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

I like this feature of having checkboxes to check off for certain things, is there a way to create this for things like arrows or other items manually? Thanks!
Michael K. said: I like this feature of having checkboxes to check off for certain things, is there a way to create this for things like arrows or other items manually? Thanks! Not ideal right now, but you could add a resource to the item itself in the "Modifiers" section of the item. It wouldn't be linked to the quantity, though. Might be better suited under a quiver where you can have it out of 20. We'll be adding some more specific handling for ammunition soon, but until that, a resource will work!
I've posted replies twice, and the forum gremlins ate both of them, looks like. Not much of use for my first issue - the players were using standard array, and when they changed their minds on what ability got which score, the scores added instead of replaced.  I'm not sure on anything different or common on them, the ones who didn't have the issue I don't think were changing their minds. On my second issue, I went and parsed exactly what was being triggered, and it's not all of the buttons after all, but is still significant.  When opening the level 1 orc fighter, I get: 1x Utilize Caltrops 7x Orc Adrenaline Rush Temp HP 3x ability check and 3x save, for each attribute in order 1x roll of each weapon and cantrip that is in the attacks section 7x Second Wind Healing. As well, for those characters with spells, I get the popup asking what level to cast at, which I cancel out of.  No rolls displayed for those when I cancel.  If I select a level, I get the spell attack roll as normal for the spell. Not sure if it matters, this game was prepared quite some time ago, and I opted into the Jumpgate and pasted the 2024 rules into it after it was built.  Characters were created afterwards.  I didn't have this issue originally when making test characters or with early versions of player-created 2014 characters. If you want me to do anything specific to check things, or provide any specific screenshots or logs, I'm happy to do so!  I'm sure there's a logic to what's getting spit out and the order it's in, but from the front-facing end it's pretty odd looking.  It's also something I avoid doing as much as I can during a game as it spams the hell out of chat.
Any news on when there will be a usable converter for existing character sheets?   I just tried building a new 2024 character from my existing 2014 character and ran into a lot of problems I set the character class to Rogue (2024) and level 6 - which is where I am Selected subclass from Mordenkanen's (Mastermind) Duergar species isn't available from any sources, but it was available from the 2014 sheet, just picked Dwarf Feats seemed to work as expected, including the "conversion feat" Ran into major problems at the point of setting Ability Scores .  The scores would not let me edit manually, and they kept adding more and more to the scores. By the time I gave up, the scores were all in teh range of 50 or 60 points!!   The character builder was incredibly slow to refresh or allow me to make selections, particularly in the Ability Scores area I tried again with a first level character with zero non-2024 features, and it seemed to work just fine.  But trying to do this and then leveling up to level six seems like it would be painful.  Is this how people are copying their characters now?
Andrea L. said: Fey touched finally fey touched spell selection works fine but misty step is not in the spell list DC does not add proficiency I'm able to see Misty Step on the right side of the builder in both the 2024 and 2014 versions of the feat, can you expand on what you mean? Spell selection for fey-touched is still being worked on, so I'm surprised that it worked fine. We're working towards some sheet and builder solutions for that feat now which should ease some of its sharp edges. i have 2 PC that have fey touched: on the monk the list appeared and had the enchantment and divination limitation!! but on him the misty step is not on the sheet see the images in the builder the situation is the following Note the the fey touched spell list non-loading issue is still very much present on the cleric ---- another thing that maybe can help in pointing some of the other observations on things that are persistent on the sheet. the player wanted to change the selected spell of fey touched. so he went in the builder and for some strange reason (probably concurrent accessing on the sheet builder by me and him) upon save in the spell list 2 spell were there i am sure I deleted the first during session from the sheet itself and now they were both there again. Now, I went in the builder again to take the screenshot and there were the two spell bot selected!!! removing them from the builder made the glitch disappear so I wonder if the other notices of "I delete but keeps coming back" is because of the builder keeping "privileges" over the sheet. If that is the case obviously is not ideal as there are many game situation that change the status of the character from what was built in the builder. hope it helps Andrea
Paul B. said: I've posted replies twice, and the forum gremlins ate both of them, looks like. Not much of use for my first issue - the players were using standard array, and when they changed their minds on what ability got which score, the scores added instead of replaced.  I'm not sure on anything different or common on them, the ones who didn't have the issue I don't think were changing their minds. On my second issue, I went and parsed exactly what was being triggered, and it's not all of the buttons after all, but is still significant.  When opening the level 1 orc fighter, I get: 1x Utilize Caltrops 7x Orc Adrenaline Rush Temp HP 3x ability check and 3x save, for each attribute in order 1x roll of each weapon and cantrip that is in the attacks section 7x Second Wind Healing. As well, for those characters with spells, I get the popup asking what level to cast at, which I cancel out of.  No rolls displayed for those when I cancel.  If I select a level, I get the spell attack roll as normal for the spell. Not sure if it matters, this game was prepared quite some time ago, and I opted into the Jumpgate and pasted the 2024 rules into it after it was built.  Characters were created afterwards.  I didn't have this issue originally when making test characters or with early versions of player-created 2014 characters. If you want me to do anything specific to check things, or provide any specific screenshots or logs, I'm happy to do so!  I'm sure there's a logic to what's getting spit out and the order it's in, but from the front-facing end it's pretty odd looking.  It's also something I avoid doing as much as I can during a game as it spams the hell out of chat. Sorry about the forum gremlins :( There's a known bug with using the builder while another person has the sheet open - it sounds like the ability scores may have been a consequence of that bug? Everything rolling though, that's something I've never seen or heard of before. Is the sheet already open somewhere else? Was anything clicked on the other side before you open it? Do you have any extensions that interact with Roll20? I'm just really fishing to see if there's anything I can pinpoint as a cause...it rolls temporary hp SEVEN TIMES? Could you DM me a link to your game or post it here? If the issue is with the character, maybe I can reproduce it by copying it, which would make it a lot easier to fix. Jack said: Any news on when there will be a usable converter for existing character sheets?   I just tried building a new 2024 character from my existing 2014 character and ran into a lot of problems I set the character class to Rogue (2024) and level 6 - which is where I am Selected subclass from Mordenkanen's (Mastermind) Duergar species isn't available from any sources, but it was available from the 2014 sheet, just picked Dwarf Feats seemed to work as expected, including the "conversion feat" Ran into major problems at the point of setting Ability Scores .  The scores would not let me edit manually, and they kept adding more and more to the scores. By the time I gave up, the scores were all in teh range of 50 or 60 points!!   The character builder was incredibly slow to refresh or allow me to make selections, particularly in the Ability Scores area I tried again with a first level character with zero non-2024 features, and it seemed to work just fine.  But trying to do this and then leveling up to level six seems like it would be painful.  Is this how people are copying their characters now? I don't have any news on the converter yet, sorry. I was able to see Duergar in my species options, but this may have been a timing issue - we're in the process of upgrading a lot of books to have newer data that's more flexible and complete, and the book that's from was being touched right before you posted this. If you log out and log back in and try again, it might be there now. Sorry about the bad timing, but at least it'll be a much cooler version than you would've gotten a few days ago. The ability score thing is, I believe, an unintentional bug caused by two people opening the character sheet at the same time. It may also be triggered if the other person then closes the sheet. I'm not 100% sure but I suspect the lag may be caused by this too. This is a critical bug that is currently in QA so you should look out for a fix probably early next week. A bandaid for this for now is to have the person who isn't making the changes close the sheet and refresh the page, but this is a very temporary bandaid. Andrea L. said: i have 2 PC that have fey touched: on the monk the list appeared and had the enchantment and divination limitation!! but on him the misty step is not on the sheet see the images in the builder the situation is the following Note the the fey touched spell list non-loading issue is still very much present on the cleric ---- another thing that maybe can help in pointing some of the other observations on things that are persistent on the sheet. the player wanted to change the selected spell of fey touched. so he went in the builder and for some strange reason (probably concurrent accessing on the sheet builder by me and him) upon save in the spell list 2 spell were there i am sure I deleted the first during session from the sheet itself and now they were both there again. Now, I went in the builder again to take the screenshot and there were the two spell bot selected!!! removing them from the builder made the glitch disappear so I wonder if the other notices of "I delete but keeps coming back" is because of the builder keeping "privileges" over the sheet. If that is the case obviously is not ideal as there are many game situation that change the status of the character from what was built in the builder. hope it helps Andrea We're definitely having an issue with deleting things when someone else has opened the sheet in that session, that's part of the bug that's in QA right now. You're right, it's not ideal and we're working on fixing it. Going to look into Fey-Touched a little later today and see if I can replicate what you're seeing. It's a known bug that the spell list doesn't load, and I was able to reproduce that bug when trying to test, so I must be missing something or you're just super lucky somehow.
