2024 sheets don't have this.
Any chance we could get the "Always roll Advantage/Disadvantage" roll mode of the old sheet back? My players are tired of having to manually switch between Advantage/Disadvantage/Automatic, and Query mode is always extra steps. We thought of leaving it as Advantage but then the color coding in the chat message doesn't show if a player rolls a natural 1 since it greys out the lower result. That's still probably the best workaround in the meantime.