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

Saul J. said: Bug #1:   I turned on the option on the Custom Background to grant ability score increases. The builder would NOT let me do +2, +1, it only  allowed +1, +1, +1 Bug #2:  The custom background does not allow you to give skills proficiencies. 2 skill proficiencies should be granted as per the DMG (page 55). Bug #3:   The custom background option does not allow you to assign a tool proficiency. 1 should be granted as per the DMG. Bug #4:   The custom background option does not allow you to assign starting equipment for the background. Equipment shiould be granted as per the DMG. Bug #1: I made the same mistake when I first tried a custom background. If you put two of the same ability in the first pair of dropdowns, it'll give you the proper +2 +1. For example, if you select the following: strength strength dexterity It will give you +2 strength and +1 dexterity. Bug #2 and #3: I mentioned this a few days ago. Nicole B responded and said that this is intentional, at least for the moment. In the future, they'd like to add this functionality, but for now, it's easy enough to add the skills and tool by hand. Bug #4: I recommended that they provide a dropdown to select the total gp value of equipment that the custom background allows. The idea was passed on to the dev team. I allow my players to use custom backgrounds, so I'm thrilled to see them adding this functionality. It's still a work in progress, but it'll get there!
Der Arkanier said: Well, well, well... It seems it wasn't just a hick up after all. The problem is back on the next test character. This is what I did FWIW: I created a fighter lv1. - Fighter proficiencies Athletics and Intimidation. - High elf with proficiency set to perception and spellcasting ability CHA. - Custom background and there I activated the option that ability bonus should be granted. The option about the Origin feat I left deactivated. - The only feat is the fighter feat defensive fighting style. On LV2 I added Warlock as second class. - EI Eldritch Mind. - Cantrips Eldritch: Blast and Mind Sliver. - Spells: Hex and AoA. I mades sure that only 2024 content was selected. Then I left the builder and added 2 proficiencies manually (Stealth and Survival) on the character sheet that the custom background is supposed to grant.  Then I entered the Character builder in order to proceed levelling but stopped before I actually had done anything, left and let  the character untouched for a few days due to a lack of time. I just came back now and when I opened the character sheet from the Journal, the character builder was still open. So I added the 3rd character level (Warlock LV2). The yellow exclamation marks at skills section popped up right away - and there it is: Since the problem occurs with me, since I chose a custom background I guess the background with no skill proficienies is responsible. Or maybe the manual addition of skills. However, the problem needs some fixing. Thanks and have a nice day!    EDIT: I don't know. I never saved the level up to Warlock lv2 but always discard the changed during my attempt to find the cause for the proficiency bug. So, On Character LV2 I removed the custom background and changed it to farmer. Then I published the changes to the character sheet and then opened the builder again. Now I added the 2nd Warlock level. boom. Same problem. So the suctom background might be or might not be the problem but it is consistently there.  EDIT 2: Maybe noteworthy, I dont't know. If you compare my screenshots you can see that the order of the classes on the skills screen is different. First Warlock first, then fighter first. I always chose fighter as the first class, always added Warlock later. Maybe the wrong order of the two classes is somehow related tothe problem.  Piggybacking on what Saul J said, I was also unable to reproduce this. I created the character exactly as you described. I even exited the builder and re-entered before the second level up; the only difference is I didn't wait a few days before going back into the builder and adding warlock 2. Perhaps it was some sort of weird glitch, like you tried to level up at the exact moment they were pushing an update or something? Have you tried rebuilding the character from scratch to see if you get the same result? I'm curious to see what happened!
Noticed some issues from my game last night. First Issue: When using the Level Up function, the Character Builder is re-adding starting equipment and starting gold. My group leveled up last night and every single one of us ended up with multiple copies of our Class & Background starting equipment after completing the Level Up process.  It also added the starting gold to the sheets again.  Did we all screw up somehow or is this a known bug? Second Issue: The Topple Weapon Mastery does not display the Save DC.  Kind of an annoying oversight, I roll my attack and Roll20 provides me with 2 buttons: Damage and Topple. But when I click on Topple it just spits out the generic info (Con save DC is 8 + Ability Mod + PB).  I've modified the text on the Topple Mastery to show my DC - but I will have to keep that updated. Can this be made to auto-calculate the DC like a Spell? Third Issue: I added a "Bardic Inspiration" entry to my "Effects" section. Dice Value set to 1d6.  What I want is the ability to click on the "1d6" button on my sheet and have it roll that 1d6 whenever I click on it.  That does not work. It only works as a toggle that is set prior to the roll.  But that is not how Bardic Inspiration works.  Bardic is added to a roll after it fails. The entry in the "Effect" section should just roll whatever the dice value is set to when I click it. It should not be contingent on the Toggle, and I should not have to make an entry under the "Attack" section just to make it work.