Nicole B. said: Jon J. said: The sheet still shows a penalty to AC due to low Dexterity when wearing Heavy Armour. No penalty should apply as shown in the rules and also D&D Beyond which is a digital tool from the makers of D&D. I have reported this before. Are you dragging and dropping an item from 2014 data? If you edit it, can you change the value of the "Ability Added" dropdown to None instead of Dexterity? I'm only able to replicate this by either manually setting that value to include Dexterity, or dragging and dropping an older piece of armor. I'll make a ticket to check for Heavy in the armor type, but in the meantime you should be able to edit the item itself. No, this is from when you initially receive the item from starting gear. Thanks for the work around.
Hello, I've run into an issue making a warlock taking the Pact of the Tome Feature. As written, Pact of the Tome allows selection of 3 cantrips and 2 rituals when summoned from any class. Additionally, this does not appear to be limited to when the Feature/invocation is taken. (Invocation copied below). Pact of the Tome Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die. Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you. Spellcasting Focus. You can use the book as a Spellcasting Focus. However, when attempting to select the cantrips for the invocation, as below: You can only select cantrips from the warlock spell list (as below). The same issue occurs when attempting to select the level 1 ritual spells, you are only given access to the warlock spell list. Additionally, you are given access to non-ritual spells, like below. I'm wondering since the feature can be reset every time you summon the book if there can be a seperate way to select the spells on a more adhoc system, once you can select from every classes list, as manually importing the spells from the compendium leads to a very large spell list. Particular because cantrips cannot be "unprepared" and are thus always visable. This is less of an issue for level 1 spells as you can prepare them. Hope this help and/or if anyone has any advice for this issue i'd appreciate it.
Could we get the option to add damage riders like the Hex damage without having to assign it to an attack in the combat section? This would eliminate the need to create duplicate attacks for each attack and each rider (for example, if you have 2 weapon or spell attacks that you can optionally apply 2 different damage riders to, that would be 4 combinations - 1 without riders, 1 with one rider, 1 with the other rider, and 1 with both rider - for each weapon, for a total of 8 different attacks when you could just make 2 weapon attack rows (1 for each weapon) and add the damage riders as their own thing for a total of 4 rows: 2 weapons and 2 damage riders).
Tara said: Could we get the option to add damage riders like the Hex damage without having to assign it to an attack in the combat section? This would eliminate the need to create duplicate attacks for each attack and each rider (for example, if you have 2 weapon or spell attacks that you can optionally apply 2 different damage riders to, that would be 4 combinations - 1 without riders, 1 with one rider, 1 with the other rider, and 1 with both rider - for each weapon, for a total of 8 different attacks when you could just make 2 weapon attack rows (1 for each weapon) and add the damage riders as their own thing for a total of 4 rows: 2 weapons and 2 damage riders). or even better, have the option to name damage sources and toggle them on and off within an attack, so for this example, I could name the 6d6 "Ravenous Strike" and toggle it off when it doesn't apply
Jon J. said: No, this is from when you initially receive the item from starting gear. Thanks for the work around. If you build a 2014 character class, it will default to 2014 items before 2024, and vice versa. Are you building a 2014 class? Will H. said: Hello, I've run into an issue making a warlock taking the Pact of the Tome Feature. As written, Pact of the Tome allows selection of 3 cantrips and 2 rituals when summoned from any class. Additionally, this does not appear to be limited to when the Feature/invocation is taken. (Invocation copied below). Pact of the Tome Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die. Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you. Spellcasting Focus. You can use the book as a Spellcasting Focus. However, when attempting to select the cantrips for the invocation, as below: You can only select cantrips from the warlock spell list (as below). The same issue occurs when attempting to select the level 1 ritual spells, you are only given access to the warlock spell list. Additionally, you are given access to non-ritual spells, like below. I'm wondering since the feature can be reset every time you summon the book if there can be a seperate way to select the spells on a more adhoc system, once you can select from every classes list, as manually importing the spells from the compendium leads to a very large spell list. Particular because cantrips cannot be "unprepared" and are thus always visable. This is less of an issue for level 1 spells as you can prepare them. Hope this help and/or if anyone has any advice for this issue i'd appreciate it. The spell lists not giving you the options you expect is a known issue that's actively being worked on! The spells page in dev looks a lot different than the spells page in production, including fixing those bugs :) In this situation, I don't think I would use the preparation system with every ritual spell in the book, just in case you might use them for pact of the tome on a level up. I would just remove the ones you're not using anymore and mark the new ones as always prepared. We're also improving the ability to link a source of a spell right now, so dragging and dropping makes it more clear which one is which - but you can always edit the beginning of the description or the name to label it so you don't forget. Tara said: Could we get the option to add damage riders like the Hex damage without having to assign it to an attack in the combat section? This would eliminate the need to create duplicate attacks for each attack and each rider (for example, if you have 2 weapon or spell attacks that you can optionally apply 2 different damage riders to, that would be 4 combinations - 1 without riders, 1 with one rider, 1 with the other rider, and 1 with both rider - for each weapon, for a total of 8 different attacks when you could just make 2 weapon attack rows (1 for each weapon) and add the damage riders as their own thing for a total of 4 rows: 2 weapons and 2 damage riders). We're currently adding the UX for "autohit" attacks like Magic Missile. I think that would be the best use case here, they don't roll attacks, just damage. The sheet already supports this concept, we just don't have the UX to manually make one. Damage effects can do this to, but you'd need to label the damage type in the title of the effect. If you do that, it'll tag itself onto any damage rolled when you have it toggled on, basically like your second suggestion, and the "Details" section of the roll template will tell you how much of the damage was from the effect.
HI How do you refer on a token to a specific resource of the new sheet? the list currently  includes HP AC and the various abilities not much else but what would be useful would be tracking bardic inspiration for a bard, sorcery points for a sorcerer, battle master superiority dices or focus points fro a monk. There is some way already (and I did not find it) or is in the todo list for some next evolution or should we not count on it? thanks Andrea
Another one: spell scrool. I drag a spell scroll (level X) on the sheet then edit it to declare the spell written into it any indication on how to add the spell in the combat and list? I could do nothing and manage it outside of the sheet or I could add it to the combat  only  or on the spell list all seem cumbersome to remember and delete after... suggestions on preferred approach? thanks andrea
Multiclass Fighter2, Monk5. 1. Combat Free Actions does not show Action Surge, only listed in class features. 2. Had to add Action Surge by dragging from Compendium, was not listed in class features. 3. Damage die for Dagger, Club, and Scimitar (All of which fall under Monk Weapons) Did not update to Martial Arts Die. 4) Have the two-weapon fighting feat, but Off Hand versions of combat attacks for Dagger, Scimitar, and Club did not have Ability Modifier added.
So I noticed that with the "able to add a DC to features", there's the option to have it maintain a calculated DC based off of an ability score and proficiency, but... you can't add any flat value, and it doesn't add 8 to it by default, so the only way to set a custom class DC is to go with Flat Value, set it to whatever the value is and modify it whenever it would change, which is annoying.
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Hel
Pro
I put a ticket in over two months ago, regarding selecting the 2014 barbarian in the charactermancer. When you get to the equipment section it doesn't show most of what a barbarian can take, and also includes things like antimatter rifles. Is there any idea when this can be fixed? Also when going in today to see if it was fixed, I noticed I can't add my +2 and +1 when picking my ability scores anymore. 
