BETA TESTING NEEDED We have a rather large update coming. Cosmetically the sheet will not look much different (except for hit points) and field names will not change except spells as below.It also overhauls the hp section and makes temp hp editable - a long requested feature. We are sure existing sheets will not break but we need more testers to verify - especially pro testers against their own data. Beta Site: <a href="https://app.roll20.net/join/801350/kEQ72wGMs" rel="nofollow">https://app.roll20.net/join/801350/kEQ72wGMs</a> Link to beta code in the top post of this thread for pro subscribers to test against copies of their own campaigns. The below is a copy from the top post Fixes: Known issues 1-3 fixed. New Features: ACCESSIBILITY IMPROVEMENTS: simplified rolltable available - check "use simple rolltemplates" on config page, this uses only h3,h4,label, and span tags. Each element labeled for screenreaders. HTML5 content tags and Aria roles added for easier keyboard navigation. Many headings changed to h1,h2,h3,h4 etc Spells SPELLS CONSOLIDATED INTO ONE LIST - macros will need to be updated (though they won't break right away) -Change references from repeating_lvl-N-spells_ or repeating_npc_spells1_ to repeating_spells_ . Old spell lists (repeating_lvl-N-spells_) will not be supported going forward. Old spells are moved to config page so you can delete them, the sheet cannot delete them automatically. You must delete old spells since they will double data on your sheet causing slowdowns Old spell ID to new ID mapping displayed on config page for users to update macros. This also means the $X syntax will change for existing spells, and new $X must be pulled from "All Spells" tab since other tabs are merely filters, not actual separate lists. checkbox to re-migrate spells on config page concentration mod per spell removed , since no rules grant this ability. spell rolltemplate display options now global instead of per spell only one concentration and caster level roll now, with bonuses for spell pen or defensive casting listed automatically for user to add. DEX mod to AC has dashed outline when max dex overrides (or condition removes dex to AC), to better call attention to it Hit points : temp hp editable Current hp now updates when max hp updates (so if max hp increases by 5, curr hp increased by 5) Same for NPC HP. reset button for hp and temp hp to reset them to max (and resets wound level to healthy) wound level automatically updated as current hp changes nonlethal hp outlines when it is greater than current hp (incl adj for wound threshold system) disabled / unconscious threshold added to wound threshold section more color choices Attack and Damage effects section removed, any current values have been migrated to buffs section. Macros that refer to attack roll buttons will work even if you do not open the sheet, or after you open it (and the migration occurs). HTML simplified in many areas including skills, making sheet smaller and easier to support as well as hopefully faster. Testing for this includes making sure it looks the same or nicer. This has allowed us to handle 180 spells on one sheet (it still is slow but not unusable) javascript updates to make JSLint happy and shut up already