I've been using roll20 for years. One of my macro mules got more popular than the starfinder official sheet (I mean so did herpes but thats a different problem...)' Anyway, trying to use the character builder is great when you have an option that matches how the game is working, but if you have a race thats not listed or its version isn't listed Its broken as heck. This is the major problem with it. So far I've managed to build one of three characters. I could enter most of amonster manual into roll20 in that time...  It seems to rubber band around a LOT and turn off things you've selected. Yes I'm selecting this option seems fairly often to require more clicks than necessary. I should also add that the feedback request thing sent me to a different forum instead of here. 
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BigNorseWolf said: I should also add that the feedback request thing sent me to a different forum instead of here.  Out of curiosity, which feedback request thing, and where did it send you? Most feedback request links should lead to a  Help Center Request .
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Dave
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Apologies if this has come up elsewhere but I couldn't find anything for it. Monks Unarmoured Defence isn't adding the wisdom mod to AC and Unarmoured Movement isn't adding the 2nd level 10 ft nor the 15ft at 6th level. Both can be fudged ofcourse but I'd rather not have to do that. Using the 2024 sheet but with 2014 rules. Unarmoured Defence- Unarmoured Movement doesnt have a mod assigned and doesnt look like it can add speed?
Hey all, i think thats a Bug in 2024 sheet: When using the "Whisper to GM" option from a character sheet, the chat result is correctly sent to the GM only. However, the 3D dice roll result is still visible to all players on the map, despite the whisper being intended only for the GM. This causes the whisper to be nullified. One solution is to have ? on the dice faces if wisper is active
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I'm playing a monk in a game. If you look at the sheet, on the "Combat" tab, around the middle of the sheet, you'll see a section labelled "Effect Name". In that section, you should see a toggle called "Martial Arts". Toggle that on. It should increase your AC and movement appropriately.  I don't know why Roll20 decided to do it that since neither is tied to the Martial Arts feature, they're both "standard" Monk features, but turning that toggle on does work, at least it did for me. Dave said: Apologies if this has come up elsewhere but I couldn't find anything for it. Monks Unarmoured Defence isn't adding the wisdom mod to AC and Unarmoured Movement isn't adding the 2nd level 10 ft nor the 15ft at 6th level. Both can be fudged ofcourse but I'd rather not have to do that. Using the 2024 sheet but with 2014 rules. Unarmoured Defence- Unarmoured Movement doesnt have a mod assigned and doesnt look like it can add speed?
Another solution is to turn off the visible die rolling. tasos t. said: Hey all, i think thats a Bug in 2024 sheet: When using the "Whisper to GM" option from a character sheet, the chat result is correctly sent to the GM only. However, the 3D dice roll result is still visible to all players on the map, despite the whisper being intended only for the GM. This causes the whisper to be nullified. One solution is to have ? on the dice faces if wisper is active
Thats not a fix though Saul J. said: Another solution is to turn off the visible die rolling. tasos t. said: Hey all, i think thats a Bug in 2024 sheet: When using the "Whisper to GM" option from a character sheet, the chat result is correctly sent to the GM only. However, the 3D dice roll result is still visible to all players on the map, despite the whisper being intended only for the GM. This causes the whisper to be nullified. One solution is to have ? on the dice faces if wisper is active
Amazing Saul, thats worked great. Thanks! Saul J. said: I'm playing a monk in a game. If you look at the sheet, on the "Combat" tab, around the middle of the sheet, you'll see a section labelled "Effect Name". In that section, you should see a toggle called "Martial Arts". Toggle that on. It should increase your AC and movement appropriately.  I don't know why Roll20 decided to do it that since neither is tied to the Martial Arts feature, they're both "standard" Monk features, but turning that toggle on does work, at least it did for me. Dave said: Apologies if this has come up elsewhere but I couldn't find anything for it. Monks Unarmoured Defence isn't adding the wisdom mod to AC and Unarmoured Movement isn't adding the 2nd level 10 ft nor the 15ft at 6th level. Both can be fudged ofcourse but I'd rather not have to do that. Using the 2024 sheet but with 2014 rules. Unarmoured Defence- Unarmoured Movement doesnt have a mod assigned and doesnt look like it can add speed?