Still a lot to be desired from the builder. This one is confusing though so: Set-up: Rogue (2024), Tabaxi (from Mordenkainen Presents: Monsters of the Multiverse), Investigator background (from 3rd party Dungeons of Drakkenheim) Problem #1: Was not given any opportunity to add +2/+1 to ability scores: Under the 2024 rules, you ignore the ability score increases from the 2014 species, and take those from the background. If the background doesn't give it to you, you just add +2/+1 to any of the scores (PHB page 38). Problem #2: For equipment, the builder did not give me the Rogue default equipment:  Problem #3 (and Problem #2 continued): I also did not get the equipment from the Investigator background. I can understand this because it is from a 3rd party book and that might not have been included yet... but the background was listed in the choices available. But, essentially, the character ended up with no equipment: Problem #4: For languages, as a Rogue, I get Thieves Cant', and I'm supposed to get Common plus 2 additional languages as well (PHB page 37). I was not given Common, and was not given the opportunity to select two languages, only 1: I can understand that there could be some issues when choosing a 2024 class, a 2014 species, and a 3rd party background but I wanted the team to be aware of the issues so they could be fixed. 
Andrea L. said: HI How do you refer on a token to a specific resource of the new sheet? the list currently  includes HP AC and the various abilities not much else but what would be useful would be tracking bardic inspiration for a bard, sorcery points for a sorcerer, battle master superiority dices or focus points fro a monk. There is some way already (and I did not find it) or is in the todo list for some next evolution or should we not count on it? thanks Andrea The repeating sections like resources are still under development - resources specifically will probably need a whole rethink, because the repeating section context doesn't really make sense for them anymore. Andrea L. said: Another one: spell scrool. I drag a spell scroll (level X) on the sheet then edit it to declare the spell written into it any indication on how to add the spell in the combat and list? I could do nothing and manage it outside of the sheet or I could add it to the combat  only  or on the spell list all seem cumbersome to remember and delete after... suggestions on preferred approach? thanks andrea I would probably just drag and drop the spell onto my sheet and mark it as always prepared in this case. Chaplain said: Multiclass Fighter2, Monk5. 1. Combat Free Actions does not show Action Surge, only listed in class features. 2. Had to add Action Surge by dragging from Compendium, was not listed in class features. 3. Damage die for Dagger, Club, and Scimitar (All of which fall under Monk Weapons) Did not update to Martial Arts Die. 4) Have the two-weapon fighting feat, but Off Hand versions of combat attacks for Dagger, Scimitar, and Club did not have Ability Modifier added. Ah, multiclass 2 levels into fighter. A user of culture, I see. 1. You're right, I'm not seeing it either but this definitely exists in the data. I'll look into this and see if it needs a ticket. 2. I am seeing action surge though, so I'm not sure what's going on there. I built both a 2024 and 2014 Fighter just now just in case, and it showed up on both. 3. We don't automate this, or at least right now, so you'll have to update the data on those attacks. 4. Because the way the feat is written, we can't really automate this either on level-up. silverthundr said: So I noticed that with the "able to add a DC to features", there's the option to have it maintain a calculated DC based off of an ability score and proficiency, but... you can't add any flat value, and it doesn't add 8 to it by default, so the only way to set a custom class DC is to go with Flat Value, set it to whatever the value is and modify it whenever it would change, which is annoying. Adding a flat value is coming very soon! The ticket is dev complete and is currently going through the review/QA process.
Some macro-related issues (in addition to the ones I've listed months ago and that have gone unaddressed): 1. Abilities are called "character macros". Please revert. 2. Neither shorthand ability calls nor shorthand attribute calls (I.E., calling attributes or abilities from the same sheet without specifying the character} do not work. Being able to call abilities and attributes shorthand is vital for many complex macros and saves a ton of time. 3. The ability list does not scroll down and has no scroll bar (Firefox).
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Tuo said: Some macro-related issues (in addition to the ones I've listed months ago and that have gone unaddressed): 1. Abilities are called "character macros". Please revert. 2. Neither shorthand ability calls nor shorthand attribute calls (I.E., calling attributes or abilities from the same sheet without specifying the character} do not work. Being able to call abilities and attributes shorthand is vital for many complex macros and saves a ton of time. 3. The ability list does not scroll down and has no scroll bar (Firefox). 1. I believe this is an intentional name change. I'm not a fan of it either. I believe the intent was to make it easier for new users to understand what they are, but the upshot is that ten years of posts, threads and videos are now harder to understand. 2. Yes please. Ability writing for the new sheets is merely a place to store code that might as well be written in a collections macro. Without attribute and ability calls, this feature is pretty crippled.
keithcurtis said: 1. I believe this is an intentional name change. I'm not a fan of it either. I believe the intent was to make it easier for new users to understand what they are, but the upshot is that ten years of posts, threads and videos are now harder to understand. Even ignoring the massive amount of past documentation, having "character macros" page refer to a syntax that calls "macros" that doesn't work on said "character macros" is a lot more confusing than having attributes, abilities, and macros that all have meaningful differences between them in how they work.
I'm not sure if this is an oversight or by design, but the D&D 2024 sheet does not include all the spell information when linking spells, It only seems to link the spell description.  It would be good if the sheet included things like components, distance, duration, and all the other relevant spell information that is listed in the compendium entry but not linked in the description. 
Nicole B. said: Michael K. said: I like this feature of having checkboxes to check off for certain things, is there a way to create this for things like arrows or other items manually? Thanks! Not ideal right now, but you could add a resource to the item itself in the "Modifiers" section of the item. It wouldn't be linked to the quantity, though. Might be better suited under a quiver where you can have it out of 20. We'll be adding some more specific handling for ammunition soon, but until that, a resource will work! Thanks so much for the feedback!
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New bugs from today's session which we've never had before: - No Effects are being added to any Damage rolls for any players. This includes Hex, Psionic Strike, Fire's Burn, Thrown Weapon Fighting, Colossus Slayer, Hunter's Mark. Effects that alter Attack rolls still work as intended, it seems to be purely Damage rolls, and it affects both Effects created by players and those created by the Charactermancer. Weirdly, for a reason which I can't figure out or understand, the druid's Imbued Wood (Irian Rosewood) continues to give a +1 to radiant damage. - When rolling initiative with Query mode toggled, the sheet never rolls initiative until switching back to Automatic, Advantage, or Disadvantage. - When /talktomyself is turned on in 2024 sheets, no rolls on my sheet worked (as a player). I've only ever done this as a DM (finally got to play a short campaign) so I'm not sure how long this has been the case. Refreshing didn't fix it either.
Tuo said: Some macro-related issues (in addition to the ones I've listed months ago and that have gone unaddressed): 1. Abilities are called "character macros". Please revert. 2. Neither shorthand ability calls nor shorthand attribute calls (I.E., calling attributes or abilities from the same sheet without specifying the character} do not work. Being able to call abilities and attributes shorthand is vital for many complex macros and saves a ton of time. 3. The ability list does not scroll down and has no scroll bar (Firefox). I am able to scroll on the character macros tab, although I do see the missing scrollbar on both tabs. I'll bring your feedback back to the team that handles character frames, as this applies more broadly than 2024. DM Raven said: I'm not sure if this is an oversight or by design, but the D&D 2024 sheet does not include all the spell information when linking spells, It only seems to link the spell description.  It would be good if the sheet included things like components, distance, duration, and all the other relevant spell information that is listed in the compendium entry but not linked in the description.  It is by design, but not in an "it can't be changed given feedback" sense. I'll bring this feedback back, thanks! Noodle  said: New bugs from today's session which we've never had before: - No Effects are being added to any Damage rolls for any players. This includes Hex, Psionic Strike, Fire's Burn, Thrown Weapon Fighting, Colossus Slayer, Hunter's Mark. Effects that alter Attack rolls still work as intended, it seems to be purely Damage rolls, and it affects both Effects created by players and those created by the Charactermancer. - When rolling initiative with Query mode toggled, the sheet never rolls initiative until switching back to Automatic, Advantage, or Disadvantage. - When /talktomyself is turned on in 2024 sheets, no rolls on my sheet worked (as a player). I've only ever done this as a DM (finally got to play a short campaign) so I'm not sure how long this has been the case. Refreshing didn't fix it either. Those first two have tickets being worked on right now! I haven't tested the third one myself though, so I'll look into it and see if I can get that ticketed today.
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major lag issue in the last hour 2 players were not able to open the sheet at all. for me it was hit and miss but veeery slow I do have a recording of the thing that starts after one minute of dice rolling (I mean the rolling dice animation while you wait for the sheet to load....)  until I abandoned the effort 1 extra minute later it seems I cannot upload a video but the issue is there and is becoming so annoying that makes the game not playable for those player without a very fast computer and connection and even then... available to point to the specific game if you need to see for yourself Andrea
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Also suffering major lag over here. Normally I'd attribute it to the Chromebook I use when I am sitting in my Comfy Chair, rather than the desktop Mac I normally use for Roll20. But response is glacially slow, even though.
