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

Report from yesterday session: 1) performance: responsiveness of the sheet was overall very low and going worse with time on all of us it seems that refreshing the page made everything a little better for some time and then went worse again. on the bad moment, 2 players having trying to open the same sheet would lock everything and force both to refresh except at the beginning of the session (post refresh), the +/- by a resource would not work (typing the new resource number would). Note that sheet opening becomes worse even having the map open without any sheet so maybe it is some memory fight between the sheet and the jump gate engine?? 2) it seems some character features are not in the sheet.... for example fighter does not have the extra attack feature. probably this is due to the character being an oldish creation as the paladine that has been created more recently has the feature. I did not have time to test it yet so this is here not immediately for the developers tho check as it could be an already solved thing. 3) Bardic inspiration: how it is supposed to be recorded? as an effect? but the bardic inspiration could be used after a roll while effects seem supposed to be activated before the roll..... 4) feature request: this was asked some times ago and liked but Nicole said it would be cool but very far in the making so not putting a lot of hope on it.... copy or move objects or features effect from one sheet to another would be so cool and time saving. useful for the aforementioned bardic inspiration or for item exchange between characters (very important for custom objects!!!) many thanks Andrea
Aleksi  said: 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. It sounds like you found the "always roll advantage" button, it's just not displaying the crits/nat 1s as you would like, right? Would displaying those in the box of the one that's dropped serve your purposes as well? We may add something in the future that's a "roll two dice but don't roll them as advantage/disadvantage", but there aren't any immediate plans for that and I'm about to work on roll templates so if that would serve your needs I can roll that in as well with the other changes. Probably. Andrea L. said: Report from yesterday session: 1) performance: responsiveness of the sheet was overall very low and going worse with time on all of us it seems that refreshing the page made everything a little better for some time and then went worse again. on the bad moment, 2 players having trying to open the same sheet would lock everything and force both to refresh except at the beginning of the session (post refresh), the +/- by a resource would not work (typing the new resource number would). Note that sheet opening becomes worse even having the map open without any sheet so maybe it is some memory fight between the sheet and the jump gate engine?? We're working on performance right now, so I hope to see an update on that soon. Especially when it comes to two people with the same sheet open. 2) it seems some character features are not in the sheet.... for example fighter does not have the extra attack feature. probably this is due to the character being an oldish creation as the paladine that has been created more recently has the feature. I did not have time to test it yet so this is here not immediately for the developers tho check as it could be an already solved thing. I don't think we've made any major changes to the data or how the features are added, but I'll be sure to keep an eye out for this. 3) Bardic inspiration: how it is supposed to be recorded? as an effect? but the bardic inspiration could be used after a roll while effects seem supposed to be activated before the roll..... We have a ticket on the board to allow you to roll effects as their own thing after a roll. But what I would recommend, since you have to add it manually anyway, is to add it as a roll to your actions. Those can be clicked and rolled at any time and don't depend on the rest of the sheet in any way. 4) feature request: this was asked some times ago and liked but Nicole said it would be cool but very far in the making so not putting a lot of hope on it.... copy or move objects or features effect from one sheet to another would be so cool and time saving. useful for the aforementioned bardic inspiration or for item exchange between characters (very important for custom objects!!!) many thanks Andrea Sheet-to-sheet communication is a big topic that we've had a lot of discussions about, but it keeps shifting backwards based on other priorities like mobile support, printability, advanced dice syntax support, etc. It's definitely not lost though, it's in every conversation on what to pick up next!
thanks Nicole
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Nicole B. said: It sounds like you found the "always roll advantage" button, it's just not displaying the crits/nat 1s as you would like, right? Would displaying those in the box of the one that's dropped serve your purposes as well? We may add something in the future that's a "roll two dice but don't roll them as advantage/disadvantage", but there aren't any immediate plans for that and I'm about to work on roll templates so if that would serve your needs I can roll that in as well with the other changes. Probably. As long as it rolls two dice at once and you can clearly see nat 20s and 1s for both dice, it would be fine even as part of the Advantage/Disadvantage templates. Currently it greys out the dropped die instead of showing red/green. (Maybe a faded out red/green would work, or showing an additional "critical" text in red/green or something like that.) On that note, it would also be nice to see nat 20s and 1s on all rolls, even Ability Checks and Saving Throws, even though those aren't able to crit like Attack Rolls, without having to click on the "details" arrow, or even better, show the result of the die that was rolled + bonus that was applied in addition to the total. Something like this would be ideal:
Aleksi said: Nicole B. said: It sounds like you found the "always roll advantage" button, it's just not displaying the crits/nat 1s as you would like, right? Would displaying those in the box of the one that's dropped serve your purposes as well? We may add something in the future that's a "roll two dice but don't roll them as advantage/disadvantage", but there aren't any immediate plans for that and I'm about to work on roll templates so if that would serve your needs I can roll that in as well with the other changes. Probably. As long as it rolls two dice at once and you can clearly see nat 20s and 1s for both dice, it would be fine even as part of the Advantage/Disadvantage templates. Currently it greys out the dropped die instead of showing red/green. (Maybe a faded out red/green would work, or showing an additional "critical" text in red/green or something like that.) On that note, it would also be nice to see nat 20s and 1s on all rolls, even Ability Checks and Saving Throws, even though those aren't able to crit like Attack Rolls, without having to click on the "details" arrow, or even better, show the result of the die that was rolled + bonus that was applied in addition to the total. Something like this would be ideal: While we're at it, I'd like to see the return of roll formulas. For example, my Monk character has Tavern Brawler which allows me to reroll if I roll a 1 on the damage die. Right now, it's not easy to see the actual numbers rolled and slows the game down when for each of my 5 attacks, I have to expand the details and look at the die rolls when it would be so much simpler to change the roll to something like "1d8ro<1" like I used to be able to do on the 2014 sheet.  It needn't be roll formulas like before - it could be something different like adding a reroll option added to the template (if it's there I haven't seen it). But, there are a lot of mechanics in the game that allow for re-rolls for one reason or another and it seems (to me) to be something that could be, and should be, automated.
