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

Rich N. 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. 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." This is exactly what I was saying, and trying to impress on the Powers That Be at Roll20. But, what they are doing is forcing some 2024 rules, but not others. And, what I said was they should either enforce in the builder all the 2024 rules, or none of them. No, it's not a "winner take all" but what they are doing is imposing their  interpretation of the rules on the game rather than the DM's  rules. That is to say, they are enforcing what they feel like enforcing, and ignoring the rest. But, a DM can decide for their game what rules to choose for creating characters and can do things like telling you to use the species definitions from the 2014 books or not. It shouldn't be Roll20 making that decision. Here's an example: There's a background called "Archaeologist" that comes from the Tomb of Annihilation   sourcebook. It did not come with a feat. It did not come with Ability score adjustments. If you select that background when creating your character on Roll20, they enforce the 2024 rule that says you get an Origin feat, and +2/+1 scores. But, a DM could say, no, you can choose any feat from the 2014 rules, or any feat from the 2024 rules, or some other ruling but Roll20 is enforcing their view rather than "letting people play the way they've always played" which is to play according to the DM's rules. By the same token, for the Tabaxi, if you choose a 2024 class, and choose the Tabaxi, as you quote above, and as I said in my message, you should not get the ability score adjustments that are in the sourcebook where the Tabaxi came from (which could be from one of multiple sources) but should get the ability score adjustment from the background you choose, or if the background doesn't provide ability score adjustments, you get+2/+1 or +1./+1/+1 adjustment to the scores. But, what Nicole B is saying is that, no, they're going to enforce the ability score increases as defined for the Tabaxi in the 2014 sourcebook. And that's not right - they should either enforce all the 2024 rules, or none of them to allow the greatest flexibility. I don't know if that made sense or not. I hope so. :-)
@Saul J - makes sense to me.  I looked back at what was said and see a failure to understand by Nicole B.  I cannot see why anyone would use the inferior 2024 sheet for 2014 rules game.  But if Roll20 want to give that option then they need a toggle... is this a 2014 game or a 2024.  Given that it will be months before it works properly as a 2024 sheet, this should perhaps be shelved until the 2024 sheet is complete. If, OTOH, the game is 2024 and using 2014 content then the 2024 rules should be used.  I can see the logic of enforcing rules within the char builder but must also be able to change things where DMs allow.  For example remove the background feat and add another feat.
Jim W. said: If, OTOH, the game is 2024 and using 2014 content then the 2024 rules should be used.  I can see the logic of enforcing rules within the char builder but must also be able to change things where DMs allow.  For example remove the background feat and add another feat. While this would be optimal, I kind of have the feeling that it won't be possible, or at least not easy to do. They are putting so much "under the hood" - things we can't see, and can't access - that I'm afraid that removing something from the sheet that's tied in to the sheet and the builder, may make the character impossible to level up using the builder. And might make writing and using macros and APIs difficult as well. 
Is there an ETA on the bug where the token's hp and the sheet's hp only work in one direction? Where if you change it on the sheet the token updates but doesn't work in reverse, if you change the hp on the token the sheet doesn't update and resets the token to match the sheet when you mess with the sheet. Also where you can't change temp hp from the token.
Hi, they fixed a token bug on Jan 30th so maybe it was linked to that? for me now  (feb 4th) it works fine in both directions and I used to see a 0 hp problem on the token. so from my personal point of view it was fixed  OTOH if you still see it do underline it here with the steps you are doing as surely Nicole would like to know a case where it is not fixed Andrea Master Azroth said: Is there an ETA on the bug where the token's hp and the sheet's hp only work in one direction? Where if you change it on the sheet the token updates but doesn't work in reverse, if you change the hp on the token the sheet doesn't update and resets the token to match the sheet when you mess with the sheet. Also where you can't change temp hp from the token.
Saul J. said: Jim W. said: If, OTOH, the game is 2024 and using 2014 content then the 2024 rules should be used.  I can see the logic of enforcing rules within the char builder but must also be able to change things where DMs allow.  For example remove the background feat and add another feat. While this would be optimal, I kind of have the feeling that it won't be possible, or at least not easy to do. They are putting so much "under the hood" - things we can't see, and can't access - that I'm afraid that removing something from the sheet that's tied in to the sheet and the builder, may make the character impossible to level up using the builder. And might make writing and using macros and APIs difficult as well.  But it is a basic requirement!
Ioun stone of mastery issue drag and drop of the ioun stone of mastery does not work I tried a few times with no success (tried some other ioun stones and they do drop normally) Note that it used to drop normally about one month ago but it did not work properly as it did not update proficiency  Andrea
Here's a new one, at least for me. A character has AC 18, wearing chainmail and shield. The AC is displayed correctly on the character sheet. But the token, set to display AC, shows that it's 16. I checked the attributes under "advanced tools" on the character sheet and, sure enough, the AC attribute's value is 16. The character had an AC 16 when first created, but later bought new armor. Somehow the sheet is showing the correct AC even though the attribute is the incorrect old value.
Master Azroth said: Is there an ETA on the bug where the token's hp and the sheet's hp only work in one direction? Where if you change it on the sheet the token updates but doesn't work in reverse, if you change the hp on the token the sheet doesn't update and resets the token to match the sheet when you mess with the sheet. Also where you can't change temp hp from the token. I also had this issue come up in last night's game.
Howdy folks, Stepping in for Nicole, briefly. Master Azroth said: Is there an ETA on the bug where the token's hp and the sheet's hp only work in one direction? Where if you change it on the sheet the token updates but doesn't work in reverse, if you change the hp on the token the sheet doesn't update and resets the token to match the sheet when you mess with the sheet. Also where you can't change temp hp from the token. This was accidentally introduced when we fixed the other token hitpoint issue. Whoops! We're actively resolving this and there should be a fix ASAP. Saul J. said: This is exactly what I was saying, and trying to impress on the Powers That Be at Roll20. But, what they are doing is forcing some 2024 rules, but not others. And, what I said was they should either enforce in the builder all the 2024 rules, or none of them. No, it's not a "winner take all" but what they are doing is imposing their  interpretation of the rules on the game rather than the DM's  rules. That is to say, they are enforcing what they feel like enforcing, and ignoring the rest. Just wanted to confirm that this is in fact a bug, if you're using a 2024 Class, Background or Species it should be implementing the 2024 rules for character creation. There's a fix in progress for this one, too! Andrea L. said: Ioun stone of mastery issue drag and drop of the ioun stone of mastery does not work I tried a few times with no success (tried some other ioun stones and they do drop normally) Note that it used to drop normally about one month ago but it did not work properly as it did not update proficiency  Andrea For sure a bug, thanks for bringing this to our attention. I've raised a ticket and will have a dev attend to it ASAP. Thanks everyone, super appreciate the feedback from everyone.