Keith and Andrea, could we get some more details? 1. Did this happen it during a game (ex. multiple people in one VTT)? Andrea from your description I’m assuming “yes” but just want to make sure. 2. Were these characters open (or attempted to open) in the VTT, or Roll20 Characters? 3. Did it get worse over time, or start off laggy from when you opened the game? 3. Were the people experiencing the lag the first  to open that character that session? 4. Did multiple people have the same character open? E.g. in your case Andrea, did the DM have the character open, when the players tried to open it?
No, it was a 2024 Paladin
Oh and one additional question: what levels, and classes, were the laggy characters?
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Mike T. said: Keith and Andrea, could we get some more details? 1. Did this happen it during a game (ex. multiple people in one VTT)? Andrea from your description I’m assuming “yes” but just want to make sure. yes five people connected (4 players each with 2 PC/sheet to manage and DM): "old" friends so everyone has access to everything  and a lot of social  interaction 2. Were these characters open (or attempted to open) in the VTT, or Roll20 Characters? VTT everyone as the also needed to see the map (it is a jump game migrated from a previous non jump one)) 3. Did it get worse over time, or start off laggy from when you opened the game? it did get worse. but let me give you some extra setting standard situation (2025 onward since we are trying to use the 2024 sheet) One of my player has an old windows laptop 4+ years and complains they never open: they stay at black or at the dragon image. Normally the sheet appears after a minute or so. Two player with newer desktop normally have no complaints fourth player with an old iMac on chrome. opening is perceived slow but opens I have an M1 Mac mini and firefox and normally have no issue yesterday: the first player tried to open one character (I had previously opened within the session before the players arrival) he said he was not able to open it and it even did not have the top right X to close the window. I normally have all PC minimised but this one was closed so tried to open it (as see character sheet from right click on the token) and got stuck refreshing the roll20 page did not change the result. at the same time 2 of the other players complained on not being able to open the sheets the forth was OK 3. Were the people experiencing the lag the first  to open that character that session? no it had been already opened a few times  4. Did multiple people have the same character open? E.g. in your case Andrea, did the DM have the character open, when the players tried to open it? yes but I was blocked in loading while he was blocked earlier I do not know if it is relevant but the main culprits seem to be the magic using character sheets (and the spell page is big and full...) a trial to open now in a just opened session on a 8 years Mac book pro with firefox gave me no issues and this approximate times (no-one else is in the VTT): monk: 5 seconds:  13 level using 2024-monk 2014-path of the Kensei 2024-halfling Wizard: 9 seconds: 14 level using 2024-wizard 2024-diviner 2024-human Cleric: 11 seconds: 13 level using 2024-cleric 2014-twilight domain 2024-human (NOTE that second opening just took 30 seconds and switching to features tab is lagging) ranger 6 seconds: 14 level using 2024-ranger 2024-hunter 2024 elf bard sort of crashed after 5 seconds bard second trial 7 seconds: 13 level using 2024-bard 2014-college of whispers 2024-human druid 9 seconds: : 13 level using 2024-druid 2024 circle of the moon 2024-human (new opening 13 seconds and 6 seconds to switch to the features subtab) fighter 4 seconds: 14 level Using 2024-fighter 2024 battle master 2024 dwarf sorcerer 11 seconds: 14 level using 2024-sorcers 2024 wild mage 2024 human hope it helps Andrea
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Circle of the Moon Druid is a very complex thing to try and homogenize into a single sheet since it has so many forms, but honestly these 2024 sheets are incredibly good at handling it compared to the 2014 sheets due to the Conditions toggles. That said, I have a few suggestions and possible bugs. To preface these points, it's important to know that my intention is to create a Condition for each beast which the Moon Druid has chosen from their list of options. These Conditions would ideally change all of the relevant stats on the sheet (which currently mostly works) , and add new Class Features/Attacks/Actions depending on those of the beast. - Conditions are unable to change the Speed stats. This is very important for my goal as each Wild Shape Form can have wildly varying speeds, including climbing/swimming/flying speeds. For now I simply use the New Sense option but it's not optimal. - Armor Class Modifier doesn't seem to work at all how I would expect it to. Moon Druids gain 13+Wis AC when they activate Wild Shape, which is impossible to do with the current options. Detailed Calculation allows you to Add Ability Score, but it doesn't let you alter the Base AC like an armor in the Inventory does - and simply trying to use the Override Calculation Type with a Flat Value (e.g. 16) to create a static AC (which would need updating on ASI) instead applies a +16 to the current AC. From testing, none of the Calculation Types for Armor Class Modifier seem to do anything differently to one another. I believe that this is a new addition to the Conditions as I couldn't do it when last trying this, so perhaps it's a work in progress but I thought I'd say anyway. I'm also aware that the Circle Form Effect toggle changes the AC anyway, but I only discovered that later on, and these AC issues are relevant for other things regardless. - New Sense allows you to add Darkvision to a character which is great - except when a Druid enters Wild Form, their Darkvision (which is a Species trait) gets lost and replaced by whatever the beast has. I don't expect to be able to remove the Darkvision, but for beasts which have *worse* Darkvision, it would be nice to allow for an Override option to change the Darkvision value to something lower than it currently is. - Since there's currently no access on our end to link Attacks/Actions to Conditions (which I believe is coming eventually?), I have made basic Attacks for each form that my druid player has chosen. However, Wild Shape forms often have unique effects which happen on-hit, such as a Wolf's auto-prone. I'd love to be able to have that text show up in chat whenever the Bite attack is made, but it seems that nowhere which I place the text works. This is the opposite of the older issue when weapons would have irremovable hidden text. Am I missing something or is it not something which we have access to? - Is there any way to add Temp HP to a character through a resource? Moon Druids gain 3xDruid Level Temp HP upon entering Wild Shape, and it would be nice to have a quick button to press for my player to calculate for him. Since the heal buttons don't currently auto-heal the character using them, I imagine this has the same issues, but it would make life a whole lot easier for my player, and I assume many other Moon Druid players who already have a lot to remember. - The 'Always Prepared' version of Cure Wounds which a Moon Druid gets through the Charactermancer doesn't have the spellcasting modifier added to it when it should (and the regular version does). - This one is entirely separate, but in the Charactermancer, when creating an Orc the HP states that Relentless Endurance increases Max HP by 1 (which it doesn't), and once the Charactermancer ends, the Max HP doesn't include that Relentless Endurance increase anyway, though it does show in the Hit Points Total if you click the settings cog by the Hit Points. Just an odd thing that confused us a lot when we were recreating the character sheet and trying to replicate the HP rolls.
Two bugs I've noticed BUG 1: Shield not appearing on token I have a player in my campaign who has a base AC of 13, and is wielding a shield for an additional +2 AC. This reflects correctly on their character sheet, but not when I set up the token to show the character AC. BUG 2: Faerie Fire not available for Druid Faerie Fire is a druid spell, but does not appear in the charactermancer. I can add it post hoc as a spell from the compendium. The spell is not available via any other source, this is a new character with only a class selected so far.
