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

I'll suggest it to the player with the problem and we'll see what happens. Thx. Gauss said: Saul, correct.  Most attacks are generated in the Combat section and then linked back to the item. 
Hi, Doesn't look like the OnMyTurn API works on the new sheet. Is anyone else having the same issue or has anyone else have a way for a character specific message to appear in the chat window when turn order moves onto their turn
Hi, Items on the character sheet that impact on ac eg Shield spell. When selected the ac on the character sheet increases but the token bubble linked to ac does not change to the new ac
FFR said: Hi, Doesn't look like the OnMyTurn API works on the new sheet. Is anyone else having the same issue or has anyone else have a way for a character specific message to appear in the chat window when turn order moves onto their turn I haven’t used OnMyTurn, but the TurnMarker1 mod seems to do what you’re looking for and works fine. For what it’s worth, unless I’m misunderstanding what the mod does, turn order is based on tokens, not character sheets, so the sheet shouldn’t affect it.
FFR said: Hi, Items on the character sheet that impact on ac eg Shield spell. When selected the ac on the character sheet increases but the token bubble linked to ac does not change to the new ac Seems to work fine for me on both Default and Experimental APIs.  I know when I make NPCs I often unlink the bubbles so that individual tokens can have values that differ from the sheet values.  Any chance that's going on?
Tinlar, Thanks for checking this at your end. Bubbles are linked. Have since noticed Shield spell actually does update the token but parry (which is obtained through a feat) doesn't. Hopefully devs follow this thread and might check and update.
Casting Mage Armor doesn't do anything. It doesn't change the AC. This should be fairly easy to automate since it always sets the AC to 13+ DEX modifier.
Hello, not sure if this has been addressed, but t here are some cantrips and spells missing when trying to build a character. In my example trying to make a wizard. Blade ward is missing from the cantrips and Witch bolt missing from the 1st level spells?  
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Gauss
Forum Champion
Nick C. said: Hello, not sure if this has been addressed, but t here are some cantrips and spells missing when trying to build a character. In my example trying to make a wizard. Blade ward is missing from the cantrips and Witch bolt missing from the 1st level spells?   Hi Nick C.,  Do you have the Player's Handbook purchased? Is your DM sharing the Player's Handbook with you? Are you creating your character in Roll20 Characters without first sending it to the game where your DM is sharing books with you?  Those two spells are not available in the Free Basic Rules. So if you do not have access to the book (see above) they won't be available. 
There are several issues with the character sheet wizard with the new Forge of the Artificer content not loading into it - specifically related to Artificer Plans and Skill Proficiencies. Just a heads up! -X
ErrantX said: There are several issues with the character sheet wizard with the new Forge of the Artificer content not loading into it - specifically related to Artificer Plans and Skill Proficiencies. Just a heads up! -X Thanks for reporting - can you give any specific examples? Is it the same issue each time? Or random? Does it work intermittently or not at all? Thanks!
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Taking the spell armor of agathys Roll20 creates two actions in the combat section automatically: 1. retaliation damage of 5 damage per spell slot level 2. another one with 5 healing per spell slot level While the first one works as intended and the damage skales with spell slot level, the healing option does not work but also rolls damage rather than healing. But this time spell slot level does  not matter. For example on my lv6 warlock the first option rolls for 15 damage in the chat window. The second option does  not roll for 15 heal but for 5 damage.
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Query Mode on Saving Throws does not work currently, so that settings for situational advantage on saves (e.g. elf against charmed) are not applied and do not open the query window. Save rolls are made as straight rolls. 
Der Arkanier said: Takig the spell armor of agathys creates two actions in the combat section: 1. retaliation damage of 5 damage per spell slot level 2. another one with 5 healing per spell slot level While the first one works as intended and the damage skales with spell slot level, the healing option does not work but also rolls damage rather than healing. But this time spell slot level does  not matter. For example on my lv6 warlock the first option rolls for 15 damage in the chat window. The second option does  not roll for 15 heal but for 5 damage. I don't think Armor of Agathys does any healing. It does give Temporary Hit Points which is a completely different thing mechanically.
Saul J. said: Der Arkanier said: Takig the spell armor of agathys creates two actions in the combat section: 1. retaliation damage of 5 damage per spell slot level 2. another one with 5 healing per spell slot level While the first one works as intended and the damage skales with spell slot level, the healing option does not work but also rolls damage rather than healing. But this time spell slot level does  not matter. For example on my lv6 warlock the first option rolls for 15 damage in the chat window. The second option does  not roll for 15 heal but for 5 damage. I don't think Armor of Agathys does any healing. It does give Temporary Hit Points which is a completely different thing mechanically. Sure thing. Temp hit points it is. Still Roll20 is adding a healing dice roll to the spell but then tolls the dice as a damage roll without pact slot scaling. So it is wrong on several levels.