Feedback from yesterday session Hello, Performance: even worse than usual (we were playing at the same time a message on issue on image loading was present so maybe its connected): 2-3 minutes to open the sheet. after pressing the attack, the damage button in the chat did not trigger. Monk unarmed attach shows as d10 but rolls d6 Cleric, feature request the cleric has potent spell casting so is an active effect BUT it works only for cantrips.... would it be possible to add the conditional? otherwise gets forgotten more often than not then we need to look in the detail and count how much is less (and referring to Saul and aleksi discussion I support showing the detail alla the time in the output) nothing more but session was cut short because of performance thanks Andrea
I noticed on an individual sheet you can turn off 2024 rules, but is there a universal setting for that in a game?…
Also the Weapon Mastery section is showing up on the Combat tab even with 2024 rules turned off. Any way to get rid of that?…
We have the ability to add a bunch of things as token actions, can we get that for initiative rolls also
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Nicole B. said: 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. Thanks for the Response! Yes the query windows bug is fixed - thank you! Artificer still cannot select the right amount of spells in the builder. Any news on that one? And some new bugs: - Some of my spells on the combat tab open the window asking if a spell slot (pact slot in my case) should be consumed, some don't. I cannot see a pattern. E.g. "Fireball" (a from my sub class spell list) asks if a spell slot should be used but "Command" which is also on my subclass list is firing off without asking whether a spell slot should be used. - The chat bubbles for all "Effects" on the combat tab don't post anything to chat anymore.  - If I create a free action on the combat tab (or any kind of action for that matter) and add a dice value (e.g. d10) to the field "roll" I can see the goldish colored d10 next to the name of the feature. If I press it, the dice rolls in normal mode but not in query mode. In query more the query window opens correctly but when clicking the roll button in the window, nothing happens.  Thanks for looking into this!
Sorry for the weird formatting and/or short answers.  I clicked a permalink instead of a quote and lost my whole message and now I'm gonna cry. @Andrea: The potent spellcasting is definitely something we would do if I can get conditional bonuses like that onto the roadmap. I can replicate that Monk issue when clicking Damage in chat and will make a ticket for it today. @RPGeezer: It's a sheet-specific setting right now. We would need to probably build something more powerful as a campaign setting, because that doesn't actually change anything in the builder, just things like hit dice recovery. @Master Azroth: I'll bring this back to the team! In the meantime, the action does exist, it's just not a button: %{Character Name or ID|initiative} @Der Arkanier: I'll check into the builder bug and see if it's resolved. If it is, though, it won't show up on an existing artificer, you'd need to remove and re-add the class to see it. I do want to note that the builder doesn't stop you from going over the amount it tells you, so nothing can STOP you from selecting more if it's incorrect. As far as the spells, I'll see if I can find anything to replicate it - maybe because it's from a source that isn't a class? Effects is ticketed already, thanks for the report! I thiiiink the query for generic rolls might be ticketed as well but I'll double check and make sure it is if not.