Any news on a light theme for the 2024 character sheets? It's still a deal breaker for me as I can't use the dark theme because it literally hurts my eyes.
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keithcurtis
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Edem said: Any news on a light theme for the 2024 character sheets? It's still a deal breaker for me as I can't use the dark theme because it literally hurts my eyes. Hi Edem! I posted this recently. It's not official yet, and I don't know what the blocker is for implementing it (probably the amount of development the sheet is under). There is currently only one mode available, but considerable work has been done towards producing the light mode version. A Roll20 dev has posted a Stylus style that users can use as a preview and to provide feedback. The User style can be subscribed to  here , and the Discord thread on this can be found  here . Note that there were many versions being passed back and forth in that thread. The Stylus link I posted above represents the latest and most official one. As for the Style itself, I find it immeasurably superior and more readable for my own sensibilities and adopted it immediately. Here is a screenshot from that thread (note that the sheet layout is from that period. There have been a few universal layout changes since then.):
Sorry if this has been covered before, I tried searching and didn't find anything about this. In general with the 2024 sheet, why can I edit attributes? A more specific question though is with the 2024 sheet, what determines if the `npc` attribute is on? I created a new character using one of the pre-made character options as a test. The character is set to the PC version of the sheet: But the npc attribute is set to on and that attribute cannot be edited: I would like to know how that attribute gets calculated so I know what I did wrong and how I can fix it and prevent it in the future. I do miss being able to edit attributes though. That seems like a backwards step from the 2014 version in terms of customization.
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keithcurtis
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The 2024 sheet is built on a different code architecture. The attributes you are seeing are derived differently and have to be deliberately exposed. Also, the way they are exposed means that they can be read, but very few can be written to. I don't think that the NPC switch is visible to the end user. This is a deeply regrettable state of affairs, and cannot easily be changed at this point.
Thanks Keith. I get the Beacon sheets are a different code base and are undoubtedly a better development experience, probably newer JS framework. I have a fair amount of automation in my games and one of the prime ways to tell if it was an NPC was the npc attribute which on 2014 was a 1 if NPC. If the npc attribute is not reliable on the 2024 sheet, what is the new way of programmatically telling PC from NPC? I understand at the attributes are mostly computed but if we could be made aware of how they are computed it would be helpful. I'm not exactly asking for them to open source the sheet but some thorough documentation would be quite helpful for automation.
keithcurtis said: The 2024 sheet is built on a different code architecture. The attributes you are seeing are derived differently and have to be deliberately exposed. Also, the way they are exposed means that they can be read, but very few can be written to. I don't think that the NPC switch is visible to the end user. This is a deeply regrettable state of affairs, and cannot easily be changed at this point. It's not just regrettable, but the 2024 sheet, and the decision to use Beacon is why so many people I know have abandoned Roll20 and moved to other platforms. Current statistics for Roll20 don't seem to be available online (to me, anyway) but other TTRPG systems have reported an average of 30% increase in the past year. 
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Joshua N. said: Thanks Keith. I get the Beacon sheets are a different code base and are undoubtedly a better development experience, probably newer JS framework. I have a fair amount of automation in my games and one of the prime ways to tell if it was an NPC was the npc attribute which on 2014 was a 1 if NPC. If the npc attribute is not reliable on the 2024 sheet, what is the new way of programmatically telling PC from NPC? I understand at the attributes are mostly computed but if we could be made aware of how they are computed it would be helpful. I'm not exactly asking for them to open source the sheet but some thorough documentation would be quite helpful for automation. That's a good question. I'll skulk about and see what I can unearth. By which I mean, I'll ask some smart people.