We're testing a fix for some lag issues today. Hopefully this resolves some issues. Noodle said: Circle of the Moon Druid is a very complex thing to try and homogenize into a single sheet since it has so many forms, but honestly these 2024 sheets are incredibly good at handling it compared to the 2014 sheets due to the Conditions toggles. That said, I have a few suggestions and possible bugs. To preface these points, it's important to know that my intention is to create a Condition for each beast which the Moon Druid has chosen from their list of options. These Conditions would ideally change all of the relevant stats on the sheet (which currently mostly works) , and add new Class Features/Attacks/Actions depending on those of the beast. - Conditions are unable to change the Speed stats. This is very important for my goal as each Wild Shape Form can have wildly varying speeds, including climbing/swimming/flying speeds. For now I simply use the New Sense option but it's not optimal. - Armor Class Modifier doesn't seem to work at all how I would expect it to. Moon Druids gain 13+Wis AC when they activate Wild Shape, which is impossible to do with the current options. Detailed Calculation allows you to Add Ability Score, but it doesn't let you alter the Base AC like an armor in the Inventory does - and simply trying to use the Override Calculation Type with a Flat Value (e.g. 16) to create a static AC (which would need updating on ASI) instead applies a +16 to the current AC. From testing, none of the Calculation Types for Armor Class Modifier seem to do anything differently to one another. I believe that this is a new addition to the Conditions as I couldn't do it when last trying this, so perhaps it's a work in progress but I thought I'd say anyway. I'm also aware that the Circle Form Effect toggle changes the AC anyway, but I only discovered that later on, and these AC issues are relevant for other things regardless. - New Sense allows you to add Darkvision to a character which is great - except when a Druid enters Wild Form, their Darkvision (which is a Species trait) gets lost and replaced by whatever the beast has. I don't expect to be able to remove the Darkvision, but for beasts which have *worse* Darkvision, it would be nice to allow for an Override option to change the Darkvision value to something lower than it currently is. - Since there's currently no access on our end to link Attacks/Actions to Conditions (which I believe is coming eventually?), I have made basic Attacks for each form that my druid player has chosen. However, Wild Shape forms often have unique effects which happen on-hit, such as a Wolf's auto-prone. I'd love to be able to have that text show up in chat whenever the Bite attack is made, but it seems that nowhere which I place the text works. This is the opposite of the older issue when weapons would have irremovable hidden text. Am I missing something or is it not something which we have access to? - Is there any way to add Temp HP to a character through a resource? Moon Druids gain 3xDruid Level Temp HP upon entering Wild Shape, and it would be nice to have a quick button to press for my player to calculate for him. Since the heal buttons don't currently auto-heal the character using them, I imagine this has the same issues, but it would make life a whole lot easier for my player, and I assume many other Moon Druid players who already have a lot to remember. - The 'Always Prepared' version of Cure Wounds which a Moon Druid gets through the Charactermancer doesn't have the spellcasting modifier added to it when it should (and the regular version does). - This one is entirely separate, but in the Charactermancer, when creating an Orc the HP states that Relentless Endurance increases Max HP by 1 (which it doesn't), and once the Charactermancer ends, the Max HP doesn't include that Relentless Endurance increase anyway, though it does show in the Hit Points Total if you click the settings cog by the Hit Points. Just an odd thing that confused us a lot when we were recreating the character sheet and trying to replicate the HP rolls. Adding new and updating existing modifiers is on our list for sure. New speed (and improving existing speed) is ticketed but slated behind our bug fixes right now, and "add a base number TO an auto-calculated number" is dev complete and in PR review. In a lot of the very simple modifiers, like sense, HP, etc., there's an ability behind-the-scenes to use the same complex calculation as AC and ability score total have, but we've been developing them incrementally and getting them on the page was step 1. We're now in the process of going back through them as we have time, making them more complex, and adding new ones. This is personally my favorite part of the sheet, so I'm not going to consider it complete until users can add every variety of data that we support. On hit display is something that exists in the data but slipped through the cracks in making a UX field for it. I've ticketed that work now, but it'll still need to go through the prioritization/refinement/dev process so might be a bit. Temp HP is kind of in a weird place because what's actually supposed to happen is still a bit in flux in our heads. Like, we don't distinguish between "this can only heal yourself" and "this can heal yourself or others", so we don't automate any healing or temporary HP, but if we did, it would be a confusing automation so we've put thinking about that on the back burner vs. fixing more immediate things. Looking into Cure Wounds - looks like the spell isn't connecting correctly to the spellcasting class. I think we have a ticket that covers this (I'll make sure though), but in the meantime if you edit the spell via the spells tab and update the spellcasting class to be Druid, it should add the modifier in as a workaround. I know we have a ticket for "spellcasting shows autogenerated ID instead of correct class", but I'll make sure it covers this specific instance too. Thanks for the report about Relentless Endurance - looks like that feature was built to have a "set current HP to X" piece of data that's not working as intended. I've flagged the data team to update it.  Ian K. said: Two bugs I've noticed BUG 1: Shield not appearing on token I have a player in my campaign who has a base AC of 13, and is wielding a shield for an additional +2 AC. This reflects correctly on their character sheet, but not when I set up the token to show the character AC. Thanks for the report! This is a known bug that's turned out to be more complex to resolve than we thought it would be. We're still working on it, but it might be a bit longer and seems to extend to "anything that increases your AC vs sets its base number or sets its entire value". BUG 2: Faerie Fire not available for Druid Faerie Fire is a druid spell, but does not appear in the charactermancer. I can add it post hoc as a spell from the compendium. The spell is not available via any other source, this is a new character with only a class selected so far. This is strange. I turned off all my compendiums and made a druid to test this and I'm somehow seeing the 2014 Free Basic Rules version of this spell and not the 2024 one, despite it existing in the Free Basic Rules 2024. I've reported this to the team so we can figure out why Faerie Fire specifically is a problem.
Just love how my reports get ignored. Nicole B. said: We're testing a fix for some lag issues today. Hopefully this resolves some issues. Noodle said: Circle of the Moon Druid is a very complex thing to try and homogenize into a single sheet since it has so many forms, but honestly these 2024 sheets are incredibly good at handling it compared to the 2014 sheets due to the Conditions toggles. That said, I have a few suggestions and possible bugs. To preface these points, it's important to know that my intention is to create a Condition for each beast which the Moon Druid has chosen from their list of options. These Conditions would ideally change all of the relevant stats on the sheet (which currently mostly works) , and add new Class Features/Attacks/Actions depending on those of the beast. - Conditions are unable to change the Speed stats. This is very important for my goal as each Wild Shape Form can have wildly varying speeds, including climbing/swimming/flying speeds. For now I simply use the New Sense option but it's not optimal. - Armor Class Modifier doesn't seem to work at all how I would expect it to. Moon Druids gain 13+Wis AC when they activate Wild Shape, which is impossible to do with the current options. Detailed Calculation allows you to Add Ability Score, but it doesn't let you alter the Base AC like an armor in the Inventory does - and simply trying to use the Override Calculation Type with a Flat Value (e.g. 16) to create a static AC (which would need updating on ASI) instead applies a +16 to the current AC. From testing, none of the Calculation Types for Armor Class Modifier seem to do anything differently to one another. I believe that this is a new addition to the Conditions as I couldn't do it when last trying this, so perhaps it's a work in progress but I thought I'd say anyway. I'm also aware that the Circle Form Effect toggle changes the AC anyway, but I only discovered that later on, and these AC issues are relevant for other things regardless. - New Sense allows you to add Darkvision to a character which is great - except when a Druid enters Wild Form, their Darkvision (which is a Species trait) gets lost and replaced by whatever the beast has. I don't expect to be able to remove the Darkvision, but for beasts which have *worse* Darkvision, it would be nice to allow for an Override option to change the Darkvision value to something lower than it currently is. - Since there's currently no access on our end to link Attacks/Actions to Conditions (which I believe is coming eventually?), I have made basic Attacks for each form that my druid player has chosen. However, Wild Shape forms often have unique effects which happen on-hit, such as a Wolf's auto-prone. I'd love to be able to have that text show up in chat whenever the Bite attack is made, but it seems that nowhere which I place the text works. This is the opposite of the older issue when weapons would have irremovable hidden text. Am I missing something or is it not something which we have access to? - Is there any way to add Temp HP to a character through a resource? Moon Druids gain 3xDruid Level Temp HP upon entering Wild Shape, and it would be nice to have a quick button to press for my player to calculate for him. Since the heal buttons don't currently auto-heal the character using them, I imagine this has the same issues, but it would make life a whole lot easier for my player, and I assume many other Moon Druid players who already have a lot to remember. - The 'Always Prepared' version of Cure Wounds which a Moon Druid gets through the Charactermancer doesn't have the spellcasting modifier added to it when it should (and the regular version does). - This one is entirely separate, but in the Charactermancer, when creating an Orc the HP states that Relentless Endurance increases Max HP by 1 (which it doesn't), and once the Charactermancer ends, the Max HP doesn't include that Relentless Endurance increase anyway, though it does show in the Hit Points Total if you click the settings cog by the Hit Points. Just an odd thing that confused us a lot when we were recreating the character sheet and trying to replicate the HP rolls. Adding new and updating existing modifiers is on our list for sure. New speed (and improving existing speed) is ticketed but slated behind our bug fixes right now, and "add a base number TO an auto-calculated number" is dev complete and in PR review. In a lot of the very simple modifiers, like sense, HP, etc., there's an ability behind-the-scenes to use the same complex calculation as AC and ability score total have, but we've been developing them incrementally and getting them on the page was step 1. We're now in the process of going back through them as we have time, making them more complex, and adding new ones. This is personally my favorite part of the sheet, so I'm not going to consider it complete until users can add every variety of data that we support. On hit display is something that exists in the data but slipped through the cracks in making a UX field for it. I've ticketed that work now, but it'll still need to go through the prioritization/refinement/dev process so might be a bit. Temp HP is kind of in a weird place because what's actually supposed to happen is still a bit in flux in our heads. Like, we don't distinguish between "this can only heal yourself" and "this can heal yourself or others", so we don't automate any healing or temporary HP, but if we did, it would be a confusing automation so we've put thinking about that on the back burner vs. fixing more immediate things. Looking into Cure Wounds - looks like the spell isn't connecting correctly to the spellcasting class. I think we have a ticket that covers this (I'll make sure though), but in the meantime if you edit the spell via the spells tab and update the spellcasting class to be Druid, it should add the modifier in as a workaround. I know we have a ticket for "spellcasting shows autogenerated ID instead of correct class", but I'll make sure it covers this specific instance too. Thanks for the report about Relentless Endurance - looks like that feature was built to have a "set current HP to X" piece of data that's not working as intended. I've flagged the data team to update it.  Ian K. said: Two bugs I've noticed BUG 1: Shield not appearing on token I have a player in my campaign who has a base AC of 13, and is wielding a shield for an additional +2 AC. This reflects correctly on their character sheet, but not when I set up the token to show the character AC. Thanks for the report! This is a known bug that's turned out to be more complex to resolve than we thought it would be. We're still working on it, but it might be a bit longer and seems to extend to "anything that increases your AC vs sets its base number or sets its entire value". BUG 2: Faerie Fire not available for Druid Faerie Fire is a druid spell, but does not appear in the charactermancer. I can add it post hoc as a spell from the compendium. The spell is not available via any other source, this is a new character with only a class selected so far. This is strange. I turned off all my compendiums and made a druid to test this and I'm somehow seeing the 2014 Free Basic Rules version of this spell and not the 2024 one, despite it existing in the Free Basic Rules 2024. I've reported this to the team so we can figure out why Faerie Fire specifically is a problem.