Tara said: Not that I'm aware of, but I did find out a few new things about the issue: It only happens with `Custom Feature`. Features that are added automatically by the builder work fine It only happens with `New Resource`, `Existing Resources` seem to show up fine. I found this out when I added the `Channel Divinity` and `Metamagic` features with the `New Resources` `Channel Divinity` and `Sorcery Point` respectively, then added the `Channel Divinity: Turn Undead` and my Domain Channel Divinity feature, both with the `Existing Resource` linking back to the original `Channel Divinity` resource, and the `Flexible Casting` feature with an `Existing Resource` linking back to the `Sorcery Points` resource in the `Metamagic` feature. You can see those below, along with `Tides of Chaos`, which is using a `New Resource`. Because of this, a potential workaround is to create a dummy feature to add all the `New Resource`s and have all the real features link back to that with `Existing Resource`s ETA: If you're going back to "fix" features with this workaround, as I just did on one of my character sheets, when you go into the feature to delete the new resource and add the existing resource from the dummy feature and save, the existing resource does not save the first time. You have to go back into it a second time and add it again. I do not know if deleting, saving, then going back in again to add the existing works the first time or not, I have not yet tested it. That worked great! Thanks so much!
Dean said: ErrantX said: There are several issues with the character sheet wizard with the new Forge of the Artificer content not loading into it - specifically related to Artificer Plans and Skill Proficiencies. Just a heads up! -X Thanks for reporting - can you give any specific examples? Is it the same issue each time? Or random? Does it work intermittently or not at all? Thanks! It seems to be working now, so either I was glitched or something was fixed already. Thanks! -X
Apologies if this has been covered before, but I am finally coming around to the official 2024 sheet as I believe it has come a long way, with one caveat. There doesn't appear to be a way to change the order of actions as there was in the old 5E sheet. For instance, monsters with multiattack - multiattack appears at the bottom of possible actions. I want this to appear at the top as it did with the old sheet. One could drag and rearrange the possible actions on the old sheet. is this not possible with the new sheet at the moment? If not, is it a known request or issue? Small issue...
Quick question, and I'm not sure if this is the correct place. I purchased the Eberron 2024 complement, for me it works fine in the character sheets and all, but im a DM, and My players cant select the features, subraces and everything else that belongs on that module. Do I have to do anything specific? (it shows with a little lock on the side, telling them to buy) I have checked the game settings and the module is enabled, when i create a character i can select things and they can play with the character after, but it would be nice if they coudl take care of their character sheets by themselves.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Shane said: Apologies if this has been covered before, but I am finally coming around to the official 2024 sheet as I believe it has come a long way, with one caveat. There doesn't appear to be a way to change the order of actions as there was in the old 5E sheet. For instance, monsters with multiattack - multiattack appears at the bottom of possible actions. I want this to appear at the top as it did with the old sheet. One could drag and rearrange the possible actions on the old sheet. is this not possible with the new sheet at the moment? If not, is it a known request or issue? Small issue... Yeah, I don't think that's possible, but it's a good suggestion, since it is possible on the PC side. However, while researching, I did discover that you can do this now on the Standard and Compact views. That's pretty cool if you are already familiar with a creature:
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Ooh, interestingly, if you collapse the Skills section in those views, it only shows proficient skills.
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keithcurtis said: Shane said: Apologies if this has been covered before, but I am finally coming around to the official 2024 sheet as I believe it has come a long way, with one caveat. There doesn't appear to be a way to change the order of actions as there was in the old 5E sheet. For instance, monsters with multiattack - multiattack appears at the bottom of possible actions. I want this to appear at the top as it did with the old sheet. One could drag and rearrange the possible actions on the old sheet. is this not possible with the new sheet at the moment? If not, is it a known request or issue? Small issue... Yeah, I don't think that's possible, but it's a good suggestion, since it is possible on the PC side. However, while researching, I did discover that you can do this now on the Standard and Compact views. That's pretty cool if you are already familiar with a creature: Yes, I have tried collapsing the sheet it see how it condenses the information. I should have clarified that I am only referring to NPC' sheets. Keith, how could we pass this on as a suggestion up the line? Another interesting find, some creatures, (Hill Giant), have multiattack listed in the top of the action order. Seems no rhyme or reason as to which creature sheets have actions listed this way. It still would be good to be able to order the actions as we see fit. I thought this might be possible with the new line editing option, alas, no go.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Sorry, I wasn't suggesting it as a solution, just passing on a discovery. Should have made it its own post.  There is a "Give Feedback" button at the bottom of the settings screen. This thread is monitored by the team, but official channels create tickets, that have to be managed.