Some things that came up in my game tonight: 1. Is there a way to use + or - when modifying money. I think it existed on the 2014 sheet. It would be really  useful if there were. 2. The checkmarks/boxes for use of the dragonborn's breath weapon really should be on the Combat page. Otherwise, it's forgotten in the heat of combat. You replace one of your attacks with the use of the breath so it really belongs in the Combat section, IMO. 3. Why is the arrow for hiding the ability scores box all the way down the middle of the sheet instead of somewhere near the top? Also, if I use it, it makes my Ability scores which were all on one line, go to two lines. I don't see a reason for that - the sheet is still just as wide as it was before, I'm just hiding one of the boxes on it. 4. Why aren't some common treasure items like gems in the Compendium so they can be dropped onto the sheet? Or, alternatively, why can't you add things to the inventory on the sheet unless they are dropped from the Compendium? One of the players in my game tried to add diamonds to the sheet that he purchased in order to use as components for Revivify spells (if needed). But, he couldn't add the diamonds to the sheet, no matter what he did.
Jay W. said: Der Arkanier said: Well, well, well... It seems it wasn't just a hick up after all. The problem is back on the next test character. This is what I did FWIW: I created a fighter lv1. - Fighter proficiencies Athletics and Intimidation. - High elf with proficiency set to perception and spellcasting ability CHA. - Custom background and there I activated the option that ability bonus should be granted. The option about the Origin feat I left deactivated. - The only feat is the fighter feat defensive fighting style. On LV2 I added Warlock as second class. - EI Eldritch Mind. - Cantrips Eldritch: Blast and Mind Sliver. - Spells: Hex and AoA. I mades sure that only 2024 content was selected. Then I left the builder and added 2 proficiencies manually (Stealth and Survival) on the character sheet that the custom background is supposed to grant.  Then I entered the Character builder in order to proceed levelling but stopped before I actually had done anything, left and let  the character untouched for a few days due to a lack of time. I just came back now and when I opened the character sheet from the Journal, the character builder was still open. So I added the 3rd character level (Warlock LV2). The yellow exclamation marks at skills section popped up right away - and there it is: Since the problem occurs with me, since I chose a custom background I guess the background with no skill proficienies is responsible. Or maybe the manual addition of skills. However, the problem needs some fixing. Thanks and have a nice day!    EDIT: I don't know. I never saved the level up to Warlock lv2 but always discard the changed during my attempt to find the cause for the proficiency bug. So, On Character LV2 I removed the custom background and changed it to farmer. Then I published the changes to the character sheet and then opened the builder again. Now I added the 2nd Warlock level. boom. Same problem. So the suctom background might be or might not be the problem but it is consistently there.  EDIT 2: Maybe noteworthy, I dont't know. If you compare my screenshots you can see that the order of the classes on the skills screen is different. First Warlock first, then fighter first. I always chose fighter as the first class, always added Warlock later. Maybe the wrong order of the two classes is somehow related tothe problem.  Piggybacking on what Saul J said, I was also unable to reproduce this. I created the character exactly as you described. I even exited the builder and re-entered before the second level up; the only difference is I didn't wait a few days before going back into the builder and adding warlock 2. Perhaps it was some sort of weird glitch, like you tried to level up at the exact moment they were pushing an update or something? Have you tried rebuilding the character from scratch to see if you get the same result? I'm curious to see what happened! Reporting Back om that matter quickly. I just created another test character, chose a custom background and could not reproduce that problem. It  might have been solved in the meantime or I just did not hit the right triggers. Thanks to everyone looking into this - I hope it's not happening again or else I will report back here.
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The Urban Bounty Hunter Background from the Sword Coast Adventurer's Guide is set up wrong in the builder. First of all, the builder gives the Arcana skill which is NOT one of the skills the Urban Bounty Hunter can choose from, nor gets automatically. Then, it gives two tool choices but the only choice in the drop down menu (for both possible choices) is Thieves' Tools. The Urban Bounty Hunter should be able to choose two from among one type of gaming set, one musical instrument, and thieves' tools. When I went to level up to level 2, the builder "lost" the feat that I had selected during the level 1 creation for the Origin feat and I had to select it again.
Another problem I found with the builder: the "packs" that come with certain classes, like the Dungeoneer's pack, do not contain all the items they should. The Dungeoneer's pack, according to the PHB, contains: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10  days of Rations, Rope, Tinderbox, 10 Torches, and a  Waterskin. Missing on Roll20 from the pack: the caltrops, the crowbar, the rations, the flasks of oil, and the torches. Included that shouldn't be is a hammer. Oddly, if the builder is giving me the 2014 version of the pack (which it shouldn't since the character is a 2024 Sorcerer), it's not correct either. The hammer would be correct but still missing are the rations, torches, and 10 pitons!  