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Nicole B. said: Sorry for the weird formatting and/or short answers.  I clicked a permalink instead of a quote and lost my whole message and now I'm gonna cry. @Der Arkanier: I'll check into the builder bug and see if it's resolved. If it is, though, it won't show up on an existing artificer, you'd need to remove and re-add the class to see it. I do want to note that the builder doesn't stop you from going over the amount it tells you, so nothing can STOP you from selecting more if it's incorrect. As far as the spells, I'll see if I can find anything to replicate it - maybe because it's from a source that isn't a class? Effects is ticketed already, thanks for the report! I thiiiink the query for generic rolls might be ticketed as well but I'll double check and make sure it is if not. Hi Nicole, thanks so much for the fast reply - especially since the formatting in this forum can be challenging. On the Artificer I still have to check. TBH, I did not try to create a new one but will do soon and see if it works then. Thanks for pointing out to select more spells than "allowed". To give more detail on the spells. All of the spells were added in the builder or are on the subclass list. On the spell tab they all work the same and by clicking them I am asked whether to use a pact slot. The inconsistency occurs only on the combat tab. I might have confused the character sheet by initially having deleted some of the the respective actions from the combat tab because too many. Then I tried to bring them back when I needed them. If that's the problem, is there any way to "connect" spells from the spells section with the combat tab? EDIT: I tried adding new spells in the builder that I never selected before and I even leveled up to make sure that I selected a new spell. The only pattern, I see is that some spell's automatically generated actions do ask for a spell slot (e.g. fireball, wall of fire) and some don't (e.g. suggestion, burning hands). In the process of levelling up and down I found another bug, though. On Warlock LV 7 the character sheet (not the builder) gives me 2 more pact slots on the right level, although I can keep the pact slots from the previous level.  Correct behaviour would be only 2 slots in total on the hightest level:
Not sure if I'm posting in the correct spot, but anyone else notice issues with the clickable buttons that appear underneath an attack roll? They used to be stacked vertically, in a single line of text, allowing for the selection of potential on-hit effects that a player could apply.  For example, my attacks had the damage button, then a weapon mastery button (and I added some homebrew 'weapon masteries' as a way to properly apply other effects that weren't showing up when I'd make an attack). So instead of this (I don't know why it posted this image twice, and its not letting me delete one.....sorry): Now I have this: Any ideas?
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Hi Jason There was an update of the chat output that happened in the last week . Seems the objective is to make it more compact and in general I do like it more but it seems in your case it breaks as it does not consider the possibility of so many buttons.... so maybe some tweaking could be done from the POWERS at ROLL 20 to manage multiple clickable buttons. Also, it is not for the roll20 team but here someone maybe can help.... the stylus light sheet color management has an issue with this new layout on the damage button.. Jason K. said: Not sure if I'm posting in the correct spot, but anyone else notice issues with the clickable buttons that appear underneath an attack roll? They used to be stacked vertically, in a single line of text, allowing for the selection of potential on-hit effects that a player could apply.  For example, my attacks had the damage button, then a weapon mastery button (and I added some homebrew 'weapon masteries' as a way to properly apply other effects that weren't showing up when I'd make an attack). So instead of this (I don't know why it posted this image twice, and its not letting me delete one.....sorry): Now I have this: Any ideas?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I know the Stylus issues have been reported (I long for the day when the option is made resident). As for the buttons, yeah that does seem like an oversight. Reporting here is probably enough, but filing a  Help Center Request  will actually make a ticket that will have to be dealt with at some point.
Is the Rogue's Reliable Talent ever going to be supported properly? The last time this was raised (about 8 months ago), the response from Roll20 was: For rolls that have a situation on them, you will have to use query mode to activate that functionality that it would typically apply since there is no clear way for the sheet to interpret and verify what the situation is. When you roll and have the toggle on in the query modal, you should see in the bonus breakdown if the roll was adjusted if the roll was below 10. This doesn't make a lot of sense. There is nothing situational about it. You already know whether or not the character has proficiency in the skill, and add the proficiency bonus properly. All that needs to be done is, when making the roll, is to take the greater of the result of the d20 or 10 and then add the proficiency bonus, ability modifier, and anything else that's appropriate. It seems rather simple to me, and not situational in the least. Using the Query Mode is problematic - it's difficult to use, slows the game down, and breaks in several situations. It'd be so easy to implement this and I don't understand why it hasn't been in the last 8 months.
Neither Minimum nor Maximum appear to work correctly when applied to Skill Modifiers. The Rogue's Reliable Talent makes any roll under 10 become a 10. As of today, setting a Minimum of Maximum just adds whatever value you put to the total. If I put in the minimum as 10, instead of returning my roll of 5 (+7) as 17 (replacing the 5 with a 10) or 10 (replacing the entire roll with a 10), it returns 22 (adding the 10 to the total as a flat bonus). Same thing happens when a Maximum is set, the amount is treated as a flat bonus. The modifier is listed as "Add:" so my hunch is that is has been hard-coded to look for a bonus, not a die roll override (which I realize is different from how the existing Override changes the final outcome.). Sheet functionality is coming along and I thoroughly enjoy how much can already be set up. I hope edge cases like the one above get sorted out soon.
keithcurtis said: I know the Stylus issues have been reported (I long for the day when the option is made resident). As for the buttons, yeah that does seem like an oversight. Reporting here is probably enough, but filing a  Help Center Request  will actually make a ticket that will have to be dealt with at some point. I submitted a request.  Thanks for the tip!