Jay W. said: Here's a new one, at least for me. A character has AC 18, wearing chainmail and shield. The AC is displayed correctly on the character sheet. But the token, set to display AC, shows that it's 16. I checked the attributes under "advanced tools" on the character sheet and, sure enough, the AC attribute's value is 16. The character had an AC 16 when first created, but later bought new armor. Somehow the sheet is showing the correct AC even though the attribute is the incorrect old value. Huh, interesting. I was able to reproduce, and I've created a ticket to get this addressed.
Nic B. said: Saul J. said: This is exactly what I was saying, and trying to impress on the Powers That Be at Roll20. But, what they are doing is forcing some 2024 rules, but not others. And, what I said was they should either enforce in the builder all the 2024 rules, or none of them. No, it's not a "winner take all" but what they are doing is imposing their  interpretation of the rules on the game rather than the DM's  rules. That is to say, they are enforcing what they feel like enforcing, and ignoring the rest. Just wanted to confirm that this is in fact a bug, if you're using a 2024 Class, Background or Species it should be implementing the 2024 rules for character creation. There's a fix in progress for this one, too! Thank you. It wasn't clear from what Nicole was saying whether or not this was the way it was going to work, or not. 
Notes after today's session: - Druid's 'Primal Order - Magician' feature doubles the modifier when rolling in Query mode. E.g., A level 2 druid with 13 Int and 17 Wis rolls a Nature check without proficiency (1d20+1+3), it instead rolls (1d20+1+3+3). It seems that the feature bakes in the +3 (from Wis) into the Skill itself, then when Query is toggled, it shows the toggle for Magician to add the +3 - and instead of keeping it to the +4 when toggled on, it doubles to the +7, and when toggled off it stays at +4. - I assume this is in the pipeline at some point, but for buffs like Bless, it would be nice to be able to add multiple roll-types to Effects (Attacks and Saving Throws for example) instead of creating two separate effects. It works fine as a Condition, but Effects are faster to toggle on the fly and it would be nice to have it accessible from both places if wanted. I've noticed that for a caster who has Bless prepared, the Effect toggle already works for both of those rolls, so I'm hoping this means it's going to be added! - All of the casters in my group are getting annoyed at not being able to link spells directly into chat quickly and easily. The Details button should list the full spell instead of just showing a shortened version, and baseline the spell should just show the shortened version in chat when it's cast without the need to press Details. - It would be nice if situational bonuses in Query mode weren't toggled on by default, and instead were toggled *off* by default. Since they're not used on a regular roll for the most part, it doesn't make sense to make it an extra step to not use them, instead of the other way around.  - Conditions should be manually sortable instead of being forced to be alphabetical. - Sheet changes should be visible to everyone who has the sheet open, ideally. Currently if I add something to a player's sheet, they have to close it and reopen it to see changes. I know it was recently fixed so that those changes weren't lost with multiple open at once, but this still is a step away from being usable as a DM.  - In addition to my previous two points - whenever I change one of my players' Conditions, the changes are never saved. For clarity, I am changing the name of their druid form conditions (wolf form, lizard form, etc.) to be numbered so that they appear at the top of the list (1 wolf form, 2 lizard form, etc.). Not sure if this is due to the numbers or simply Conditions not saving properly when multiple players have the sheet open.
Encountered Issues Since 2024 Release: Character Sheet is constantly freezing and slow to respond to actions When clicking on an Ability, Spell, or Damage roll, it often sends the wrong item into chat or even sends duplicates. Character Sheet not allowing level ups, freezing and locking up during the level up, locking you out of the Character Sheet entirely. Being able to select an unlimited amount of spells even if you do not meet the prerequisites to use them. Spells not casting at appropriate level, so we have to manually roll extra dice according to the level spell cast. Critical Hit dice not rolling properly for elemental damage(lightning). This appears fixed now, but it has been a recurring issue. Character tokens getting trapped or stuck on/inside walls while using Dynamic Lighting on maps. Have to constantly delete and redrop tokens. Missing Features: The ability to drag and organize items, armors, weapons, spells, feats, etc. The 2014 Sheet had this feature and it was wonderful!!! ANYTHING added to the 2024 Character Sheet does not correlate to the other tabs on the sheet. Examples: Weapons added/equipped into your Inventory Tab are not reflected in your Combat Tab, so you have to copy and paste everything over. This especially applies for any items that have some sort of magically enchantments, bonus actions, reactions, etc. They have to be individually added to each Tab on the Character Sheet and it takes an eternity to do!!! This should not be the case, it's 2025 now.  The opposite is also true. If you sold an item to a merchant or player, whatever. If that item is in multiple Tabs on your Character Sheet, let's say a sword for simplicity, you have to delete it from both the Combat Tab and the Inventory Tab, FRUSTRATING!!! Utilizing weapons that have ammo, charges, resources, etc. You have to manually adjust your inventory or uncheck boxes to keep count of everything. This should also not be an issue. Everything should be tied together. Having potions and using them, you also have to manually adjust the quantity, there is no easy way to add or subtract the amount of potions consumed, bought, sold, created, etc. An easy DELETE button. 2014 edition had it. Now, you have to enter into each individual item's menu in order to delete it. Character Token HP and AC cannot be seen by other players. Not sure if this was intended or not, but it is frustrating that I cannot see who has high or low HP, weakened AC, etc.  Conditions on either the Character Sheet or board Token do not correspond. So if your character is Frightened, you have to manually add it to BOTH your Character Sheet and board Token. Again, FRUSTRATING!!! I'll be back as soon as we find more bugs with this new system. So far, it looks pretty, but function is terrible. We all hope more effort will be applied to fixing this.