Bug: When leveling up from 5 to 6 as a Light Domain Cleric, the sheet doubles Warding Flare's resources by giving it a 2nd line.
Saul J.  said: The Urban Bounty Hunter Background from the  Sword Coast Adventurer's Guide  is set up wrong in the builder. Good catch, Arcana for sure shouldn't be there, that's just a mistake in data - we'll get that corrected.  The two missing Tool options seem to be the result of a bug in the generated request, we've made a ticket to fix that as well. When I went to level up to level 2, the builder "lost" the feat that I had selected during the level 1 creation for the Origin feat and I had to select it again. I wasn't able to reproduce this one, do you recall which specific feat you selected?  Another problem I found with the builder: the "packs" that come with certain classes, like the Dungeoneer's pack, do not contain all the items they should. Ticket created for this as well!
I wanted to post about the current spell linking functionality in the D&D 2024 sheet.  It's extremely frustrating that the sheet doesn't convey mechanical information like spell range, duration, components, etc... when using the "link" function (which sends information about the spell to the chat when you use the word-bubble button).  The sheet needs to include this information so the GM knows if the player is using the spell correctly without having to look up the spell or remembering said information.  This information was included on the 2014 sheet and is important functionality in my opinion.
Bronson H. said: When I went to level up to level 2, the builder "lost" the feat that I had selected during the level 1 creation for the Origin feat and I had to select it again. I wasn't able to reproduce this one, do you recall which specific feat you selected?  It was the 2024 version of the Lucky feat. And the builder dropped the feat on every level up, not just 2nd level.  Thanks for making the tickets to get the rest fixed.
No clue what is going on here
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Master Azroth said: No clue what is going on here ... They just put up a notice:
keithcurtis said: Master Azroth said: No clue what is going on here ... They just put up a notice: I do see it now that I refreshed, thanks
Here's an idea for a new feature of the character sheets: You know how the inventory page has a "manage currency" function, where you can set the relative values of the different coins? Would it be possible to include an "add" button there so that players can add custom currencies? I sometimes throw odd currencies at my players--a distant kingdom that uses bronze coins, or an elven city that uses mithral bands as currency--and it would be helpful if the players could set the values for such things and include them with the rest of their currency.
DM Raven said: I wanted to post about the current spell linking functionality in the D&D 2024 sheet.  It's extremely frustrating that the sheet doesn't convey mechanical information like spell range, duration, components, etc... when using the "link" function (which sends information about the spell to the chat when you use the word-bubble button).  The sheet needs to include this information so the GM knows if the player is using the spell correctly without having to look up the spell or remembering said information.  This information was included on the 2014 sheet and is important functionality in my opinion. I agree and this is something we're working on. Jay W. said: Here's an idea for a new feature of the character sheets: You know how the inventory page has a "manage currency" function, where you can set the relative values of the different coins? Would it be possible to include an "add" button there so that players can add custom currencies? I sometimes throw odd currencies at my players--a distant kingdom that uses bronze coins, or an elven city that uses mithral bands as currency--and it would be helpful if the players could set the values for such things and include them with the rest of their currency. This is actually something we had planned for the initial release of currency but didn't make the cut. You may notice that we added the ability to convert between currency yesterday, which is another feature that we wanted on release but didn't make the cut - hopefully we have time to circle back to adding extra currencies soon.
Nicole B. said: Jay W. said: Here's an idea for a new feature of the character sheets: You know how the inventory page has a "manage currency" function, where you can set the relative values of the different coins? Would it be possible to include an "add" button there so that players can add custom currencies? I sometimes throw odd currencies at my players--a distant kingdom that uses bronze coins, or an elven city that uses mithral bands as currency--and it would be helpful if the players could set the values for such things and include them with the rest of their currency. This is actually something we had planned for the initial release of currency but didn't make the cut. You may notice that we added the ability to convert between currency yesterday, which is another feature that we wanted on release but didn't make the cut - hopefully we have time to circle back to adding extra currencies soon. Yes, I did notice the conversion thing. Very cool! If you do get back to the extra currencies thing, I know a few players who will be very happy.