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Nicole B.
Roll20 Team
Saul J. said: Just love how my reports get ignored. You're not being ignored! It looks like you possibly posted while I was writing up my weekend reply - it takes me a very long time, involves multiple tabs and investigating every single thing that someone reports. Sorry I missed your message, I'll make sure in the future to check to see if someone posts while I'm writing these up. Or possibly it was already there and I just missed it on accident - there are a lot of messages and each one usually involved me digging into multiple bug reports at once and things can slip sometimes. That being said, I did write a whole reply to your post just now and the forum ate it. Like, five times. So this version might be a little briefer, sorry. Saul J. said: Still a lot to be desired from the builder. This one is confusing though so: Set-up: Rogue (2024), Tabaxi (from Mordenkainen Presents: Monsters of the Multiverse), Investigator background (from 3rd party Dungeons of Drakkenheim) Problem #1: Was not given any opportunity to add +2/+1 to ability scores: Under the 2024 rules, you ignore the ability score increases from the 2014 species, and take those from the background. If the background doesn't give it to you, you just add +2/+1 to any of the scores (PHB page 38). Problem #2: For equipment, the builder did not give me the Rogue default equipment: Problem #3 (and Problem #2 continued): I also did not get the equipment from the Investigator background. I can understand this because it is from a 3rd party book and that might not have been included yet... but the background was listed in the choices available. But, essentially, the character ended up with no equipment: Problem #4: For languages, as a Rogue, I get Thieves Cant', and I'm supposed to get Common plus 2 additional languages as well (PHB page 37). I was not given Common, and was not given the opportunity to select two languages, only 1: I can understand that there could be some issues when choosing a 2024 class, a 2014 species, and a 3rd party background but I wanted the team to be aware of the issues so they could be fixed.  1. I'm having trouble pinpointing this because of a problem with the setup: there is no Investigator background in Drakkenheim. There's one in Ravenloft, and Drakkenheim has backgrounds, but none of them are Investigator. Could you clarify if you were correct in it being Investigator or correct in it being from Drakkenheim so I can dig in further? Edit: Talked to the team and we'll be pushing an update to that book specifically because Tabaxi should have ability score increases that are the same across the board in that entire book. 2. I wasn't able to replicate this, but we have had some equipment bugs that have been resolved recently. So maybe this is one of them? 3. Same as above - I can look into this but I need to know which background it is so I can determine if it's a parsing issue or not. Does it give this equipment in the 2014 sheet? If so, it's probably a legacy data parsing issue we need to look into. 4. This is mostly intended because of the species you chose. Tabaxi "can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character." I say "mostly" because you should be able to get Common and I'll look into that.
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Damage modifiers (like Hunter's Mark and Colossus Slayer) that used to work before no longer work (I made sure they're toggled on). I also tried adding a new damage modifier and it didn't work either. These are character sheets we made a couple of months ago. Didn't try on a fresh sheet yet (and I'm hoping I we won't have to remake the existing sheets to get them working again). Clicking that yellow "1d6" button also doesn't do anything, where before it used to send a damage roll to chat.
Aleksi said: Damage modifiers (like Hunter's Mark and Colossus Slayer) that used to work before no longer work (I made sure they're toggled on). I also tried adding a new damage modifier and it didn't work either. These are character sheets we made a couple of months ago. Didn't try on a fresh sheet yet (and I'm hoping I we won't have to remake the existing sheets to get them working again). Clicking that yellow "1d6" button also doesn't do anything, where before it used to send a damage roll to chat. Thank you for letting us know! I am able to reproduce this bug when attempting to roll damage from the chat. Until that bug is fixed, you should still be able to apply the effect when you click the damage button on the sheet. If that doesn't work, please let us know. There is also a ticket to enable rolling effects by clicking that yellow dice button. 