Do we have a launch date for the localisation in others languages ? The sheet 2024 cannot allow to have a quick drag and drop for shortcut. Is it plan ?
Noodle said: Notes after today's session: - Druid's 'Primal Order - Magician' feature doubles the modifier when rolling in Query mode. E.g., A level 2 druid with 13 Int and 17 Wis rolls a Nature check without proficiency (1d20+1+3), it instead rolls (1d20+1+3+3). It seems that the feature bakes in the +3 (from Wis) into the Skill itself, then when Query is toggled, it shows the toggle for Magician to add the +3 - and instead of keeping it to the +4 when toggled on, it doubles to the +7, and when toggled off it stays at +4. We do have an ongoing issue with things applying twice in the query modal. Thanks for the report! - I assume this is in the pipeline at some point, but for buffs like Bless, it would be nice to be able to add multiple roll-types to Effects (Attacks and Saving Throws for example) instead of creating two separate effects. It works fine as a Condition, but Effects are faster to toggle on the fly and it would be nice to have it accessible from both places if wanted. I've noticed that for a caster who has Bless prepared, the Effect toggle already works for both of those rolls, so I'm hoping this means it's going to be added! Yeah, definitely in the pipeline - making it single-select was more a factor of "we already have single selects designed so it will be faster to give to the users" than an intentional design choice. Multi-select here is both supported and coming. - All of the casters in my group are getting annoyed at not being able to link spells directly into chat quickly and easily. The Details button should list the full spell instead of just showing a shortened version, and baseline the spell should just show the shortened version in chat when it's cast without the need to press Details. - It would be nice if situational bonuses in Query mode weren't toggled on by default, and instead were toggled *off* by default. Since they're not used on a regular roll for the most part, it doesn't make sense to make it an extra step to not use them, instead of the other way around.  Agree. This is the intention - effects that are turned on should be auto-on, and situational bonuses should be auto-off. We lost this at some point - I'll add it back to the list, behind the double effect application - Conditions should be manually sortable instead of being forced to be alphabetical. Manual sorting for everything is in the pipeline. - Sheet changes should be visible to everyone who has the sheet open, ideally. Currently if I add something to a player's sheet, they have to close it and reopen it to see changes. I know it was recently fixed so that those changes weren't lost with multiple open at once, but this still is a step away from being usable as a DM.  Hm, I haven't heard of this one - I'll dig into it and make a ticket today. I agree, you should be able to see the current version of the sheet when you add new things. - In addition to my previous two points - whenever I change one of my players' Conditions, the changes are never saved. For clarity, I am changing the name of their druid form conditions (wolf form, lizard form, etc.) to be numbered so that they appear at the top of the list (1 wolf form, 2 lizard form, etc.). Not sure if this is due to the numbers or simply Conditions not saving properly when multiple players have the sheet open. I also haven't heard of this one, but it may be because of the weirdness around things that are "defaults" (like the list of conditions, the list of skills, unarmed attack). I'll look into this today too. The Dragon said: Encountered Issues Since 2024 Release: Character Sheet is constantly freezing and slow to respond to actions When clicking on an Ability, Spell, or Damage roll, it often sends the wrong item into chat or even sends duplicates. Character Sheet not allowing level ups, freezing and locking up during the level up, locking you out of the Character Sheet entirely. Being able to select an unlimited amount of spells even if you do not meet the prerequisites to use them. Spells not casting at appropriate level, so we have to manually roll extra dice according to the level spell cast. Critical Hit dice not rolling properly for elemental damage(lightning). This appears fixed now, but it has been a recurring issue. Character tokens getting trapped or stuck on/inside walls while using Dynamic Lighting on maps. Have to constantly delete and redrop tokens. 1. We've been making fixes to hopefully resolve this, but if you're still dealing with it, we'd love for you to send in a ticket and be very detailed on what you're experiencing. Especially details like if you're alone in a game, if someone else has opened your sheet, if doing things slows it down or just sitting there not doing anything, if refreshing the page resolves it or not, etc. Anything you can think of would be helpful. 2. Could you be more specific on this one? I haven't seen it before, so it's going to be hard to make a bug ticket off of it. We do have a known issue that clicking a roll on an action can sometimes send the roll twice, but I haven't heard anything about sending the wrong damage or spell, so I'd love to know how to reproduce it. 3. Same as 1 here, this is a large issue that we've been putting out fixes for, so if you could send a ticket with specifics we'd be able to pinpoint it further. In this case, which choices you made in the builder and when the character was originally built are both very helpful context. 4. I'm not sure what this means? We work off of spell lists, so all the spells you see you should be able to select. The only classes that allow you to pick as many spells as you want are prepared spellcasters, so you can have the spells on your sheet and prepare which ones you want. Which, to be fair, I believe all 2024 classes are. But I'm not sure which prerequisites you're referring to. 5. This was a known bug that was fixed on January 30. Are you still seeing this issue, or is this a report from before then? 6. Glad to hear it's working now. :) 7. Sorry, I can't comment on this, as I'm a dev on the sheet and that sounds like more of a VTT/jumpgate issue. Missing Features: The ability to drag and organize items, armors, weapons, spells, feats, etc. The 2014 Sheet had this feature and it was wonderful!!! ANYTHING added to the 2024 Character Sheet does not correlate to the other tabs on the sheet. Examples: Weapons added/equipped into your Inventory Tab are not reflected in your Combat Tab, so you have to copy and paste everything over. This especially applies for any items that have some sort of magically enchantments, bonus actions, reactions, etc. They have to be individually added to each Tab on the Character Sheet and it takes an eternity to do!!! This should not be the case, it's 2025 now.  The opposite is also true. If you sold an item to a merchant or player, whatever. If that item is in multiple Tabs on your Character Sheet, let's say a sword for simplicity, you have to delete it from both the Combat Tab and the Inventory Tab, FRUSTRATING!!! Utilizing weapons that have ammo, charges, resources, etc. You have to manually adjust your inventory or uncheck boxes to keep count of everything. This should also not be an issue. Everything should be tied together. Having potions and using them, you also have to manually adjust the quantity, there is no easy way to add or subtract the amount of potions consumed, bought, sold, created, etc. An easy DELETE button. 