Andrea,  Thanks for the response.  I admit that I think I enjoy the compact button approach better (and I can and will shorten the names to the abilities to conserve real estate), but until they modify it so that I can get at least a second row of buttons, I'm a tad SOL. Alternately, does anyone else have a good way to build optional on-hit effects in a way that can be easily manipulated and activated during gameplay?  Andrea L. said: Hi Jason There was an update of the chat output that happened in the last week . Seems the objective is to make it more compact and in general I do like it more but it seems in your case it breaks as it does not consider the possibility of so many buttons.... so maybe some tweaking could be done from the POWERS at ROLL 20 to manage multiple clickable buttons. Also, it is not for the roll20 team but here someone maybe can help.... the stylus light sheet color management has an issue with this new layout on the damage button.. Jason K. said: Not sure if I'm posting in the correct spot, but anyone else notice issues with the clickable buttons that appear underneath an attack roll? They used to be stacked vertically, in a single line of text, allowing for the selection of potential on-hit effects that a player could apply.  For example, my attacks had the damage button, then a weapon mastery button (and I added some homebrew 'weapon masteries' as a way to properly apply other effects that weren't showing up when I'd make an attack). So instead of this (I don't know why it posted this image twice, and its not letting me delete one.....sorry): Now I have this: Any ideas?
Andrea,  Thanks for the response.  I admit that I think I enjoy the compact button approach better (and I can and will shorten the names to the abilities to conserve real estate), but until they modify it so that I can get at least a second row of buttons, I'm a tad SOL. Alternately, does anyone else have a good way to build optional on-hit effects in a way that can be easily manipulated and activated during gameplay?  Andrea L. said: Hi Jason There was an update of the chat output that happened in the last week . Seems the objective is to make it more compact and in general I do like it more but it seems in your case it breaks as it does not consider the possibility of so many buttons.... so maybe some tweaking could be done from the POWERS at ROLL 20 to manage multiple clickable buttons. Also, it is not for the roll20 team but here someone maybe can help.... the stylus light sheet color management has an issue with this new layout on the damage button.. Jason K. said: Not sure if I'm posting in the correct spot, but anyone else notice issues with the clickable buttons that appear underneath an attack roll? They used to be stacked vertically, in a single line of text, allowing for the selection of potential on-hit effects that a player could apply.  For example, my attacks had the damage button, then a weapon mastery button (and I added some homebrew 'weapon masteries' as a way to properly apply other effects that weren't showing up when I'd make an attack). So instead of this (I don't know why it posted this image twice, and its not letting me delete one.....sorry): Now I have this: Any ideas?
Der Arkanier said: Hi Nicole, thanks so much for the fast reply - especially since the formatting in this forum can be challenging. On the Artificer I still have to check. TBH, I did not try to create a new one but will do soon and see if it works then. Thanks for pointing out to select more spells than "allowed". To give more detail on the spells. All of the spells were added in the builder or are on the subclass list. On the spell tab they all work the same and by clicking them I am asked whether to use a pact slot. The inconsistency occurs only on the combat tab. I might have confused the character sheet by initially having deleted some of the the respective actions from the combat tab because too many. Then I tried to bring them back when I needed them. If that's the problem, is there any way to "connect" spells from the spells section with the combat tab? EDIT: I tried adding new spells in the builder that I never selected before and I even leveled up to make sure that I selected a new spell. The only pattern, I see is that some spell's automatically generated actions do ask for a spell slot (e.g. fireball, wall of fire) and some don't (e.g. suggestion, burning hands). In the process of levelling up and down I found another bug, though. On Warlock LV 7 the character sheet (not the builder) gives me 2 more pact slots on the right level, although I can keep the pact slots from the previous level.  Correct behaviour would be only 2 slots in total on the hightest level: I've for sure seen that pact bug before and was able to reproduce it, I'll follow up with that ticket on Monday. We did recently fix a bug on the sheet side that now makes it possible to work around this by setting those spell slots to -X on the spells modal, X being the number you have or more. So if you have 2 slots at level 2 and 3 but should only have the level 3 ones, you can add a custom spell slot modifier to warlocks that say you have -2 level 2 spell slots and it'll even itself out. I know that's not a long-term solution for the bug, but at least a workaround to make it less painful. Okay, so I can't figure out what's going on with Burning Hands (it is working for me), but Suggestion is definitely an oversight. We set up the "cast at what level" modal a bit incorrectly on the attack side to only show up if upcasting would do anything, and Suggestion doesn't do anything on upcast. But that locks you out of using the spell slot. I'll make a ticket for that on Monday. Maybe because you tried to recreate Burning Hands as a custom value, there's also no upcasting attached to it and is causing the same problem? Jason K. said: Not sure if I'm posting in the correct spot, but anyone else notice issues with the clickable buttons that appear underneath an attack roll? They used to be stacked vertically, in a single line of text, allowing for the selection of potential on-hit effects that a player could apply.  