I believe my report was a day before the ones you responded to.... and I think there are others further up in the thread that were never responded to but I don't have a list. As for the responses you gave: 1.  My mistake - yes, the Investigator background is from Ravenloft. The thing that I was trying to pull in from Sebastien Crowe's Guide to Drakkenheim is the Investigator's Kit as one of the skill or tool selections. 2. Tabaxi should NOT have "ability score increases that are the same across the board..." as you state. As stated in the 2024 PHB on page 38, in the box labelled "Backgrounds and Species from Older Books" it specifically states: "S i milarly, species in older books include ability  score increases. If you're using a species from an  older book, ignore those increases and use only the ones given by your background." And, the previous paragraph says: "If you're using a background from an older book, adjust your ability  scores by increasing one score by 2 and a different  one by 1, or increase three scores by 1. None  of these increases can raise a score above 20." So, in this case, since the Investigator background did not give ability score increases, I should have been given the option to increase any ability by 2 and any one other ability by 1 or three abilities by one. No ability scores should have been given based on the definition of Tabaxi in any older book published prior to 2024. 3.  The "Rogue equipment Option A" mentioned in the image, is the one that is given for choosing the Rogue class. It's not the one given by the background and I should have been given the choice between the equipment package, or 100 GP. I did not get that choice. I did not get the equipment specified in the Rogue description. I also did not get the equipment given by the Investigator background. Since the builder obviously knew about the background, it should have known what is given for the background, even if I had the source of the background wrong in my post. The equipment given by the Investigator background include, among other things, a Disguise Kit and Thieves Tools. I was only given 8 gp: The 8 gp is especially odd since the Rogue would give 100 gp and the Investigator background gives 10 gp as the alternate choices to the equipment. I don't know where the 8 gp came from. 4. The PHB clearly states that you get "at least three languages". This specific rule overrides the rules from earlier books as stated on page 5 since languages were removed from the definitions of the various species. The 2024 book clearly states on page 37 that for languages you get Common, and two other languages of your choice from the Standard Languages table on page 37. BTW, that is another error in the builder - the builder lists all possible languages and doesn't restrict the choice to those in that table. In addition, the Rogue gets Thieves Cant and another language from the Standard Languages table as stated in the level 1 feature "Thieves Cant" in the Rogue class description. If the DM wants to allow other languages as choices, they can be added and/or subtracted later but the Builder should conform to the 2024 rules as stated on page 37. Nicole B. said: Saul J. said: Just love how my reports get ignored. You're not being ignored! It looks like you possibly posted while I was writing up my weekend reply - it takes me a very long time, involves multiple tabs and investigating every single thing that someone reports. Sorry I missed your message, I'll make sure in the future to check to see if someone posts while I'm writing these up. Or possibly it was already there and I just missed it on accident - there are a lot of messages and each one usually involved me digging into multiple bug reports at once and things can slip sometimes. That being said, I did write a whole reply to your post just now and the forum ate it. Like, five times. So this version might be a little briefer, sorry. Saul J. said: Still a lot to be desired from the builder. This one is confusing though so: Set-up: Rogue (2024), Tabaxi (from Mordenkainen Presents: Monsters of the Multiverse), Investigator background (from 3rd party Dungeons of Drakkenheim) Problem #1: Was not given any opportunity to add +2/+1 to ability scores: Under the 2024 rules, you ignore the ability score increases from the 2014 species, and take those from the background. If the background doesn't give it to you, you just add +2/+1 to any of the scores (PHB page 38). Problem #2: For equipment, the builder did not give me the Rogue default equipment: Problem #3 (and Problem #2 continued): I also did not get the equipment from the Investigator background. I can understand this because it is from a 3rd party book and that might not have been included yet... but the background was listed in the choices available. But, essentially, the character ended up with no equipment: Problem #4: For languages, as a Rogue, I get Thieves Cant', and I'm supposed to get Common plus 2 additional languages as well (PHB page 37). I was not given Common, and was not given the opportunity to select two languages, only 1: I can understand that there could be some issues when choosing a 2024 class, a 2014 species, and a 3rd party background but I wanted the team to be aware of the issues so they could be fixed.  1. I'm having trouble pinpointing this because of a problem with the setup: there is no Investigator background in Drakkenheim. There's one in Ravenloft, and Drakkenheim has backgrounds, but none of them are Investigator. Could you clarify if you were correct in it being Investigator or correct in it being from Drakkenheim so I can dig in further? Edit: Talked to the team and we'll be pushing an update to that book specifically because Tabaxi should have ability score increases that are the same across the board in that entire book. 2. I wasn't able to replicate this, but we have had some equipment bugs that have been resolved recently. So maybe this is one of them? 3. Same as above - I can look into this but I need to know which background it is so I can determine if it's a parsing issue or not. Does it give this equipment in the 2014 sheet? If so, it's probably a legacy data parsing issue we need to look into. 4. This is mostly intended because of the species you chose. Tabaxi "can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character." I say "mostly" because you should be able to get Common and I'll look into that.
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I am trying to add spells for warlock, multiple browsers, multiple different sheets, multiple levels, but I'm met with this grey lines where the spell choices should be.
Saul J. said: I believe my report was a day before the ones you responded to.... and I think there are others further up in the thread that were never responded to but I don't have a list. As for the responses you gave: 1.  My mistake - yes, the Investigator background is from Ravenloft. The thing that I was trying to pull in from Sebastien Crowe's Guide to Drakkenheim is the Investigator's Kit as one of the skill or tool selections. 2. Tabaxi should NOT have "ability score increases that are the same across the board..." as you state. As stated in the 2024 PHB on page 38, in the box labelled "Backgrounds and Species from Older Books" it specifically states: "S i milarly, species in older books include ability  score increases. If you're using a species from an  older book, ignore those increases and use only the ones given by your background." And, the previous paragraph says: "If you're using a background from an older book, adjust your ability  scores by increasing one score by 2 and a different  one by 1, or increase three scores by 1. None  of these increases can raise a score above 20." So, in this case, since the Investigator background did not give ability score increases, I should have been given the option to increase any ability by 2 and any one other ability by 1 or three abilities by one. No ability scores should have been given based on the definition of Tabaxi in any older book published prior to 2024. 3.  The "Rogue equipment Option A" mentioned in the image, is the one that is given for choosing the Rogue class. It's not the one given by the background and I should have been given the choice between the equipment package, or 100 GP. I did not get that choice. I did not get the equipment specified in the Rogue description. I also did not get the equipment given by the Investigator background. Since the builder obviously knew about the background, it should have known what is given for the background, even if I had the source of the background wrong in my post. The equipment given by the Investigator background include, among other things, a Disguise Kit and Thieves Tools. I was only given 8 gp: The 8 gp is especially odd since the Rogue would give 100 gp and the Investigator background gives 10 gp as the alternate choices to the equipment. I don't know where the 8 gp came from. 4. The PHB clearly states that you get "at least three languages". This specific rule overrides the rules from earlier books as stated on page 5 since languages were removed from the definitions of the various species. The 2024 book clearly states on page 37 that for languages you get Common, and two other languages of your choice from the Standard Languages table on page 37. BTW, that is another error in the builder - the builder lists all possible languages and doesn't restrict the choice to those in that table. In addition, the Rogue gets Thieves Cant and another language from the Standard Languages table as stated in the level 1 feature "Thieves Cant" in the Rogue class description. If the DM wants to allow other languages as choices, they can be added and/or subtracted later but the Builder should conform to the 2024 rules as stated on page 37. Ahh, I see, I was taking your species and class into consideration and thought that some of these were referring to those, but this is mostly referring just to the background. My mistake. Tabaxi is missing an ability score increase, though, so you helpfully brought that bug to my attention - in the book it's from, it says if you choose a race other than human, "When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1." And the 2014 sheet offers you those choices as they should. So I was able to get that on the team's radar. Since there are people playing using the 2014 rules on this sheet, we're probably not going to force the 2024 PHB retconning of rules for things like Tabaxi on everyone. I'll make sure those adjustments are on someone's radar as a setting, though. I'm still not able to replicate the Rogue equipment not coming through, or not getting that choice between the equipment or the 100gp, but I'll keep trying. The investigator background actually doesn't give you a disguise kit or thieves' tools. It just gives you proficiency with them - its equipment loadout is a magnifying glass, evidence from a past case, a set of common clothes, and 10gp. It looks like you just got the 8gp from the Rogue starting equipment, but not the background starting gold or equipment. Looks like we have a ticket in progress to get the working on legacy backgrounds, and I believe it's still on the docket to add items that are not part of the compendium to the sheet - since they're items we have no data on, you can just add them as a name only and you'd have all the data we'd be adding automatically. The languages answer is the same as the ability score increases one - I'm going to make sure it's on the builder's mind to add 2024 compatibility there, but we're probably never going to force everyone to use 2024 rules and ignore the rules that they've been playing with for forever, which I hope people can appreciate. Your response was directly above my "first thing Monday morning" response so, although I can't fully confirm my theory because the forum doesn't give us timestamps from that time, I can assure you that I'm not ignoring you. :)
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Brittany V.
Roll20 Team
Good Day, Everyone! My name is Brittany and I lead the Product Design team here at Roll20. I know you all have a lot of invaluable feedback on our new D&D5E 2024 sheet and I would love to dig deeper into that with you. I am conducting user interviews next week for anyone who wants to take me through their experience when using the new sheet on a video call. I really want to understand the challenges you face so that our team can continue to make meaningful and impactful improvements. If you are interested, please choose a time that works best for you. You will be given a free marketplace item as a thanks for your participation. Thanks and I hope to speak to a lot of you soon! Edit: Our interview slots for this week are full! Thank you to everyone who participated and I will repost some more interview open slots next week if we need more insight!
Hello!  While gearing up my sorcerer I faced many problems trying to get my AC right with the 2024 character sheet.  The 2014 Barrier Tattoos magic items are accepted by the 2024 sheet, but they are coded as armor and inflict a non-proficiency penalty. They should have a built in proficiency like the Elven Chain Mail and Elven Chain Shirt, or simply be coded as an item with a base armor modifier without the "Armor Data". If you make a custom item with an Armor Modifier, changing the "Calculation Type" does not work; it always returns to "Modify". If you try to change the value of an Armor Modifier you have set before, it retains the first value put. You have to delete and re-create the modifier to change it.  If you make a custom item and use any of the "Add X data" options, you cannot remove it. For instance, if you "Add armor data" to your item by mistake, you cannot go back and need to delete the item and create a new one.  Custom items do not have all the properties that compendium items do. Ex.: You cannot create a custom item that adds proficiency like the Elven Chain or Bracers of Archery. And that's just the problems I got trying to make one armor item for my character. Creating custom items that grant spells with charges is another area that does not work. If I can't use something from the compendium, I should be able to input it myself and that is currently not the case more often than not. Overall, item creation and management is buggy and unintuitive. And, unfortunately,  that can   be said for most of the sheet; everything is hidden under so many layers of tabs and popup menus that even what isn't bugged is hard to use and slow to load.  Silver lining: I've had great interactions with Roll20's team on Reddit and we see frequent updates and changes. And while I'm disappointed the sheet needed for a product I bought has been in a nearly unusable state for so long, I can see you guys are working hard to answer our feedback. I hope to see fixes to these - and the missing Fey Touched spell list too - soon!
