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

There isn't anything to fix.  Under Core Monk traits, they get proficiency in all Simple weapons and Martial weapons with the Light property.  Hand Crossbows are Martial weapons with the light property.  You are quoting the  Level 1:  Martial Arts feature which defines Monk weapons as melee only.  This doesn't grant any proficiencies at all and only states which weapons are considered Monk weapons for the other features that reference them.  This would mean a Hand Crossbow wouldn't be a Monk weapon but would be able to be used and get the PB but wouldn't benefit from the Martial Arts  damage   die replacement and would always do 1d6 damage. Hope that helps . Saul J.  said: I've mentioned this multiple times before, and it still hasn't been fixed: Under the 2024 rules, Monks do not get proficiency with hand crossbows. However, the Roll20 Builder gives it to Monks. To quote from the 2024 PHB:  Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following :   - Simple Melee weapons - Martial Melee weapons that have the Light property Hand crossbows are RANGED weapons, not Melee weapons. They are not Monk weapons under the 2024 rules, and Monks do not have proficiency with them. BTW, they didn't have proficiency with hand crossbows under the 2014 rules, either. Please fix this.
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.  Tevesh Longlade said: There isn't anything to fix.  Under Core Monk traits, they get proficiency in all Simple weapons and Martial weapons with the Light property.  Hand Crossbows are Martial weapons with the light property.  You are quoting the  Level 1:  Martial Arts feature which defines Monk weapons as melee only.  This doesn't grant any proficiencies at all and only states which weapons are considered Monk weapons for the other features that reference them.  This would mean a Hand Crossbow wouldn't be a Monk weapon but would be able to be used and get the PB but wouldn't benefit from the Martial Arts  damage   die replacement and would always do 1d6 damage. Hope that helps . Saul J.  said: I've mentioned this multiple times before, and it still hasn't been fixed: Under the 2024 rules, Monks do not get proficiency with hand crossbows. However, the Roll20 Builder gives it to Monks. To quote from the 2024 PHB:  Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following :   - Simple Melee weapons - Martial Melee weapons that have the Light property Hand crossbows are RANGED weapons, not Melee weapons. They are not Monk weapons under the 2024 rules, and Monks do not have proficiency with them. BTW, they didn't have proficiency with hand crossbows under the 2014 rules, either. Please fix this.
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Nicole B.
Roll20 Team
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.
Nicole B. said: 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. I can only say that I must be suffering under some Mandela Effect because after doing a LOT of research, I found that (a) a lot of people believe the same thing and (b) DndBeyond says that Monks do get proficiency with hand crossbows and since they are an "official" source, it must be true. HOWEVER, that does NOT take away from the fact that there are many, many, many problems with the 2024 sheet that have not been addressed. For example, there is no way to change what dice are rolled for an attack, or damage, that I've found (and if there is, please correct me). But, that means that for both the "Tavern Brawler Unarmed Strike" that appears on the sheet when you take or get that Origin feat, and the Monk's normal "Unarmed Strike", there is no way to have the dice roller re-roll 1s automatically as per the Tavern Brawler Origin feat. 
I came to the forums to submit a comment about the horrible, horrible lack of information density of the sheet, and I was happy to see that a "compact" alternative had already been introduced. Imagine my shock upon realizing that I was already looking at the "compact" version. The 2014 sheet lets me see my entire spell list at once at level 13, the 2024 sheet can't even display the full spell list of a level 1 character. I can't see which spells are prepared or not unless I filter out unprepared spells, which requires going into a separate menu - that also can't display all my spells at once. I have to scroll down a massive list and count individually to even see if I have the right amount of spells prepared, and the sheet doesn't tell me how many I should have at my level. There's also no distinction between normally prepared spells and always-prepared spells, which virtually every caster character has in D&D2024. How was this sheet greenlit? *Please* make an alternative based on the 2014 sheet or make the 2014 sheet usable with the 2024 character builder in some way.