For example, my attacks had the damage button, then a weapon mastery button (and I added some homebrew 'weapon masteries' as a way to properly apply other effects that weren't showing up when I'd make an attack). So instead of this (I don't know why it posted this image twice, and its not letting me delete one.....sorry): Now I have this: Any ideas? Thanks for the report, I have a ticket ready for Monday that I'm going to get pushed through ASAP because it's a quick fix. I do want to say this is the first time I've seen Weapon Masteries used as a sort of after-effect like this and I think it's really cool. As to your questions about other ways to handle that, I know that we have some macro masters that do just that with macro buttons that may be able to help you out. You can embed them in the "on hit" section of your sheet and have them behave similarly to what you're doing here. Light mode was fixed today. You may need to go into your Stylus and manually update, or wait for it to call back, I think the default is to check every 24 hours for an update. M D. said: Neither Minimum nor Maximum appear to work correctly when applied to Skill Modifiers. The Rogue's Reliable Talent makes any roll under 10 become a 10. As of today, setting a Minimum of Maximum just adds whatever value you put to the total. If I put in the minimum as 10, instead of returning my roll of 5 (+7) as 17 (replacing the 5 with a 10) or 10 (replacing the entire roll with a 10), it returns 22 (adding the 10 to the total as a flat bonus). Same thing happens when a Maximum is set, the amount is treated as a flat bonus. The modifier is listed as "Add:" so my hunch is that is has been hard-coded to look for a bonus, not a die roll override (which I realize is different from how the existing Override changes the final outcome.). Sheet functionality is coming along and I thoroughly enjoy how much can already be set up. I hope edge cases like the one above get sorted out soon. I think this might be a case of bad labeling on our part that's causing confusion. That modifier, the Skill Bonus one, is to set or change your skill bonus. So what you did there wasn't telling the sheet "make my roll at minimum a 10", but "make my skill bonus at minimum a 10". The roll bonus we use for skills isn't yet in the modifier builder, just the ones for attacks and saves. If you drag and drop the Reliable Talent feature from the compendium (or just select it in the builder if you're not going full custom), using query mode will apply this minimum though. I'm always trying to find time to slip in adding new modifiers so I'll be sure to add this to the list as a requested one.
Following up on the above, the roll actions being all squished and not wrapping correctly should be fixed!
Nicole B. said: Following up on the above, the roll actions being all squished and not wrapping correctly should be fixed! Can confirm!!! Thank you so much!
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Nicole B. said: Der Arkanier said: Hi Nicole, thanks so much for the fast reply - especially since the formatting in this forum can be challenging. On the Artificer I still have to check. TBH, I did not try to create a new one but will do soon and see if it works then. Thanks for pointing out to select more spells than "allowed". To give more detail on the spells. All of the spells were added in the builder or are on the subclass list. On the spell tab they all work the same and by clicking them I am asked whether to use a pact slot. The inconsistency occurs only on the combat tab. I might have confused the character sheet by initially having deleted some of the the respective actions from the combat tab because too many. Then I tried to bring them back when I needed them. If that's the problem, is there any way to "connect" spells from the spells section with the combat tab? EDIT: I tried adding new spells in the builder that I never selected before and I even leveled up to make sure that I selected a new spell. The only pattern, I see is that some spell's automatically generated actions do ask for a spell slot (e.g. fireball, wall of fire) and some don't (e.g. suggestion, burning hands). In the process of levelling up and down I found another bug, though. On Warlock LV 7 the character sheet (not the builder) gives me 2 more pact slots on the right level, although I can keep the pact slots from the previous level.  Correct behaviour would be only 2 slots in total on the hightest level: I've for sure seen that pact bug before and was able to reproduce it, I'll follow up with that ticket on Monday. We did recently fix a bug on the sheet side that now makes it possible to work around this by setting those spell slots to -X on the spells modal, X being the number you have or more. So if you have 2 slots at level 2 and 3 but should only have the level 3 ones, you can add a custom spell slot modifier to warlocks that say you have -2 level 2 spell slots and it'll even itself out. I know that's not a long-term solution for the bug, but at least a workaround to make it less painful. Okay, so I can't figure out what's going on with Burning Hands (it is working for me), but Suggestion is definitely an oversight. We set up the "cast at what level" modal a bit incorrectly on the attack side to only show up if upcasting would do anything, and Suggestion doesn't do anything on upcast. But that locks you out of using the spell slot. I'll make a ticket for that on Monday. Maybe because you tried to recreate Burning Hands as a custom value, there's also no upcasting attached to it and is causing the same problem? Thanks for getting back on this. I can report that the Artificer now works in the builder and gets the correct number of spells. Thanks for the quick fix! EDIT: Well, one issue, though. If I use the swap spell menus in the builder, I can only swap LV1 spells against LV1 spells, although I should be able to select spells in any combination. Also I shouold not be able to only swap one spell against another one. I should be able to swap all spells at the same time. On the pact clots: I will use that work around as soon as I'm hitting the right level. Still at LV 6 right now. You might have fixed the bug by before I'm hitting LV7, though. On the spells: - You might very well be right with your ssumprion for burning hands. I could have caused the problem by myself. I just do not know how to fix it. In the spell section it's working fine but I don't know ahow to connect the action to the spell. I also cannot remove it from the builder and add it again, as it's a subclass feature. - Thanks for the explanation about the scaling spells - you are correct. I tested all my spells and all spells that cannot be upcast do not open that window. Just waiting for a fix then. 