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I hope that this does not annoy anyone, since it has been commented on already but considering all the new features and bug fixes, I lost the overview and wonder whether the several bugs with magic initiate are being in work. Especially the bug with the replacement of all Warlock pact slots with spell slots that do not reset on any rest? Great public roadmap in JIRA, though :-)
Don said: Noticed some issues from my game last night. First Issue: When using the Level Up function, the Character Builder is re-adding starting equipment and starting gold. My group leveled up last night and every single one of us ended up with multiple copies of our Class & Background starting equipment after completing the Level Up process.  It also added the starting gold to the sheets again.  Did we all screw up somehow or is this a known bug? I did some testing on my own since there was no official response to this. There is a Bug with the Character Builder when going from Level 1 to Level 2. The Character Builder is adding ALL of the Class Starting Equipment Options that were NOT chosen at Character Creation. I tested this by building a Level 1 Barbarian and a Level 1 Fighter.  For both characters, I chose the Soldier Background. During Character Creation, I chose Starting Equipment Package A for the Class and the Background.  That means, that at 1st level, right after character creation: The Barbarian had Starting Equipment A and started with 29 GP (15 from Barbarian A and 14 from Soldier). And the Fighter had Starting Equipment A and started with 18 GP (4 from Fighter A and 14 from Soldier). When I used the Character Builder to level the Barbarian to 2nd Level, the Barbarian received an additional 75 Gold Pieces.  It now showed a total of 104 Gold on the Character Sheet.   Notably, 75 Gold Pieces is the amount received from the Barbarian Starting Equipment Package B. When I used the Character Builder to level up, the Fighter gained an additional 166 Gold Pieces for a total of 184 GP. Additionally, the Fighter ALSO received all of the Equipment from the  Fighter Starting Equipment Package B.   166 Gold Pieces is the amount of Gold you would receive from both Package B (11 GP) and Package C (155 GP). That means that when leveling up to 2nd Level, the Character Builder is adding ALL of the Starting Equipment Packages - regardless of what was chosen during Character Creation. My screenshot below shows the Equipment Screen that was displayed for the Fighter when going to 2nd level.  You can see that Option A was selected for the Fighter Equipment, but the builder has added Option B as well. There is no indication that it is ALSO adding Option C, but you can see the Gold set to 184 - which is the value of gold received from Option B and Option C.
Is there any way to do a custom race? Two of three players have a 2014 race and its making the sheet pretty unusable. The "custom race" from Tashas is woefully insufficient to try this. 
Der Arkanier said: ... Great public roadmap in JIRA, though :-) hi can you provide the link? thanks Andrea
Andrea L. said: Der Arkanier said: ... Great public roadmap in JIRA, though :-) hi can you provide the link? thanks Andrea Sure. It is announced and accesible on this news post: <a href="https://blog.roll20.net/posts/dd-2024-roadmap-feature-reveals/" rel="nofollow">https://blog.roll20.net/posts/dd-2024-roadmap-feature-reveals/</a> Bug fixes are not mentioned on the roadmap, though. But for all cool features to come it gices an idea.
thanks Der Arkanier said: Andrea L. said: Der Arkanier said: ... Great public roadmap in JIRA, though :-) hi can you provide the link? thanks Andrea Sure. It is announced and accesible on this news post: <a href="https://blog.roll20.net/posts/dd-2024-roadmap-feature-reveals/" rel="nofollow">https://blog.roll20.net/posts/dd-2024-roadmap-feature-reveals/</a> Bug fixes are not mentioned on the roadmap, though. But for all cool features to come it gices an idea.
BigNorseWolf said: Is there any way to do a custom race? Two of three players have a 2014 race and its making the sheet pretty unusable. The "custom race" from Tashas is woefully insufficient to try this.&nbsp; It is announced as feature that is being worked on.
- The 'Lightbringer' weapon (from 2014) when dragged onto a 2024 sheet is very odd. The item says Lightbringer, but if you open up the settings it's called Mace+1 and can't be changed. In chat it says Mace+1 too, and lacks all of the other effects. - 3 players of my group (including myself) now have an additional performance issue with these sheets. In addition to character sheets crashing and being unable to roll damage from chat, now their tokens seem to have reset back to the HP values from when they were level 2 (currently 6) and cannot be changed. The only fix is refreshing pages individually and deleting the tokens and re-placing them and hoping it fixes, which it usually, but not always, does. - When toggling vision / light on and off from the token right click menu, if I type the numbers (and hit enter) none of it saves. If I use the draggable bars then it does.