2014 edition had it. Now, you have to enter into each individual item's menu in order to delete it. Character Token HP and AC cannot be seen by other players. Not sure if this was intended or not, but it is frustrating that I cannot see who has high or low HP, weakened AC, etc.  Conditions on either the Character Sheet or board Token do not correspond. So if your character is Frightened, you have to manually add it to BOTH your Character Sheet and board Token. Again, FRUSTRATING!!! I'll be back as soon as we find more bugs with this new system. So far, it looks pretty, but function is terrible. We all hope more effort will be applied to fixing this. 1. It's coming! 2. Is this referring to building custom items? Dragging & dropping items should populate it with all its relevant attacks or actions. I can see the value in autogenerating an empty attack for a weapon being created custom for sure. I'll give some thought to the UX of making attacks and actions addable at the same time as the custom item - it's a little tough because attacks in particular have so much data and the form on its OWN is so huge, let alone combined with the already complex item creation, and then taking into account that people may want to add multiple attacks from that view... 3. This should not be the case for attacks if it's linked to that item. If the attack has the Linked Weapon set and then you delete that weapon, the attack should go away too. Actions don't have a linking option, though, so there's still the pain point there. 4-5. This is painful, I know. We're working on making it less so in a few ways: making resource using more automatic, making editing quantity a little less painful if you want to do it that way, and making resources visible everywhere that uses them. 6. This will come with point 1. 7. I haven't heard this one. I'll look into it, this shouldn't be the case. 8. More token/sheet interaction would be cool, I agree. Looking forward to future feedback. Rest assured that a lot of effort is being applied :) Ombres said: Do we have a launch date for the localisation in others languages ? The sheet 2024 cannot allow to have a quick drag and drop for shortcut. Is it plan ? No launch date yet, sorry. The quick drag & drop isn't there because of the technology used to make the sheet - we're actively working on ways to make token actions like that as easy to create right now. Stay tuned!
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The Dragon said: Encountered Issues Since 2024 Release: Character Sheet is constantly freezing and slow to respond to actions When clicking on an Ability, Spell, or Damage roll, it often sends the wrong item into chat or even sends duplicates. Character Sheet not allowing level ups, freezing and locking up during the level up, locking you out of the Character Sheet entirely. Being able to select an unlimited amount of spells even if you do not meet the prerequisites to use them. Spells not casting at appropriate level, so we have to manually roll extra dice according to the level spell cast. Critical Hit dice not rolling properly for elemental damage(lightning). This appears fixed now, but it has been a recurring issue. Character tokens getting trapped or stuck on/inside walls while using Dynamic Lighting on maps. Have to constantly delete and redrop tokens. Missing Features: The ability to drag and organize items, armors, weapons, spells, feats, etc. The 2014 Sheet had this feature and it was wonderful!!! ANYTHING added to the 2024 Character Sheet does not correlate to the other tabs on the sheet. Examples: Weapons added/equipped into your Inventory Tab are not reflected in your Combat Tab, so you have to copy and paste everything over. This especially applies for any items that have some sort of magically enchantments, bonus actions, reactions, etc. They have to be individually added to each Tab on the Character Sheet and it takes an eternity to do!!! This should not be the case, it's 2025 now.  The opposite is also true. If you sold an item to a merchant or player, whatever. If that item is in multiple Tabs on your Character Sheet, let's say a sword for simplicity, you have to delete it from both the Combat Tab and the Inventory Tab, FRUSTRATING!!! Utilizing weapons that have ammo, charges, resources, etc. You have to manually adjust your inventory or uncheck boxes to keep count of everything. This should also not be an issue. Everything should be tied together. Having potions and using them, you also have to manually adjust the quantity, there is no easy way to add or subtract the amount of potions consumed, bought, sold, created, etc. An easy DELETE button. 2014 edition had it. Now, you have to enter into each individual item's menu in order to delete it. Character Token HP and AC cannot be seen by other players. Not sure if this was intended or not, but it is frustrating that I cannot see who has high or low HP, weakened AC, etc.  Conditions on either the Character Sheet or board Token do not correspond. So if your character is Frightened, you have to manually add it to BOTH your Character Sheet and board Token. Again, FRUSTRATING!!! I'll be back as soon as we find more bugs with this new system. So far, it looks pretty, but function is terrible. We all hope more effort will be applied to fixing this. Hi The Dragon! I can help with some of these. Issues: 4. If you can give specific examples, that would probably help the issue get fixed faster. In some cases, it might be that the team did not want to constrain house ruling, or folks like clerics or druids who sometimes like to put all possible spells on their sheet. 5. I believe this was mentioned upstream somewhere as coming very soon: attaching resources (check boxes) to things. 7. Probably a Jumpgate issue rather than a sheet issue. Here's a thread for reporting that . You might want to mention whether they get stuck when they are dropped into the middle of a wall, or just by a player moving them around. Missing Features: 1. I agree! 2. You should not be having to do this. Make sure if you stop a weapon into your equipment, that you click the box to equip it. Unlike the 2014 sheet, attacks only display for items that are equipped. There is (or was--I haven't checked lately) a bug that items placed by the Character Builder were treated by the attack panel as if equipped, even if they weren't. This could lead to confusion as to how this works. The same is true for spells, but IIRC, spells now come in as prepared. 3. Likely due to manual creation, as above. If the sheet handles it, it should also handle deletion. 4 & 5. Related to #5 under issues. I believe resource counting was mentioned as coming up soon. 7. I can't replicate this. If you can post a screen shot showing token definition (including the popup that controls visibility permissions, we should be able to work that out. 8. This wasn't true of the 2014 sheet (or any sheet that I know of). To control a token marker requires the API and a Pro subscription. Even then, there are issues. For example, the sheet does not know if you have deleted the default token markers in a campaign. Also, the condition icons are not the same as the set of default token markers anyway. As soon as that portion of the sheet becomes readable, I am sure that an enterprising coder will come up with a Mod for that.