Feature Request: A way to set the number of spells that can be prepared (per class) and either display it somewhere on the sheet along with how many are currently prepared (based on class) and/or an option to restrict how many the sheet will let you set based on the number
I found a bug/problem with the latest roll templates: an 11th level monk gets a martial arts die of 1D10 (up from 1D8). This works fine with the roll templates every time I do a martial arts strike, EXCEPT when I get a critical hit. The critical hit rolls 2d8 instead of 2d10. I tried to fix this with an override but I don't know if that worked or not since I didn't get another critical hit all night. Sigh. I could have used some critical hits while punching a demilich  in the face but that's not a problem for Roll20, just for my character. :-) Anyway, the roll template for the critical hits needs to be fixed. (A similar message is being sent to Help Center).
Have you tried setting the Crit threshold from 20 to 2 to test?
Jim W. said: Have you tried setting the Crit threshold from 20 to 2 to test? I haven't no. I don't want to make too many changes before Roll20 people take a look, which is what usually happens when I make a request through the Help Center.
Der Arkanier said: On the pact clots: I will use that work around as soon as I'm hitting the right level. Still at LV 6 right now. You might have fixed the bug by before I'm hitting LV7, though. On the spells: - You might very well be right with your ssumprion for burning hands. I could have caused the problem by myself. I just do not know how to fix it. In the spell section it's working fine but I don't know ahow to connect the action to the spell. I also cannot remove it from the builder and add it again, as it's a subclass feature. - Thanks for the explanation about the scaling spells - you are correct. I tested all my spells and all spells that cannot be upcast do not open that window. Just waiting for a fix then.  We did release a fix for pact slots in warlocks today, so hopefully you never have to use the workaround. We have some small upcasting updates on the horizon right now to hopefully allow for upcasting, but I also added a ticket to at least allow you to cast it at a higher level even if there's nothing you get from it. Tara said: Feature Request: A way to set the number of spells that can be prepared (per class) and either display it somewhere on the sheet along with how many are currently prepared (based on class) and/or an option to restrict how many the sheet will let you set based on the number Thanks for the feedback! This is something the sheet could do much better with making data manually. If you build a class using the builder, that amount shows up on the sheet, but there's no way to update it or set it on the sheet right now. We at least have a few modifiers in the wings to make it easier to see and edit.
I have a third level monk (warrior of elements 2024, guide).   Due to story reasons, the DM gave us all a bonus feat: Aberrant Dragonmark.  I was able to drag & drop the feat into my character sheet.  It shows in the features & traits/feats area.  BUT how do I get to choose the spells that come with the feat? I've tried going into the level up steps, but the A.D. feat doesn't appear there. 
How can I upcast my spells and cantrips? When creating a spell, there are no special fields like in the 2014 sheet. In addition, my spell slots are now only available in the builder, but they are not displayed in the spell list. I have to write them down manually and level them up. It worked last year, but now it doesn't.
I'm migrating a campaing from 5e to dnd 2024 and one part of this process is creating new sheets. My players are having what I feel is a reasonable complain: How come all spells that have any kind of roll are in the Attack part of the Combat sheet with no indications on which spells are Actions, Bonus Action, etc. Is there no way to have those spells classified by their casting speed? Checking every one of them is a hassle.
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Pak
Pro
Using the 2024 character sheet for my level 1 Paladin with 14 CON (+2 modifier).  The HP shows correctly as 12 HP on the character sheet. BUT, when leveling up to 2nd level, the modifier is only showing +1 as the modifier. IS this a sheet flaw?
I would grab full screen shots of the character sheet main page and then file a help center request along with the image below and the full screen shot. Include the game link or character link for a dev to be able to check it out. It looks like it may not be grabbing the correct modifier or there is some other error introduced, but there is no way to do anything with the Beacon sheet except sending in a request to have someone look at it. Pak said: Using the 2024 character sheet for my level 1 Paladin with 14 CON (+2 modifier).  The HP shows correctly as 12 HP on the character sheet. BUT, when leveling up to 2nd level, the modifier is only showing +1 as the modifier. IS this a sheet flaw?
1771358735
Oliver
Roll20 Production Team
Sheet Author
Due to story reasons, the DM gave us all a bonus feat: Aberrant Dragonmark.  I was able to drag & drop the feat into my character sheet.  It shows in the features & traits/feats area.  BUT how do I get to choose the spells that come with the feat? I've tried going into the level up steps, but the A.D. feat doesn't appear there. Hi there! Due to the way the Builder and Sheet work, the Builder only sees data that is added during the Builder, and cannot see anything from drag and drop, to add the Abberant Dragonmark spells to your sheet you should drag and drop the desired spells from the compendium onto your sheet. How can I upcast my spells and cantrips? When creating a spell, there are no special fields like in the 2014 sheet. The upcasting logic on the new sheet is much more complex than the way the previous sheet handled it, and it hasn't been added into the sheet for how it works yet. Our best recommendation for now is to find a spell in the compendium that has a similar upcasting to what you want, and tweak the spell information to be what you want. In addition, my spell slots are now only available in the builder, but they are not displayed in the spell list Could you open a helpdesk ticket and provide a link to your character so that we can take a look at what might be happening for it.