One of my players has a character with the healer proficiency, which allows them to heal other players by using their hit dice. Any suggestions on how to do adjust the remaining hit dice using the 2024 character sheet?
Noodle said: - The 'Lightbringer' weapon (from 2014) when dragged onto a 2024 sheet is very odd. The item says Lightbringer, but if you open up the settings it's called Mace+1 and can't be changed. In chat it says Mace+1 too, and lacks all of the other effects. - 3 players of my group (including myself) now have an additional performance issue with these sheets. In addition to character sheets crashing and being unable to roll damage from chat, now their tokens seem to have reset back to the HP values from when they were level 2 (currently 6) and cannot be changed. The only fix is refreshing pages individually and deleting the tokens and re-placing them and hoping it fixes, which it usually, but not always, does. - When toggling vision / light on and off from the token right click menu, if I type the numbers (and hit enter) none of it saves. If I use the draggable bars then it does. Hi Noodle!&nbsp;&nbsp;I was unable to reproduce the Lightbringer bug - would you mind providing me a screenshot of what you're seeing?&nbsp; As for the other issues you've mentioned, it seems there may be something specific happening to your game so we will need to take a closer look. Could you submit a request with a link to your game so we can dig a little deeper?&nbsp;
Bill said: One of my players has a character with the healer proficiency, which allows them to heal other players by using their hit dice. Any suggestions on how to do adjust the remaining hit dice using the 2024 character sheet? Unfortunately there is no straightforward way to edit your available hit dice at the moment. It is on our radar and will be addressed when possible. Sorry about that!&nbsp;
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Kayla F. said: Bill said: One of my players has a character with the healer proficiency, which allows them to heal other players by using their hit dice. Any suggestions on how to do adjust the remaining hit dice using the 2024 character sheet? Unfortunately there is no straightforward way to edit your available hit dice at the moment. It is on our radar and will be addressed when possible. Sorry about that!&nbsp; +1 on this! There are a couple of other cases where Hit Dice are resources. Editing this would be great.
Kayla F. said: Noodle said: - The 'Lightbringer' weapon (from 2014) when dragged onto a 2024 sheet is very odd. The item says Lightbringer, but if you open up the settings it's called Mace+1 and can't be changed. In chat it says Mace+1 too, and lacks all of the other effects. - 3 players of my group (including myself) now have an additional performance issue with these sheets. In addition to character sheets crashing and being unable to roll damage from chat, now their tokens seem to have reset back to the HP values from when they were level 2 (currently 6) and cannot be changed. The only fix is refreshing pages individually and deleting the tokens and re-placing them and hoping it fixes, which it usually, but not always, does. - When toggling vision / light on and off from the token right click menu, if I type the numbers (and hit enter) none of it saves. If I use the draggable bars then it does. Hi Noodle!&nbsp;&nbsp;I was unable to reproduce the Lightbringer bug - would you mind providing me a screenshot of what you're seeing?&nbsp; As for the other issues you've mentioned, it seems there may be something specific happening to your game so we will need to take a closer look. Could you submit a request with a link to your game so we can dig a little deeper?&nbsp; Lightbringer shown in inventory: The attack that gets created in the Combat tab: How it appears in chat: The edit menu: Whilst I'm alone in the game I'm able to edit the attack in the above screenshot to be named Lightbringer, but dragging the item in again just replicates the same issue.
I was building a new (test) character in the builder today, a 2014 Elven Wizard of 1st level on the 2024 sheet (note: I have the digital 2014 PHB and used content from that in the builder).&nbsp; I've used the builder a number of times, and thought I knew all of it's quirks, and got all the way to the end, having filled out (I thought) every required item (and I do know elven wizards). Every page had a green forward arrow when I was done. And then the review page told me via a pop up that some info hadn't been filled out, but everything on the review page had green checkmarks and it provided no guidance on what was missing. I completed the sheet, and it looks good to me. My best guess is that I'd not filled out some field marked as "optional" (like the "enemies" box), which it felt wasn't optional. Or, perhaps I missed some required item (they're not always obvious). But it's basic usage failures like this that keep me from making use of the builder and the 2024 sheet, or buying any 2024 digital content. Was it a real problem or not? Without it telling me what's missing, how could I know? Roll20 needs better Q/A testing. Yes, there are a lot of variations, but fundamentals need to be rock solid before you layer other features atop them. Oh, and the "Feedback" link on the 2024 sheet (under Manage Sheet) takes you to the Suggestions forum rather than to this thread.&nbsp; I can see the logic of that for suggesting new features, but feedback on broken stuff is still needed, and I'd think that ought to go here, rather than a forum where you have to have a free vote to post a new topic on.&nbsp; Maybe the form needs two buttons "problems" and "feature suggestions"?