Does anyone know how to get a Bloodwell Vial to work correctly on the new sheet, if you pull in from compendium it does not give you any bonuses to your attack or saving throws, I can also not figure out how to manual adjust it, the same with when you activate innate sorcery. 
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With Tasha’s I should be able to swap out Skill Proficiences for my background but don’t see the option…
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Three new points (I think): 1. The builder asks you to choose 2 languages besides Common on the About page... that your character knows at the start (level 1) but, the list given to choose from is wrong. You can only choose from the Standard languages (PHB, page 37). 2. On the Class selection page, if the class has weapon masteries available, you are asked to choose weapons with which you have mastery. The list provided seems to list all weapons, including those the character class does not have proficiency with. You have to have proficiency in the weapon in order to have mastery. For example, a Rogue has proficiency with all simple weapons, and martial weapons with the Light property. However, the list of masteries provided to choose from includes weapons like halberds and glaives - weapons the Rogue does not have proficiency with. 3. Off-hand attack with a hand crossbow with Crossbow Expert, is not adding in my Dexterity Ability Modifier. This is another example of why we should be able to edit the rolls, both attack and damage... if you're not going to do it automatically as you should, we should be able to "fix" that.
I'm struggling to make a character without use of the builder (and I'm really not a fan of character builders, much prefer to get my hands on the sheet directly).  Can anyone point me to how to set my speed without defaulting to using the override? Is there no way to edit base speed? How does this work for classes like the monk that have ramping bonuses to their speed? Do I not have access to speed control without the builder? Thanks
The new character sheet is not designed to be user-friendly, or user-editable, except in some very limited pre-configured ways. The design of the sheet pretty much requires you to use the builder. Alternatively, you can try to use the 2014 (legacy) sheet but it may not be possible to use the new 2024 features/rules with the old sheet unless you're willing to enter everything manually. It's easier to use the builder. It's not perfect and there are plenty of errors with the builder. But it's your best choice, at the moment. Ash said: I'm struggling to make a character without use of the builder (and I'm really not a fan of character builders, much prefer to get my hands on the sheet directly).  Can anyone point me to how to set my speed without defaulting to using the override? Is there no way to edit base speed? How does this work for classes like the monk that have ramping bonuses to their speed? Do I not have access to speed control without the builder? Thanks
Saul J. said: Nicole B. said: 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. I can only say that I must be suffering under some Mandela Effect because after doing a LOT of research, I found that (a) a lot of people believe the same thing and (b) DndBeyond says that Monks do get proficiency with hand crossbows and since they are an "official" source, it must be true. HOWEVER, that does NOT take away from the fact that there are many, many, many problems with the 2024 sheet that have not been addressed. For example, there is no way to change what dice are rolled for an attack, or damage, that I've found (and if there is, please correct me). But, that means that for both the "Tavern Brawler Unarmed Strike" that appears on the sheet when you take or get that Origin feat, and the Monk's normal "Unarmed Strike", there is no way to have the dice roller re-roll 1s automatically as per the Tavern Brawler Origin feat. 
Master Azroth said: That doesn't address the issue of not being able to change the roll syntax in any way, to facilitate more complex rolls (like rerolling ones), or homebrew stuff that might be resolved differently.
Nicole B. said: 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. I built the sheet using the character Builder. At the time it worked as I described. Now when I drag a specific weapon over it is better, but still wrong. When you add two weapons that have the same weapon property (like dagger and scimitar both having the Nick property), they get lumped together. Additionally, they don't count the repeat mastery property as a different selection even though it's a different weapon. So the a Champion Fighter with mastery in Dagger, Scimitar, Shortsword, Hand Crossbow & Whip reads as having only taken 3 out of 5 masteries. 
Is it possible to convert a 2014 character sheet into a new 2024 version?