When using the '24 Sheet and my players use either of the rest buttons it broadcasts that to the chat. Is there anyway I can disable that?
Lemmy said: When using the '24 Sheet and my players use either of the rest buttons it broadcasts that to the chat. Is there anyway I can disable that? Not at this time, sorry - although they can whisper it to the GM if they want to hide it from other users using the toggles at the top of the sheet.
Is there a way to improve text wrapping on the bio tab on the 2024 sheets. Trying to work around the fact you changed how images show on the bio on the 2024 sheets vs 2014 but the way text and pasted images works is terrible. Can we get some nicer formatting tools? Would be nice to be able to put an image in on the left and have the text wrap around it nicely so you could lay out a nice profile. 
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Hi team, the new modifier to add an action to an item from the inventory does not allow to connect a resource to that action. Let's say I want my pool of healing potions on the combat tab as a bonus action, it would not show the respective resource on the combat sheet. The item would show up on the combat sheet but any resource connected to that item would not appear there. If I want to show the resources to also show up (e.g. the amount of my healing potions), as a workaround I have to create "resource" for the item, create a "feature" (e.g. "drink healing potion", then connect it to the "resource" of the item and then add an "bonus action" to the "feature". So, in short, the new modifier "action" does not work with the modifier "ressource" for any inventory items.
Der Arkanier said: Hi team, the new modifier to add an action to an item from the inventory does not allow to connect a resource to that action. Let's say I want my pool of healing potions on the combat tab as a bonus action, it would not show the respective resource on the combat sheet. The item would show up on the combat sheet but any resource connected to that item would not appear there. If I want to show the resources to also show up (e.g. the amount of my healing potions), as a workaround I have to create "resource" for the item, create a "feature" (e.g. "drink healing potion", then connect it to the "resource" of the item and then add an "bonus action" to the "feature". So, in short, the new modifier "action" does not work with the modifier "ressource" for any inventory items. On our deck for the next week or so is adding a limited modifier builder to actions that will let you add or link a resource there directly so you shouldn't have to worry about wonky workarounds and putting the resource in the "right" place for it to show up soon. The modifier builder is built to add single children to a parent, which I recently realized has to be rethought a bit for the idea of "that child might have children and they should be added too". That's why the action modifier builder doesn't include rolls, because a roll is a separate piece of data, and keeps us from adding an action and a resource at once as well. I am working on architecting the solution to that problem soon so we can do more complex things like adding resources, or spells (which can sometimes have over half a dozen varying pieces of data associated!).
Nicole B. said: Der Arkanier said: Hi team, the new modifier to add an action to an item from the inventory does not allow to connect a resource to that action. Let's say I want my pool of healing potions on the combat tab as a bonus action, it would not show the respective resource on the combat sheet. The item would show up on the combat sheet but any resource connected to that item would not appear there. If I want to show the resources to also show up (e.g. the amount of my healing potions), as a workaround I have to create "resource" for the item, create a "feature" (e.g. "drink healing potion", then connect it to the "resource" of the item and then add an "bonus action" to the "feature". So, in short, the new modifier "action" does not work with the modifier "ressource" for any inventory items. On our deck for the next week or so is adding a limited modifier builder to actions that will let you add or link a resource there directly so you shouldn't have to worry about wonky workarounds and putting the resource in the "right" place for it to show up soon. The modifier builder is built to add single children to a parent, which I recently realized has to be rethought a bit for the idea of "that child might have children and they should be added too". That's why the action modifier builder doesn't include rolls, because a roll is a separate piece of data, and keeps us from adding an action and a resource at once as well. I am working on architecting the solution to that problem soon so we can do more complex things like adding resources, or spells (which can sometimes have over half a dozen varying pieces of data associated!). Then let me just thank you for your responsiveness in this thread! It is so helpful and you guys do a great job!
