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.