Tuo said: That doesn't address the issue of not being able to change the roll syntax in any way, to facilitate more complex rolls (like rerolling ones), or homebrew stuff that might be resolved differently. What he said.  You also can't have it roll 3d20s for the attack, to simulate Elven Accuracy.  There are a lot of things you cannot do on the 2024 sheet that you could do on the 2014 sheet.
When can we expect item/spell search directly into the character sheet? If you make your sheet pop out you can't use drag and drop, and you can't close and reopen the sheet unless you F5 roll20 tab. It's been 4 months guys, please. Plus isn't there a way to hide free basic rules?? it's terrible getting duplicate results and having to look for the 2024 instead of 2014. 
Georges K. said: If you make your sheet pop out you can't use drag and drop, and you can't close and reopen the sheet unless you F5 roll20 tab. It's been 4 months guys, please.  That is a browser  limitation, not a Roll20 limitation. If a sheet is popped out, there is no way for it to interact with another window for drag-and-drop.
Georges K. said:  Plus isn't there a way to hide free basic rules?? it's terrible getting duplicate results and having to look for the 2024 instead of 2014.  You turn it off in the Content Sharing section of your games settings, simply uncheck the ones you don't want
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I am trying to create a magical great axe that does a 1d4 extra fire damage. I read a bit about it and most places says just alter an existing item from the compendium and it shoul work. So I added a Great Axe to my mock barbarian sheet and edited the damage adding 1d4 fire. Problem is, when I roll the damage of that weapon, its double dipping on all the barbarian damage modifiers again Rage + GWM + Charger Am I missing something ? Is it possible to have two damage types without double dipping on all the bonuses? Edit: I tryed posting the pictures here for example, didnt work it says page not found for some reason. Edit2: Thanks for the instructions =D
To post an Image here in the Forums, you need to save it first and then upload it... Otherwise you will ALWAYS see the 400 error Page not found... Temujim said: I am trying to create a magical great axe that does a 1d4 extra fire damage. I read a bit about it and most places says just alter an existing item from the compendium and it shoul work. So I added a Great Axe to my mock barbarian sheet and edited the damage adding 1d4 fire. Problem is, when I roll the damage of that weapon, its double dipping on all the barbarian damage modifiers again Rage + GWM + Charger Am I missing something ? Is it possible to have two damage types without double dipping on all the bonuses? Edit: I tryed posting the pictures here for example, didnt work it says page not found for some reason.
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I checked the closest item i could think of, a Flame Tongue weapon... It has an effect on it, that adds the 2d6 dmg that the player has to activate However, when i try to create an effect, i dont have that option...  The only way i found out to replicate it is adding a separate effect to the sheet, separate from the item.. D= List is to big to display it all, the only thing below this is weapon attack bonus that adds +X to hit, not dmg. Temujim said: I am trying to create a magical great axe that does a 1d4 extra fire damage. I read a bit about it and most places says just alter an existing item from the compendium and it shoul work. So I added a Great Axe to my mock barbarian sheet and edited the damage adding 1d4 fire. Problem is, when I roll the damage of that weapon, its double dipping on all the barbarian damage modifiers again Rage + GWM + Charger Am I missing something ? Is it possible to have two damage types without double dipping on all the bonuses? Edit: I tryed posting the pictures here for example, didnt work it says page not found for some reason. Edit2: Thanks for the instructions =D
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I think the issue is that you need to add the extra damage as an effect. Drag a flame tongue weapon onto a character for reference. It's handled this way: That being said, your guess is as good as mine as to how to add or modify that damage. This sheet desperately needs documentation.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
OK, it's an effect that you turn on or off. The effect is created when you drag and drop a flame tongue weapon. But it does not seem to be tied to the flametongue weapon in any way. If you make an unarmed attack while the effect is active, you add 2d6 fire damage. The same is true for rage bonus. AFAICT, there is no way you can just have a weapon that just automatically does an extra 2d6 extra fire damage.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Serendipitously, today's blog post is a step in the right direction.
