Carnie DM said: I can't be the only person asking about this, but I can't find a forum anywhere. I tried posting this in its own forum, but was told it should go here with the hundreds of other complaints about the 2024 sheet. On the new character sheet weapon masteries are handled completely wrong. The sheet implies that a character gains certain masteries and then can use them on any eligible weapon. This is not how weapon masteries work. A character masters a specific weapon, which has a certain mastery trait. For instance, if a player wanted to use the the Topple mastery of both their Trident and their Battle Axe, they would need to use 2 mastery slots to master both those weapons. But on Roll20, it appear the player just needs to select Topple with one mastery slot and then can topple with all 5 different weapons that have the Topple trait. I have filled out feedback forms on this issue several times including within days of the sheet becoming available. I have gotten no response, and obviously no changes have been made. I'd just tell my players that Roll20 is handling the feature wrong and move on, but it makes tracking a PC's masteries virtually impossible. In the example below, one of my players is playing a 10th level Champion Fighter. I believe the 5 weapons she has currently Mastered are the Scimitar (nick), Shortsword (Vex), Whip (Slow), Dagger (nick), and Hand Crossbow (vex). However, there is no way to confirm that as the sheet shows that she has taken vex twice, nick twice and slow once. Am I crazy. Does no one else see the problem? How are you making this character? I've double checked to make sure there isn't a bug I'm missing, but there are three ways to add a weapon mastery to your sheet: 1. In the builder. If you do it this way, you choose the weapon and only that weapon is displayed in the row. 2. By dragging a weapon mastery page called "(Weapon) Weapon Mastery". If you do it this way, you're choosing the weapon by picking that page and only that weapon is displayed in the row. 3. By dragging a weapon mastery page just named after the mastery itself. If you do it this way, the sheet and compendium have no way of knowing which weapon you're adding it for, so we list every weapon it could apply to. This is an option because some classes get the ability to use different masteries in different circumstances, so we don't want to force people to "follow the rules" in this way. Here's a screenshot of a Barbarian I just made where I chose two weapon masteries in the builder and dragged a third in. If you're following option 1 or 2 above and it's still giving you every weapon, maybe there's a missing step that's causing a bug and I'd love to know more about it so we can squash it. Colin C said: Two questions to the people that are still providing solutions : Why are some items "wearable" and some , like the Blanket in the paladin starting equipment for example not - needing me to amend them , in order to add them to the above. I do ignore the miscalculated weight already. Are there any plans to copy the DnDBeyond options where you can put items into storage devices and show them in there, it is much more immersive. This depends on the source book of the item. Everything from PHB24 and DMG24 have been fully updated to be accurate to what's "equipment" and what's just an item you have in your inventory. I don't think a blanket, generally, should be equippable, so that's intended behavior. It's not a snuggie. The weight was a miscommunication between how the data was written and how we handle pulling in "items inside other items" and is on the list for a data update soon - the weight of the pack is in the book, so it's entered in the data, but then we pull in all the items so you have the full compendium versions of them and it's doubled the weight. This isn't the case in this specific instance, but putting it out there for general knowledge - older data did not track whether something should be equippable or not in a lot of circumstances. We try to suss it out based on its name or item type, but parsing strings to look for "words that might mean this item should be equippable" is an imperfect science, especially with magical items where, equippable or not, their item type is often just "Wondrous Item". As we update more books to the new version of data, these should require less manual tweaking. Saul J. said: I'm pretty sure there was a ruling somewhere, maybe Sage Advice, that said that Monks do not get proficiency with any non-melee weapon but I can't find it at the moment. Monks do get proficiency with hand crossbows according to the rules. Their proficiencies are listed as "Simple weapons and Martial weapons that have the Light property". They just get extra benefits if they use Monk Weapons, which hand crossbow doesn't fall under. This is similar to Barbarians - they have proficiency in light and medium armor, but they get an extra benefit if they choose to not wear any armor at all. Monks are proficient in hand crossbows, but they get an extra benefit if they don't use them. I'm not sure what you're referring to as far as someone saying they're not proficient in it, but we tend to stick to rules as written, and the latest rule guidance is very explicit on what they're proficient in, so there's nothing to fix here.