Many times, when i collapse the 2024 sheet in jumpgate the collapsed sheet lost the name and many times cannot find it. when i find it and collapse it again its ok. Many players can reproduce this  
Notes after yesterday session: performance was dreadful . I saw you released a fix and I do not know if it was before or after our session but first opening was for 2 players almost impossible (minutes..) and clicking an ability check did not seem to produce anything until after a few minutes multiple checks appeared in the chat. Today it does not feel better that yesterday Condition management: this is not a missing feature but a feature request I would say... we miss adding a note/counter/extra data to the condition (slowed for 1 round or invisible until end of next turn). not necessarily anything counting but an optional note visible in the main view would be nice Surely not a bug but a nice to have down in the pipe if considered useful.... drop from another sheet . a scroll modified to show the inscribed spell... if I want to give it to another player I need to delete it from the first, drop the appropriate one from the compendium and modify it on the new player. would be  nice the possibility to transfer but surely is not a bug and just a nice to have if possible. thanks Andrea
Andrea L. said: Condition management: this is not a missing feature but a feature request I would say... we miss adding a note/counter/extra data to the condition (slowed for 1 round or invisible until end of next turn). not necessarily anything counting but an optional note visible in the main view would be nice Surely not a bug but a nice to have down in the pipe if considered useful.... drop from another sheet . a scroll modified to show the inscribed spell... if I want to give it to another player I need to delete it from the first, drop the appropriate one from the compendium and modify it on the new player. would be  nice the possibility to transfer but surely is not a bug and just a nice to have if possible. I never used the first idea when I was running a game - I usually put a dummy entry in the turn counter which had the same effect, was easier to read, and auto-deleted. I think there was an API for that (AddCustomTurn, I think) and it would be nice if the API was converted to the new sheet and jumpgate. The second suggestion is definitely useful. Players trade items all the time for various reasons. For the game I was running, I was using the alternate encumbrance rules (2014) and the characters had to watch how much weight they were carrying around. They were constantly shifting items to balance out weight to keep from being encumbered. But, even aside from that, players move items around all the time, whether it's a scroll, a potion, or a weapon that another character could use more effectively. If it's a standard item from the Compendium it's easy to move, but if it is something homebrew, or from a module/sourcebook that you don't own on Roll20, moving it would be very useful and certainly a time-saver.
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Yes you are right. my players are sheet always open "to remember what I can do", but adding, in the turn manager, the condition management will be better for me Saul J. said: I never used the first idea when I was running a game - I usually put a dummy entry in the turn counter which had the same effect, was easier to read, and auto-deleted. I think there was an API for that (AddCustomTurn, I think) and it would be nice if the API was converted to the new sheet and jumpgate. The second suggestion is definitely useful. Players trade items all the time for various reasons. For the game I was running, I was using the alternate encumbrance rules (2014) and the characters had to watch how much weight they were carrying around. They were constantly shifting items to balance out weight to keep from being encumbered. But, even aside from that, players move items around all the time, whether it's a scroll, a potion, or a weapon that another character could use more effectively. If it's a standard item from the Compendium it's easy to move, but if it is something homebrew, or from a module/sourcebook that you don't own on Roll20, moving it would be very useful and certainly a time-saver.
tasos t. said: Many times, when i collapse the 2024 sheet in jumpgate the collapsed sheet lost the name and many times cannot find it. when i find it and collapse it again its ok. Many players can reproduce this  I'll bring this back to the team - I've seen this issue before and was under the impression that it was resolved, but maybe not. Andrea L. said: Notes after yesterday session: performance was dreadful . I saw you released a fix and I do not know if it was before or after our session but first opening was for 2 players almost impossible (minutes..) and clicking an ability check did not seem to produce anything until after a few minutes multiple checks appeared in the chat. Today it does not feel better that yesterday Condition management: this is not a missing feature but a feature request I would say... we miss adding a note/counter/extra data to the condition (slowed for 1 round or invisible until end of next turn). not necessarily anything counting but an optional note visible in the main view would be nice Surely not a bug but a nice to have down in the pipe if considered useful.... drop from another sheet . a scroll modified to show the inscribed spell... if I want to give it to another player I need to delete it from the first, drop the appropriate one from the compendium and modify it on the new player. would be  nice the possibility to transfer but surely is not a bug and just a nice to have if possible. thanks Andrea Sorry about the performance. We released a few critical bug fixes yesterday around saving data, so maybe that will help. The condition suggestion is a nice idea! Defenses already have that, so it's a pattern we already use. And I too want "give to another player" - that's a feature that I keep bringing up in the realm of "sheet-to-sheet communication". In my dream world, you just select who to give it to from a dropdown on your sheet. This would also allow DMs to make a character full of custom magic items and just give them out whenever they'd like, like a mini custom compendium....
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Trading items should be possible to do on the 2014 sheet with a dedicated mod script. I don't know how this could  be accomplished on the Beacon model.
If we (erm you) are going to do it for items, what about Spells!  That way a GM could have one or more spell characters and copy spells to others.  I often think I'd like to customise many of the spells for my players..
keithcurtis said: Trading items should be possible to do on the 2014 sheet with a dedicated mod script. I don't know how this could  be accomplished on the Beacon model. It is possible in Beacon, just a way off in dev priorities. Jim W. said: If we (erm you) are going to do it for items, what about Spells!  That way a GM could have one or more spell characters and copy spells to others.  I often think I'd like to customise many of the spells for my players.. Not a bad idea either!