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Currently I play a character with sharpshooter and it's damage is broken because of sharpshooter. I did some investigation and here is what I found. Case 1: No sharpshooter. Pic. 1 Pic. 2 Pic. 3 Pic. 4 Here are 4 screens I took. The 1st one shows Sharpshooter is off. 2nd one shows Musket that is used with that sharpshooter for now just look at red formula indicating damage which is d12+5 (+5 is from dex mod). 3rd and 4th shots are same roll it shows the breakdown of roll which in this case was 6 so 6+5 gives 11. Everything works correctly. Case 2: With sharpshooter. Pic. 1 Pic. 2 Pic. 3 Pic. 4 Here are 4 screenshots of same windows. So 1st one shows that sharpshooter is on. 2nd one shows that damage is increased from d12+5 to d12+15 (we assume it's bonus damage from sharpshooter but...). Screen 3 and 4 show same roll with 4th image showing detail on what was d12 result. So let's look at 4th image the result of d12 is 2 with + 15 (5 from dex and 10 from what we guess was sharpshooter) total 17. But when you look at image 3 with full breakdown you will notice we got +10 from "Sharpshooter Rollbonus". So our weapon damage got +10 in image 2 for some reason and we get bonus from  "Sharpshooter Rollbonus" .  The +10 bonus damage is added to musket and +10 is added as damage modifier in damage calculations adding to a total +20. Currently to avoid +20 I created a custom modifier that adds -10 damage which I use with my sharpshooter. This should be an easy fix right? I don't think I'm the only one with that issue right? I created a thread  here  and someone pointed it out that using chat button for roll damage works fine. It doesn't add "Sharpshooter RollBonus". It should help narrow down the issue. Sorry for repeated issue, butt people keep pointing me to different places to post about this. So I hope one of those will catch devs eyes.
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Big overlook on the Custom Class section of the Builder. 1: There is no "Existing Resource" Modifier, there needs to be one so different abilities can link back to the same resource. 2: There is no way to have resources increase at higher levels, again I think having an  "Existing Resource" Modifier and bumping up the max would most likely fix this as long as different max overrides the lower level on and does not break the resource. 3: There is no way to link a resource max link to your proficiency bonus. These would allow the custom class to function sheet-wise the way the other classes do. Still a Custom problem but not necessarily a builder problem is the ability to build sub-abilities into a toggle. For example Monk when made in the Builder has an "Effect" toggle that when toggled adds a new attack, a new toggle and new " action economy" Right now we can't do this manually but it would be so very helpful if we could, and again  allow the custom class to function  sheet-wise the way the other classes do. *Edit: Forgot to add that this also needs to work for custom subclasses as well.
Hi all, We just tested the Expansion Eberon 2024 and found a bug in the builder. I created an artificer and the builder does not work as intended. On LV 1 I can select 2 LV 1 spells as intended. On LV3 the artficier is supposed to get another LV1 spell but the builder does not show any options, nor does it on LV5. On LV5 can select only 2 LV2 Spells . But going up till LV7 I cannot select another LV2 Spell. So, by LV 7 I am supposed to have 4 LV1 spells and 3 LV2 spells prepared but according the builder I have only 2 LV1 spells and 2 LV2 spells. Could you pass that on to the right team to get that fixed? And some more detail on an already reported bug. Or actually another bug but they might be in correlation: I already mentioned that query mode for Ability Checks and saving throws just do not work. the query windows does not open and I just get a straight roll although I have situational advantage on wisdom saves. So far so bad. Now here is another bug: If I set up an effect on the sheet that grants advantage on intimidation but disadvantage on all other charisma checks, that effect works correctly for all skill checks; The query windows opens up and I there can change or confirm the advantage setting for that specific role. If I pick advantage or disadvantage for only that roll, the setting sticks. So, If I afterwards do an ability check or saving throw, the roll is made with either advantage or disadvantage - depending on what was chosen for the previous skill check. Without opening the query window first, so that I could not adjust any settings. In my example this goes not only for Charisma checks or Saves but for all other saves, too. So, I actually should have disadvantage on charisma checks according to the modifier. But since I made an intimidation roll with advantage,  now all subsequent ability saves are made with advantage. This behaviour does not change, as well, when deactivating the effect toggle. The only way to get back to straight rolls is switching to automatic mode. I hope you are finding a fix for that odd behaviour. Thanks!