I was hopeful when I saw Reimagining Roll20’s D&D Character Sheet for 2024 Sadly it seems they are not ... Simply fooling themselves that it is The 2024 character sheet represents a significant leap forward, When it is a huge leap backwards! Almost all their objectives have yet to be achieved and I doubt even half will!
keithcurtis said: OK, it's an effect that you turn on or off. The effect is created when you drag and drop a flame tongue weapon. But it does not seem to be tied to the flametongue weapon in any way. If you make an unarmed attack while the effect is active, you add 2d6 fire damage. The same is true for rage bonus. AFAICT, there is no way you can just have a weapon that just automatically does an extra 2d6 extra fire damage. I'm not sure but I think this is what your talking about
Roll20 wrote in their Blog: When building the new character sheet, we focused on three key priorities: Maintaining Functionality : Ensuring all features from the 2014 sheet were supported. Enhancing the Character Builder : Leveling up the character creation experience. Supporting Diverse Content : Building with the foresight to handle first-party, third-party, and homebrew content seamlessly They failed on all three priorities. Not all of the features from the 2014 sheet have been supported. The character creation experience, IMO, is definitely not as easy or as intuitive as the old "charactermancer", and as for handling content seamlessly... well, I might write more about this when I stop laughing. I applaud their goals. Their execution, on the other hand, leaves a lot to be desired, IMO.
I think what Roll20 are trying to achieve is going to take several more months yet before this new sheet is worthwhile and properly usable. IMO launching the new sheet at the same time as the 2024 PHB release was a big mistake, big! 
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So, is there any way to see in the front page what spells is prepared? I cant find any way... Thanks
keithcurtis said: Hey Alex! Can you get the GM to post their sharing page? They might own the book, but if it is not specifically turned on, it won't show in-game. As you can see, the 2024 PH is purchased and enabled - but doesn't register in character creation for some reason.
There is no way to distinguish spells that are prepared vs spells that are in your spellbook (or Tome if you're a Pact of the Tome Warlock). tasos t. said: So, is there any way to see in the front page what spells is prepeared? I cant find any way... Thanks
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Alex B. said: keithcurtis said: Hey Alex! Can you get the GM to post their sharing page? They might own the book, but if it is not specifically turned on, it won't show in-game. As you can see, the 2024 PH is purchased and enabled - but doesn't register in character creation for some reason. Making the assumptions that this is the same game, sharing is turned on for that game, and that the player is creating a character from within said game, a cannot tell what might be causing the issue. I would suggest a  Help Center Request  at this point.
Actually, from what I've seen, and what I know about the capabilities of Beacon, I'm not sure of that. I think a lot of the functionality of the old sheet will be lost. Dave said: I think what Roll20 are trying to achieve is going to take several more months yet before this new sheet is worthwhile and properly usable. IMO launching the new sheet at the same time as the 2024 PHB release was a big mistake, big! 
tasos t. said: So, is there any way to see in the front page what spells is prepared? I cant find any way... Thanks On the Combat page no just like the OGL sheet, but on the spells page only the prepared spells are listed (once you click manage and select your prepared spells otherwise they will all be there)
On the subject of the builder: If you choose a background from an older book, like Strixhaven: A curriculum of Chaos, the builder doesn't handle the backgrounds correctly. For example, the Strixhaven backgrounds come with a feat (Strixhaven Initiate). But, the builder wants you to choose an Origin feat. According to the PHB, you only choose an Origin feat if the background doesn't already come with one. (See the box on p. 38 of the 2024 PHB).