Nicolas B. said: Hello!  While gearing up my sorcerer I faced many problems trying to get my AC right with the 2024 character sheet.  The 2014 Barrier Tattoos magic items are accepted by the 2024 sheet, but they are coded as armor and inflict a non-proficiency penalty. They should have a built in proficiency like the Elven Chain Mail and Elven Chain Shirt, or simply be coded as an item with a base armor modifier without the "Armor Data". If you make a custom item with an Armor Modifier, changing the "Calculation Type" does not work; it always returns to "Modify". If you try to change the value of an Armor Modifier you have set before, it retains the first value put. You have to delete and re-create the modifier to change it.  If you make a custom item and use any of the "Add X data" options, you cannot remove it. For instance, if you "Add armor data" to your item by mistake, you cannot go back and need to delete the item and create a new one.  Custom items do not have all the properties that compendium items do. Ex.: You cannot create a custom item that adds proficiency like the Elven Chain or Bracers of Archery. And that's just the problems I got trying to make one armor item for my character. Creating custom items that grant spells with charges is another area that does not work. If I can't use something from the compendium, I should be able to input it myself and that is currently not the case more often than not. Overall, item creation and management is buggy and unintuitive. And, unfortunately,  that can   be said for most of the sheet; everything is hidden under so many layers of tabs and popup menus that even what isn't bugged is hard to use and slow to load.  Silver lining: I've had great interactions with Roll20's team on Reddit and we see frequent updates and changes. And while I'm disappointed the sheet needed for a product I bought has been in a nearly unusable state for so long, I can see you guys are working hard to answer our feedback. I hope to see fixes to these - and the missing Fey Touched spell list too - soon! 1. Thanks for the report! It looks like our legacy parser is a little confused by the concept of "this item has AC attached but isn't armor". I've made a ticket to update that logic. 2-3. That is for sure a bug and I just made a ticket for it too. Those two should be pulled into ready-for-work first thing Monday but our ready-for-work bucket has quite a few things in it so can't guarantee the timing. 4. Not so much a bug as something we haven't improved on yet. I'll add it to the list but given the other things that need work, it might be a bit on reversing mistaken clicks on items. 5. Adding new modifiers is something that we keep slipping in in between other bug fixes. I can see how powerful the modifier system is and can understand when people want more, even if it's something they could never do on the old sheet like your Bracers of Archery example, because I too would like every modifier that's possible to be editable by the user. In the past few weeks, we've been focusing on updating older, less robust modifiers to have the same options as Armor Class and Ability Score Total, so you can add your proficiency, or an ability, or a class level, or a total level to something. We're currently in active development on "flat value + one of those other things", and we have a whole slate of modifiers that are waiting for that work to be done to be added. Speeds and roll bonuses to saving throws/ability checks are next (to make making/updating rings of protection less painful) in new ones, and we're going back on a bunch to add the advanced work to ones like skill bonuses. For the record: you can add charges to any item, in the same way you can add a resource on the 2014 sheet. It's the "Add Resource" modifier, one of my favorites because of its cool auto-recovery options.
Nicole B. said: Ahh, I see, I was taking your species and class into consideration and thought that some of these were referring to those, but this is mostly referring just to the background. My mistake. Tabaxi is missing an ability score increase, though, so you helpfully brought that bug to my attention - in the book it's from, it says if you choose a race other than human, "When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1." And the 2014 sheet offers you those choices as they should. So I was able to get that on the team's radar. Since there are people playing using the 2014 rules on this sheet, we're probably not going to force the 2024 PHB retconning of rules for things like Tabaxi on everyone. I'll make sure those adjustments are on someone's radar as a setting, though. .... The languages answer is the same as the ability score increases one - I'm going to make sure it's on the builder's mind to add 2024 compatibility there, but we're probably never going to force everyone to use 2024 rules and ignore the rules that they've been playing with for forever, which I hope people can appreciate. Neither of these are the correct answer. If I've chosen the Rogue 2024 classs, the 2024 rules mandate  that I use them for the rest of the choices too which includes the languages and the ability score increases. I should not get the ability score increases from the Tabaxi species but from the backgorund, and if the background doesn't give ability score increase because it too is from an older book, then I should be given the option of +2/+1 or +1/+1/+1 to the ability scores. If I've chosen the 2014 Rogue, then, sure, it should follow the same rules as always. If you're going to go by "ignore the rules that they've been playing with for forever", then you should abandon the 2024 sheet/builder, and modify the 2014 sheet to accommodate the 2024 species, backgrounds, etc. because that sheet is the more flexible one and allows everyone to play by the rules that they've been playing with for forever. Essentially, either follow the 2024 rules with the new sheet/builder, or don't follow them at all and allow free-for-all where anything goes.
How does one print out their entire character sheet for the 5E 2024 D&D?
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AFAIK you cannot print the 2024 sheet. I am prepared to cut Roll 20 a lot of slack, but the sheer volume of issues being brought up tells me it is not fit for purpose. We tried it and have firmly walked away
Saul J. said: Neither of these are the correct answer. If I've chosen the Rogue 2024 classs, the 2024 rules mandate  that I use them for the rest of the choices too which includes the languages and the ability score increases. I should not get the ability score increases from the Tabaxi species but from the backgorund, and if the background doesn't give ability score increase because it too is from an older book, then I should be given the option of +2/+1 or +1/+1/+1 to the ability scores. If I've chosen the 2014 Rogue, then, sure, it should follow the same rules as always. If you're going to go by "ignore the rules that they've been playing with for forever", then you should abandon the 2024 sheet/builder, and modify the 2014 sheet to accommodate the 2024 species, backgrounds, etc. because that sheet is the more flexible one and allows everyone to play by the rules that they've been playing with for forever. Essentially, either follow the 2024 rules with the new sheet/builder, or don't follow them at all and allow free-for-all where anything goes. Thank you for your feedback! The Timster said: How does one print out their entire character sheet for the 5E 2024 D&D? Printing the PC sheet is still on the roadmap.
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Nicole B.
Roll20 Team
camo s. said: Custom movement speeds seem to reappear on your sheet after being deleted if someone else opens the sheet? One of my players accidentally added a custom walking speed to his sheet instead of setting an override and if i open his sheet at all it puts it back even though he has deleted it. Hey! Just wanted to follow up on this - we've resolved the issue with deleting things on the sheet (speeds/items/skills/etc) and it just made it through to production after a long QA process. This shouldn't happen anymore!
Neither of these are the correct answer. If I've chosen the Rogue 2024 classs, the 2024 rules mandate that I use them for the rest of the choices too which includes the languages and the ability score increases. I should not get the ability score increases from the Tabaxi species but from the backgorund, and if the background doesn't give ability score increase because it too is from an older book, then I should be given the option of +2/+1 or +1/+1/+1 to the ability scores. 2024 Accounted for this in the rules, and it isnt a winner take all scenario. The made it so you could use races/subclasses/ect from the 2014 ruleset.  Dungeons and Dragons 2024, Players Handbook, Chapter 2: Creating a Character, page 38 note at bottom of page, states: "BACKGROUNDS AND SPECIES FROM OLDER BOOKS Backgrounds in older D&D books don't include ability score adjustments. If you're using a back-ground from an older book, adjust your ability scores by increasing one score by 2 and a differ-ent one by 1, or increase three scores by 1. None of these increases can raise a score above 20. Similarly, species in older books include ability score increases. If you're using a species from an  older book, ignore those increases and use only  the ones given by your background.  Also, if the background you choose doesn't provide a feat, you gain an Origin feat of your choice."