Still many bugs in the builder (and sheet). Created a Goliath (Hill Giant ancestry) Monk, Sailor background: 1. The DC for the grapple option of unarmed strikes is not listed anywhere. That DC also applies to anyone who uses the grapple action in combat but it's calculated differently for monks than other characters. Regardless, just like spell DC, it should be listed on the sheet somewhere. 2. I took the equipment choices labelled "A" in the builder for the Monk equipment choice, and the background choice. I should have gotten: a spear, 5  Daggers, Artisan's Tools (I chose Jeweler's Tools),  an Explorer Pack, and 11 GP from the Monk starting equipment, and a dagger, Navigator's Tools, Rope, Traveler's Clothes and 20 GP from the background equipment. What I actually received was the rope, the two tools, 1 dagger, the Traveler's Clothes and 31 GP but none of the other stuff:   3. The "Martial Arts Attack" and the "Tavern Brawler Unarmed Strike" are listed as two separate  things. If the die re-roll for the Tavern Brawler strike gets implemented (the re-roll of a 1 on damage die) and it's implemented only for the "Tavern Brawler Unarmed Strike", it won't affect the "Martial Arts Strike" because they are two different things on the sheet. Yet, I should be able to re-roll a 1 when rolling damage for the Martial Arts Attack. 4. The ability to push a creature 5 ft due to the Tavern Brawler background, isn't listed anywhere on the sheet as an ability, except in the description of the Tavern Brawler background. A monk should be able to use that push ability with the Martial Arts Attack too, but it's hidden away, and not obvious.  Shove is listed as one of the "Actions in Combat" but with the Tavern Brawler background feat, it's not a separate action, it can be used when you do damage once per turn.  
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Working great now thanks. Now if only you could do temp hp from the token. Also I don't know of the NPC sheets are up for discussion here but i would be really nice to get so resource boxed on there too for things like once a day abilities, legendary actions and so on. Nic B. said: Howdy folks, Stepping in for Nicole, briefly. Master Azroth said: Is there an ETA on the bug where the token's hp and the sheet's hp only work in one direction? Where if you change it on the sheet the token updates but doesn't work in reverse, if you change the hp on the token the sheet doesn't update and resets the token to match the sheet when you mess with the sheet. Also where you can't change temp hp from the token. This was accidentally introduced when we fixed the other token hitpoint issue. Whoops! We're actively resolving this and there should be a fix ASAP.
1738909316
keithcurtis
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Marketplace Creator
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Nicole B. said: keithcurtis said: Trading items should be possible to do on the 2014 sheet with a dedicated mod script. I don't know how this could  be accomplished on the Beacon model. It is possible in Beacon, just a way off in dev priorities. I meant "possible to write an API script for". I'm sure it's possible for Beacon to one day do this natively, but at this point in time I do not know of a way to write a script to do this for the Beacon sheet. It lacks the scripting accessibility of pre-Beacon sheets.
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Previously with Blessed warrior (and other equivalent cantrip feat) the sheet offered lvl 1 spell from the player's class instead of the cantrip list. With the last update (6/02) , this is a bit worse, we don't have any prompt anymore. The feat indicates " Make this selection on the Spells screen ."  but there's no way to add the cantrip on the spells screen during the char level up.
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Changelog February 4th: "Fixed a bug where sometimes defenses couldn't be added to the sheet" It seems it is still not possible to add defenses. The "Save" button doesn't do anything. it doesn't close the window and nothing is saved. Tested it with an old and a newly created game, Firefox and Chrome, PC and NPC sheet. Anything else I could test or do to get it working? In december was still able to add defenses, what has changed?
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Is there a way to increase the attunement limit, for example, from 3 to 4?
Smiless said: Previously with Blessed warrior (and other equivalent cantrip feat) the sheet offered lvl 1 spell from the player's class instead of the cantrip list. With the last update (6/02) , this is a bit worse, we don't have any prompt anymore. The feat indicates " Make this selection on the Spells screen ."  but there's no way to add the cantrip on the spells screen during the char level up. I don't have an immediate answer for this one, but I can confirm it isn't working as intended and I've brought it back to the builder team. Farroway said: Changelog February 4th: "Fixed a bug where sometimes defenses couldn't be added to the sheet" It seems it is still not possible to add defenses. The "Save" button doesn't do anything. it doesn't close the window and nothing is saved. Tested it with an old and a newly created game, Firefox and Chrome, PC and NPC sheet. Anything else I could test or do to get it working? In december was still able to add defenses, what has changed? Looks like that release didn't merge quite correctly - I've fixed it and it should work now. Alex B. said: Is there a way to increase the attunement limit, for example, from 3 to 4? Yes! It's a modifier that can be added under any feature, item, effect, or condition. This will let you set a specific attunement slot count, modify the base of 3 you already have, set a minimum or maximum, or even set a "multiply the current value by X", if you...needed that one for some reason. This modifier was just released on Tuesday, so I'm glad you asked about it :)
Saul J. said: Still many bugs in the builder (and sheet). Created a Goliath (Hill Giant ancestry) Monk, Sailor background: 1. The DC for the grapple option of unarmed strikes is not listed anywhere. That DC also applies to anyone who uses the grapple action in combat but it's calculated differently for monks than other characters. Regardless, just like spell DC, it should be listed on the sheet somewhere. This is intended with the data, since we don't actually have a shove attack anywhere, but I'll pass this feedback back to the data team. 2. I took the equipment choices labelled "A" in the builder for the Monk equipment choice, and the background choice. I should have gotten: a spear, 5 Daggers, Artisan's Tools (I chose Jeweler's Tools),  an Explorer Pack, and 11 GP from the Monk starting equipment, and a dagger, Navigator's Tools, Rope, Traveler's Clothes and 20 GP from the background equipment. What I actually received was the rope, the two tools, 1 dagger, the Traveler's Clothes and 31 GP but none of the other stuff: Yeah, the equipment slide definitely needs work. It's getting a lot of attention behind the scenes right now. It looks like what you didn't get is the first choice of Class stuff (rope/dagger/clothes/navigator's from background, artisan's tools from subchoice), which I was able to replicate if I skipped around slides. I'll make sure that the bug fixes they're doing now includes this info. 3. The "Martial Arts Attack" and the "Tavern Brawler Unarmed Strike" are listed as two separate things. If the die re-roll for the Tavern Brawler strike gets implemented (the re-roll of a 1 on damage die) and it's implemented only for the "Tavern Brawler Unarmed Strike", it won't affect the "Martial Arts Strike" because they are two different things on the sheet. Yet, I should be able to re-roll a 1 when rolling damage for the Martial Arts Attack. The monk has a lot of features that we really struggled to cleanly automate in data. That's why these are special unarmed attacks and not just modifying the existing one. The Monk class doesn't know that Sailor has an unarmed strike, and vice versa, so you may need to update one of those special unarmed strikes to handle both of them. 4. The ability to push a creature 5 ft due to the Tavern Brawler background, isn't listed anywhere on the sheet as an ability, except in the description of the Tavern Brawler background. A monk should be able to use that push ability with the Martial Arts Attack too, but it's hidden away, and not obvious.  Shove is listed as one of the "Actions in Combat" but with the Tavern Brawler background feat, it's not a separate action, it can be used when you do damage once per turn.   This has been handled in the data as an on hit display - if you roll the tavern brawler unarmed attack, you can see a description in chat of what happens on a hit. I don't believe it triggers on "do damage once per turn", it triggers on hitting a creature with an unarmed attack, so it's tagged onto the unarmed attack that comes with the feat. Manually adding and editing this field is on our board right now, so very soon you'll be able to just copy that text over to the relevant monk attack. Until then, since you have to combine the two attacks anyway, I would recommend consolidating around the Tavern Brawler one to preserve that on hit display for you. Master Azroth said: Working great now thanks. Now if only you could do temp hp from the token. Also I don't know of the NPC sheets are up for discussion here but i would be really nice to get so resource boxed on there too for things like once a day abilities, legendary actions and so on. Temp HP from token is coming! Noted on the NPC sheets, thanks for the feedback. Because the NPC data that it comes with is so limited (hasn't been upgraded to new data because of its complexity), we can't do those automatically, but we definitely need to at least add an option to link actions and attacks to resources.