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It is tho, if you look at the flame tongue it has an effect on the item, it shows up to be activated once the item is attuned to the character, otherwise it doesnt do anything. Thats what I wanted to do, but its not possible cause the add and effect is not avaiable on the item dropdown. I works the same way with other attunable items avaiable on the DMG, but you cant add to any item you drag into the sheet for some reason. Edit: Missed your last sentence on the previous post Keith, sorry you got the issue. This is kind of annoying but ill just create the effect on the player sheet and make the item attunable in some other way to make sure the attuned slot is taken. keithcurtis said: OK, it's an effect that you turn on or off. The effect is created when you drag and drop a flame tongue weapon. But it does not seem to be tied to the flametongue weapon in any way. If you make an unarmed attack while the effect is active, you add 2d6 fire damage. The same is true for rage bonus. AFAICT, there is no way you can just have a weapon that just automatically does an extra 2d6 extra fire damage. Thats what i was trying to do at first, the stat modifier double dips on the regular and the fire damage. Master Azroth said: keithcurtis said: OK, it's an effect that you turn on or off. The effect is created when you drag and drop a flame tongue weapon. But it does not seem to be tied to the flametongue weapon in any way. If you make an unarmed attack while the effect is active, you add 2d6 fire damage. The same is true for rage bonus. AFAICT, there is no way you can just have a weapon that just automatically does an extra 2d6 extra fire damage. I'm not sure but I think this is what your talking about
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Troubles with this sheet tonight during our game: All characters were created from the Charactermancer in the 2024 ruleset with a shared PHB & DMG. Painful latency of 5+ seconds when opening a sheet, waiting for edit or 'i' buttons to respond. Everyone playing has fibre internet connections and gaming rigs, yet this sheet runs really poorly. Several times folks had the sheet lock up and had to reload roll20 after the sheet crashed. Cure Wounds and Healing Word did not apply the correct attribute bonus to the healing roll. To fix this the GM needed to edit the sheet and change the spell (In both the Combat and the Spells sections) to hard set the applicable attribute (Charisma, Wisdom etc) vs auto, which wasn't working. We added and Effect to handle the Duelling Fighter Specialisation - The +2 damage effect was toggled on but doesn't correctly get output in the chat log. If you hit the damage button from the Combat action, the chat log looks like this:  Note the calculation line is missing the +2 from The Dueling Fighting Style effect but it is included in the total. If we instead invoke the damage roll from the Clickable damage button that is created in the chat log after an attack we can see the calculation is correct albeit not broken into its component parts.
Jarren said: Georges K. said: If you make your sheet pop out you can't use drag and drop, and you can't close and reopen the sheet unless you F5 roll20 tab. It's been 4 months guys, please.  That is a browser  limitation, not a Roll20 limitation. If a sheet is popped out, there is no way for it to interact with another window for drag-and-drop. I'm very aware this is a browser limitation hence my request to have the search for items/spells, something we've been asking for a while now and shouldn't be that difficult, drag and drop for a DM to add something to a player is pretty great and helpful, drag and drop when you are building your character from scratch it's a waste of time. 
Master Azroth said: Georges K. said:  Plus isn't there a way to hide free basic rules?? it's terrible getting duplicate results and having to look for the 2024 instead of 2014.  You turn it off in the Content Sharing section of your games settings, simply uncheck the ones you don't want Thank you! I had no clue Content Sharing impacted what I had access too. It solved the issue. 
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Hello - If this has been addressed or already flagged as a bug, please ignore. One of my players has a lvl 3 Barbarian, Path of the Berserker .  The 2024 sheet has added " Frenzy ".  My best RAW interpretation of the 2024 rules of critical hits would allow the 2d6 'frenzy' damage dice to be doubled on a crit.  (if I'm wrong in this, please jump in) The way the 2024 character sheet works is that not only are these dice NOT doubled on a crit , but in the edit feature they don't have the mechanic to do so (unlike editing a weapon's damage). (dialing up a lvl 3 Rogue as well, I see this character sheet is not doubling Rogue's sneak attack dice on a crit either...the rules are VERY clear on this.  How has the character sheet team pooped the bed so badly on this??) Please fix this.