The Shadow Blade spell is not set up correctly for the 2024 sheet. It adds three entries to the Combat section: what looks like an attack with Strength (Light property), an attack with Dexterity (Finesse) and an attack as a thrown weapon (marked as "Thrown"). Clicking each of these asks if I want to Cast the spell and the level to cast it at. It only needs to be cast ONCE as it should last for most combats (the duration is 1 minute). After that, it's just an attack as if I had any other weapon in my hand. Even if thrown, it returns to me with a bonus action while the spell continues.&nbsp; The only time I should need to cast the spell again, is if (a) the battle lasts for more than 10 rounds (1 minute) or (b) I lose my concentration. Additionally, the Thrown version of the spell only seems to add the Strength modifier for the damage. From the PHB for the Thrown property (page 214): If&nbsp;the weapon is a Melee weapon , use the same ability&nbsp;modifier for the attack and damage rolls that you&nbsp;use for a melee attack with that weapon. So, if I use Strength for my attacks it should use my Strength modifier, if I normally use Dexterity since it is a Finesse weapon, it should use my Dexterity modifier. Therefore, th ere should be another entry for "(Thrown, Finesse)" to use the Dexterity modifier.&nbsp; In other words, there should be 5 entries generated when the spell is dropped onto the sheet: &nbsp; Shadow Blade (casting) &nbsp; Shadow Blade (Light) [or Strength] &nbsp; Shadow Blade (Finesse) [or Dexterity] &nbsp; Shadow Blade (Light, Thrown) [or Strength, Thrown] &nbsp; Shadow Blade (Finesse, Thrown) [or Dexterity, Thrown] where the first does the casting, and the other 4 do attacks with the appropriate modifier values for attack and damage. Technically, you could drop the last two (the ones marked as Thrown) since they really are not different in any way from the other two, except in the description given to the DM as to what you are doing. The spell doesn't differentiate in any way from melee or thrown in terms of attack or damage so you really only need the first 3 entries.
Made an artificer using the 2024 sheet and noticed that the prepared spells is showing 0/7 prepared going off the rules (Int modifier + half level ) which on this character should be 0/4 prepared Is this a bug or am I missing something.
Noodle said: Kayla F. said: Noodle said: - The 'Lightbringer' weapon (from 2014) when dragged onto a 2024 sheet is very odd. The item says Lightbringer, but if you open up the settings it's called Mace+1 and can't be changed. In chat it says Mace+1 too, and lacks all of the other effects. - 3 players of my group (including myself) now have an additional performance issue with these sheets. In addition to character sheets crashing and being unable to roll damage from chat, now their tokens seem to have reset back to the HP values from when they were level 2 (currently 6) and cannot be changed. The only fix is refreshing pages individually and deleting the tokens and re-placing them and hoping it fixes, which it usually, but not always, does. - When toggling vision / light on and off from the token right click menu, if I type the numbers (and hit enter) none of it saves. If I use the draggable bars then it does. Hi Noodle!&nbsp;&nbsp;I was unable to reproduce the Lightbringer bug - would you mind providing me a screenshot of what you're seeing?&nbsp; As for the other issues you've mentioned, it seems there may be something specific happening to your game so we will need to take a closer look. Could you submit a request with a link to your game so we can dig a little deeper?&nbsp; Lightbringer shown in inventory: The attack that gets created in the Combat tab: How it appears in chat: The edit menu: Whilst I'm alone in the game I'm able to edit the attack in the above screenshot to be named Lightbringer, but dragging the item in again just replicates the same issue. Hey Noodle, I am sad to say I have no immediate idea what could be causing this. Given that your game has other problems with the damage button and tokens not updating, I highly recommend submitting a ticket with the game link, if you haven't already, so we can dig further into the game itself. I am sorry this is happening!&nbsp;