Is there a place that shows the monetary value of items in your inventory? If so I can’t find it…
Hey, can anyone suggest a way to adjust/create attributes on the fly with the 2024 character sheet? I have an old campaign (live campaign) I'd like to reproduce on here, but I have been running into issues doing it. In the campaign, they characters start as loosly defined lost souls. They eventually find their way back to life, but in the process they "recall" things about themselves which builds their character through discovery. Anyone have any bright ideas on how to make this happen with this highly restrictive sheet? I've even tried API and learned that chat --> API --> sheet adjustments is a no go. Guess I could just have them all keep their character builder open forever, but I was hoping for a better, more brilliant solution. Anyone? lol
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Michael Patty said: Hey, can anyone suggest a way to adjust/create attributes on the fly with the 2024 character sheet? I have an old campaign (live campaign) I'd like to reproduce on here, but I have been running into issues doing it. In the campaign, they characters start as loosly defined lost souls. They eventually find their way back to life, but in the process they "recall" things about themselves which builds their character through discovery. Anyone have any bright ideas on how to make this happen with this highly restrictive sheet? I've even tried API and learned that chat --> API --> sheet adjustments is a no go. Guess I could just have them all keep their character builder open forever, but I was hoping for a better, more brilliant solution. Anyone? lol I do not know how to create attributes but from what I understand you need an attribute just to do repective "remember" rolls?! How about just creating a simple roll macro, such as d20+'attribute bonus', call it "Remember" and link the macro to the token or to the macro bar? Or if it needs to be mor on the fly, then just type roll d20+'attribute bonus' in the chat window?!  EDIT: I just realized that I misunderstood the question and so my answer probably did not address the problem . Nevermind.
Michael Patty said: Hey, can anyone suggest a way to adjust/create attributes on the fly with the 2024 character sheet? I have an old campaign (live campaign) I'd like to reproduce on here, but I have been running into issues doing it. In the campaign, they characters start as loosly defined lost souls. They eventually find their way back to life, but in the process they "recall" things about themselves which builds their character through discovery. Anyone have any bright ideas on how to make this happen with this highly restrictive sheet? I've even tried API and learned that chat --> API --> sheet adjustments is a no go. Guess I could just have them all keep their character builder open forever, but I was hoping for a better, more brilliant solution. Anyone? lol Hey, I'm interested in helping but I'm not really sure what you're trying to achieve here with the use of attributes. Could you explain a bit further? On the 2014 sheet, what does "recalling" look like, and what does it have to do with creating custom attributes? What kinds of things are they recalling, and how is using custom attributes on the 2014 sheet helping you with that process?
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Gauss
Forum Champion
Nicole B. said: Michael Patty said: Hey, can anyone suggest a way to adjust/create attributes on the fly with the 2024 character sheet? I have an old campaign (live campaign) I'd like to reproduce on here, but I have been running into issues doing it. In the campaign, they characters start as loosly defined lost souls. They eventually find their way back to life, but in the process they "recall" things about themselves which builds their character through discovery. Anyone have any bright ideas on how to make this happen with this highly restrictive sheet? I've even tried API and learned that chat --&gt; API --&gt; sheet adjustments is a no go. Guess I could just have them all keep their character builder open forever, but I was hoping for a better, more brilliant solution. Anyone? lol Hey, I'm interested in helping but I'm not really sure what you're trying to achieve here with the use of attributes. Could you explain a bit further? On the 2014 sheet, what does "recalling" look like, and what does it have to do with creating custom attributes? What kinds of things are they recalling, and how is using custom attributes on the 2014 sheet helping you with that process? Nicole, crosslinking their earlier thread here:&nbsp;<a href="https://app.roll20.net/forum/post/12685248/how-do-you-modify-slash-set-an-attribute-on-a-character-with-api-in-the-d-and-d-2024-character-sheet#post-12685368" rel="nofollow">https://app.roll20.net/forum/post/12685248/how-do-you-modify-slash-set-an-attribute-on-a-character-with-api-in-the-d-and-d-2024-character-sheet#post-12685368</a>
I hope this is the right place to post this. Think I found a bug when using 2014 rules on 2024 sheet. When you create a 2014 Artificer (Tasha's), when selecting spells it shows everyone of them always prepared, not just the ones you get from subclass. 2024 Artificer shows them correctly as need to be prepared. This isn't a rule change as 2014 Artificer says spells must be prepared.
RPGeezer said: Is there a place that shows the monetary value of items in your inventory? If so I can’t find it… If you hit the pencil/pen edit&nbsp; icon and then Advanced. There you will see a Cost box.&nbsp;
I've accidentally wiped out a character sheet by accidentally adding the character builder. I was trying to add spells to the new 2024 sheets. Is it possible to recover what I had? As far as I can see, an automated character builder is already a worthless vanity addition that nobody really wants. Now it's destroying the work I'd already done. I hate it. Is there a the DM can turn it off completely so there's no risk of tripping over it?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Ilmari said: I've accidentally wiped out a character sheet by accidentally adding the character builder. I was trying to add spells to the new 2024 sheets. Is it possible to recover what I had? As far as I can see, an automated character builder is already a worthless vanity addition that nobody really wants. Now it's destroying the work I'd already done. I hate it. Is there a the DM can turn it off completely so there's no risk of tripping over it? Hi Ilmari! You should have been able to exit without saving. I assume it's too late for that? You can ask your GM for a Rollback, but they might be unwilling to do so if it means they would lose other changes they've made. You could also file a&nbsp; Help Center Request . A Dev might be able to do something.