I can't delete  anything from the sheets. Features, classes etc. I delete them as I'm supposed to, they briefly disappear and then they jump add themselves back to the sheet sometimes as I'm watching sometimes a little bit later. I ended up with a level 1 character that had several levels as I removed class levels but they just returned after I had already replaced them, and the custom features I wrote now are stuck forever - with an edit I did reverting back, and another edit just addint a new entry.
Feature Request: 1) The ability to set a skill to have no stat attached. This CAN be done for new skills you create. But not the existing roster of standard DnD skills.  2) The ability to toggle on/off if a particular skill is used/needed in your game. Ideally at the game settings level.
Is it possible to convert a 2014 character sheet into a 2024 version?
Dresdon said: Troubles with this sheet tonight during our game: All characters were created from the Charactermancer in the 2024 ruleset with a shared PHB & DMG. Painful latency of 5+ seconds when opening a sheet, waiting for edit or 'i' buttons to respond. Everyone playing has fibre internet connections and gaming rigs, yet this sheet runs really poorly. Several times folks had the sheet lock up and had to reload roll20 after the sheet crashed. Cure Wounds and Healing Word did not apply the correct attribute bonus to the healing roll. To fix this the GM needed to edit the sheet and change the spell (In both the Combat and the Spells sections) to hard set the applicable attribute (Charisma, Wisdom etc) vs auto, which wasn't working. We added and Effect to handle the Duelling Fighter Specialisation - The +2 damage effect was toggled on but doesn't correctly get output in the chat log. If you hit the damage button from the Combat action, the chat log looks like this:  Note the calculation line is missing the +2 from The Dueling Fighting Style effect but it is included in the total. If we instead invoke the damage roll from the Clickable damage button that is created in the chat log after an attack we can see the calculation is correct albeit not broken into its component parts. We've made tickets for the bonus not showing in the roll template and fixing the Cure Wounds/Healing Word to work correctly. We've seen a few reports of the sheet running slowly in the past week, but we haven't been able to replicate it locally - could I get more details from you on that front? Was it from the start or came on gradually? Was it better or worse in different characters? What browsers were you using? Stephen N. said: Hello - If this has been addressed or already flagged as a bug, please ignore. One of my players has a lvl 3 Barbarian, Path of the Berserker .  The 2024 sheet has added " Frenzy ".  My best RAW interpretation of the 2024 rules of critical hits would allow the 2d6 'frenzy' damage dice to be doubled on a crit.  (if I'm wrong in this, please jump in) The way the 2024 character sheet works is that not only are these dice NOT doubled on a crit , but in the edit feature they don't have the mechanic to do so (unlike editing a weapon's damage). (dialing up a lvl 3 Rogue as well, I see this character sheet is not doubling Rogue's sneak attack dice on a crit either...the rules are VERY clear on this.  How has the character sheet team pooped the bed so badly on this??) Please fix this. Damage effect should definitely have the option to double on crit, I agree. We'll add this to the list. Isa said: I can't delete  anything from the sheets. Features, classes etc. I delete them as I'm supposed to, they briefly disappear and then they jump add themselves back to the sheet sometimes as I'm watching sometimes a little bit later. I ended up with a level 1 character that had several levels as I removed class levels but they just returned after I had already replaced them, and the custom features I wrote now are stuck forever - with an edit I did reverting back, and another edit just addint a new entry. Was the character sheet open by two users at once? We've recently diagnosed a bug where having a sheet open by two people is causing changes made by one of them to revert after a few seconds. It's a critical priority to fix, and it sounds like it's possible you may have encountered it. Brian T. said: Feature Request: 1) The ability to set a skill to have no stat attached. This CAN be done for new skills you create. But not the existing roster of standard DnD skills.  2) The ability to toggle on/off if a particular skill is used/needed in your game. Ideally at the game settings level. 1 - Agree, I'll add it to the list. 2 - Also agree, definitely more of a future improvement. Spencer said: Is it possible to convert a 2014 character sheet into a 2024 version? This is something that's on our list, but we don't have any updates on when it will be available.