Hi! Not a bug, but I just wanted to suggest some accesibility changes regarding visual clarity and contrast of the sheet. I'm sure many of my issues with visual clarity will cease once the light mode version of it is out, but in the mean time, here's what I came up with for the dark version of the sheet. I'll use the tab that I find the most confusing to look at as an example; the spells tab of the compact version. The changes I came up with are the following:   1. Changed the red and grey horizontal lines position so that the most visible one (red) creates a separation between each spell, instead of creating a weird divide between the spell's name and its description. The rest of the spell elements have been reorganized in order to accomodate for this changes.   2. Changed some colors and font sizes, like the Spell level titles and spell names, to make sure they stick out the most, as those are the main visual anchor points for finding information. The spell level titles' banner has been darkened as to increate contrast.   3. Moved the spell components to a different order and placed them in a fixed position for consistancy. First goes what action it takes to cast a spell, as that's the main factor on which you could cast a spell. Then V, S, M. Then Concentration and Ritual tags. Added a red border to the "(C)" Concentration tag to make it more noticeable, as it's also a main factor on whether you can cast a spell or not. As an optional feature, Material components that have a quantifiable value could make the "(M)" be highlighted with a yellow border, in order to know at a quick glance if you can replace the material components with a spellcasting focus or not.   I feel like implementing at least some of these visual changes, even if it was as a toggleable option, would be pretty beneficial for visual clarity and accesibility, and similar principles could be applied to different areas of the sheet. Thanks for reading!
MercioDeComercio said: Hi! Not a bug, but I just wanted to suggest some accesibility changes I like the suggested changes
MercioDeComercio said: Hi! Not a bug, but I just wanted to suggest some accesibility changes regarding visual clarity and contrast of the sheet. I'm sure many of my issues with visual clarity will cease once the light mode version of it is out, but in the mean time, here's what I came up with for the dark version of the sheet. I'll use the tab that I find the most confusing to look at as an example; the spells tab of the compact version. The changes I came up with are the following:   1. Changed the red and grey horizontal lines position so that the most visible one (red) creates a separation between each spell, instead of creating a weird divide between the spell's name and its description. The rest of the spell elements have been reorganized in order to accomodate for this changes.   2. Changed some colors and font sizes, like the Spell level titles and spell names, to make sure they stick out the most, as those are the main visual anchor points for finding information. The spell level titles' banner has been darkened as to increate contrast.   3. Moved the spell components to a different order and placed them in a fixed position for consistancy. First goes what action it takes to cast a spell, as that's the main factor on which you could cast a spell. Then V, S, M. Then Concentration and Ritual tags. Added a red border to the "(C)" Concentration tag to make it more noticeable, as it's also a main factor on whether you can cast a spell or not. As an optional feature, Material components that have a quantifiable value could make the "(M)" be highlighted with a yellow border, in order to know at a quick glance if you can replace the material components with a spellcasting focus or not.   I feel like implementing at least some of these visual changes, even if it was as a toggleable option, would be pretty beneficial for visual clarity and accesibility, and similar principles could be applied to different areas of the sheet. Thanks for reading! Thanks for the feedback! I've passed this on to our designer. No promises, but we are in the middle of making some big changes to the spell view, so a good time to suggest these specific improvements.
Farroway said: Changelog February 4th: "Fixed a bug where sometimes defenses couldn't be added to the sheet" It seems it is still not possible to add defenses. The "Save" button doesn't do anything. it doesn't close the window and nothing is saved. Tested it with an old and a newly created game, Firefox and Chrome, PC and NPC sheet. Anything else I could test or do to get it working? In december was still able to add defenses, what has changed? Looks like that release didn't merge quite correctly - I've fixed it and it should work now. Works now, thanks!
MercioDeComercio said: Hi! Not a bug, but I just wanted to suggest some accesibility changes regarding visual clarity and contrast of the sheet. These changes are great and I hope they (or some version of them) get implemented on the sheet   Did you mock up those changes by hand in Photoshop? Or are you using a Stylus script? 
Nicole B. said: Thanks for the feedback! I've passed this on to our designer. No promises, but we are in the middle of making some big changes to the spell view, so a good time to suggest these specific improvements. Hyped to hear! Thanks for the response :)
Jarren said: These changes are great and I hope they (or some version of them) get implemented on the sheet   Did you mock up those changes by hand in Photoshop? Or are you using a Stylus script?  On ClipStudio actually, but yep, by hand. I like doing stuff like that on my free time, so I thought I'd share haha
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2 requests related to missing features... 1) mass whisper/hidden roll settings within "apply default settings" section of "miscellaneous" ...this used to be a great way to insta-hide all monster rolls, now it doesn't exist...please bring it back 2) (super priority for my group) We LOVE the token actions API...as a DM, this is critical for quickly running combat without having all the monster character sheets up.  However, the 2024 5e character sheet doesn't work with this, neither for PC, NPCs, or monsters, therefore I have to run both the 2024 sheet (for players) and the 2014 sheet (for monsters) as a stop gap.  I implore you to consult with the Token Action modder to keep this essential QoL feature possible for 2024 sheets, particularly for monsters.