Notice that my earlier message wasn't addressed: If you choose a background from an older book, like Strixhaven: A curriculum of Chaos, the builder doesn't handle the backgrounds correctly. For example, the Strixhaven backgrounds come with a feat (Strixhaven Initiate). But, the builder wants you to choose an Origin feat. According to the PHB, you only choose an Origin feat if the background doesn't already come with one. (See the box on p. 38 of the 2024 PHB). Any plans to fix this? This is something that is important to fix in order to be able to use the new sheet/builder with older non-2024 books. Nicole B. said: Dresdon said: Troubles with this sheet tonight during our game: All characters were created from the Charactermancer in the 2024 ruleset with a shared PHB & DMG. Painful latency of 5+ seconds when opening a sheet, waiting for edit or 'i' buttons to respond. Everyone playing has fibre internet connections and gaming rigs, yet this sheet runs really poorly. Several times folks had the sheet lock up and had to reload roll20 after the sheet crashed. Cure Wounds and Healing Word did not apply the correct attribute bonus to the healing roll. To fix this the GM needed to edit the sheet and change the spell (In both the Combat and the Spells sections) to hard set the applicable attribute (Charisma, Wisdom etc) vs auto, which wasn't working. We added and Effect to handle the Duelling Fighter Specialisation - The +2 damage effect was toggled on but doesn't correctly get output in the chat log. If you hit the damage button from the Combat action, the chat log looks like this:  Note the calculation line is missing the +2 from The Dueling Fighting Style effect but it is included in the total. If we instead invoke the damage roll from the Clickable damage button that is created in the chat log after an attack we can see the calculation is correct albeit not broken into its component parts. We've made tickets for the bonus not showing in the roll template and fixing the Cure Wounds/Healing Word to work correctly. We've seen a few reports of the sheet running slowly in the past week, but we haven't been able to replicate it locally - could I get more details from you on that front? Was it from the start or came on gradually? Was it better or worse in different characters? What browsers were you using? Stephen N. said: Hello - If this has been addressed or already flagged as a bug, please ignore. One of my players has a lvl 3 Barbarian, Path of the Berserker .  The 2024 sheet has added " Frenzy ".  My best RAW interpretation of the 2024 rules of critical hits would allow the 2d6 'frenzy' damage dice to be doubled on a crit.  (if I'm wrong in this, please jump in) The way the 2024 character sheet works is that not only are these dice NOT doubled on a crit , but in the edit feature they don't have the mechanic to do so (unlike editing a weapon's damage). (dialing up a lvl 3 Rogue as well, I see this character sheet is not doubling Rogue's sneak attack dice on a crit either...the rules are VERY clear on this.  How has the character sheet team pooped the bed so badly on this??) Please fix this. Damage effect should definitely have the option to double on crit, I agree. We'll add this to the list. Isa said: I can't delete  anything from the sheets. Features, classes etc. I delete them as I'm supposed to, they briefly disappear and then they jump add themselves back to the sheet sometimes as I'm watching sometimes a little bit later. I ended up with a level 1 character that had several levels as I removed class levels but they just returned after I had already replaced them, and the custom features I wrote now are stuck forever - with an edit I did reverting back, and another edit just addint a new entry. Was the character sheet open by two users at once? We've recently diagnosed a bug where having a sheet open by two people is causing changes made by one of them to revert after a few seconds. It's a critical priority to fix, and it sounds like it's possible you may have encountered it. Brian T. said: Feature Request: 1) The ability to set a skill to have no stat attached. This CAN be done for new skills you create. But not the existing roster of standard DnD skills.  2) The ability to toggle on/off if a particular skill is used/needed in your game. Ideally at the game settings level. 1 - Agree, I'll add it to the list. 2 - Also agree, definitely more of a future improvement. Spencer said: Is it possible to convert a 2014 character sheet into a 2024 version? This is something that's on our list, but we don't have any updates on when it will be available.