I just transpose the 2024 info into the 2014 sheet and play using the old sheets, that way all the API stuff still functions. I found that to be easier and more satisfying in the long run. It also means I have some hybrid ideas for building a PC. I use the new background format and combine it with the old racial features. The class system is a marriage of both, The PC's are a little bit more powerful but I just balance that with greater challenges and DC's. 
Was gonna post something long, but then I clicked on something and it got deleted and no way im writing all that again. My main point of it was this though: The damage section on attacks and what not is too restrictive. While I understand that for 99% of the normal game, have each damage type be a simple XdX die roll is enough, for custom content its fairly restrictive (from what I've seen). For example, I am playing a homebrew class that increases the number of damage die based on how much of a class resource I spend on the attack. On the 2014 sheet, I can just put a Query Roll on the damage line to ask the player how much damage die to roll with. This is impossible on the 2024 sheet, as the boxes only accept number inputs, and the dice type box is a dropdown of preset damage die. My work around was to not even input damage in the attack, and instead use a macro separately to set and roll damage die. Sure, I could have the attack just be a single d8, and then click the button for each spent resource, but this spams the chat and can make it hard to keep track of. I think the old system was fine, as it allowed for a lot more flexibility when making new attacks and what not. If the goal of the new system is to make it less intimidating for new users to input their own attack details, then maybe have an advance option that lets us place our own roll formulas into the attacks as needed, while keeping the user friendly version on the forefront.
Nicole B. said: Alex B. said: Is there a way to increase the attunement limit, for example, from 3 to 4? Yes! It's a modifier that can be added under any feature, item, effect, or condition. This will let you set a specific attunement slot count, modify the base of 3 you already have, set a minimum or maximum, or even set a "multiply the current value by X", if you...needed that one for some reason. This modifier was just released on Tuesday, so I'm glad you asked about it :) Such a tease!  WHERE is the interface to modify this?  The attunement management interface on the character sheet has no gear to click to modify anything; it's a mystery where one might go to make this change.  Can you help a fellow out with a little pointer in the right direction, please?
In a game currently and using 2014 character on the 2024 sheet. Whenever I change HP or a resource counter it keeps reverting and I have to do it 3 or 4 times to make it stick...
Alex B. said: Nicole B. said: Alex B. said: Is there a way to increase the attunement limit, for example, from 3 to 4? Yes! It's a modifier that can be added under any feature, item, effect, or condition. This will let you set a specific attunement slot count, modify the base of 3 you already have, set a minimum or maximum, or even set a "multiply the current value by X", if you...needed that one for some reason. This modifier was just released on Tuesday, so I'm glad you asked about it :) Such a tease!  WHERE is the interface to modify this?  The attunement management interface on the character sheet has no gear to click to modify anything; it's a mystery where one might go to make this change.  Can you help a fellow out with a little pointer in the right direction, please? It's a very weird way of implementing it imo (instead of, like you said, just having it be an option under Attunement), but if you create a new Feature or Item (under the respective tabs), when you go to the Add Modifier section, you select the Attunement Slot Modifier option, and from there you can increase the number of slots. It's useful to have in those places, for example if you have a subclass which increases the number of slots, but for someone who just homebrews that everyone has extra slots, it's an odd extra step and adds more feature/item bloat.
The sheet is showing the wrong actions in the Combat tab (double-checked to make sure the 2024 rules were turned on in Manage Sheet). The 2024 actions are: Attack, Dash, Disengage, Dodge, Help, Hide, Influence, Magic, Ready, Search, Study, Utilize
The 2024 sheet is not working with artificer. We're using the character builder because it makes things simpler and the artificer class just isn't working. Like, we literally can't continue on. We can pick it and have it come up, but it won't let us continue onto the next part. It just doesn't select.
Stephen N. said: 2 requests related to missing features... 1) mass whisper/hidden roll settings within "apply default settings" section of "miscellaneous" ...this used to be a great way to insta-hide all monster rolls, now it doesn't exist...please bring it back 2) (super priority for my group) We LOVE the token actions API...as a DM, this is critical for quickly running combat without having all the monster character sheets up.  However, the 2024 5e character sheet doesn't work with this, neither for PC, NPCs, or monsters, therefore I have to run both the 2024 sheet (for players) and the 2014 sheet (for monsters) as a stop gap.  I implore you to consult with the Token Action modder to keep this essential QoL feature possible for 2024 sheets, particularly for monsters. 1. Agree, mass-applying settings is definitely on the list. When you say insta-hide, are you referring to retroactively making a message a whisper, or updating all the NPCs to only whisper from then on? 2. Token actions are next up on the list. To get that going, first we need to re-implement roll templates for this sheet, which we're doing now. Look forward to the first one sometime next week! RPGeezer said: In a game currently and using 2014 character on the 2024 sheet. Whenever I change HP or a resource counter it keeps reverting and I have to do it 3 or 4 times to make it stick... We've fixed some issues with saving data in the past few days but it's concerning that it's still happening to you. For our debugging purposes, are you the only person in your game/on your character sheet? I'll bring this back and see if we can replicate this. Noodle  said: It's a very weird way of implementing it imo (instead of, like you said, just having it be an option under Attunement), but if you create a new Feature or Item (under the respective tabs), when you go to the Add Modifier section, you select the Attunement Slot Modifier option, and from there you can increase the number of slots. It's useful to have in those places, for example if you have a subclass which increases the number of slots, but for someone who just homebrews that everyone has extra slots, it's an odd extra step and adds more feature/item bloat. This is correct. Adding a custom modifier to it is still on the list of improvements - similar to critical hit threshold or ability scores or speed, we plan to have one place where you can edit your attunement slots manually as well as allowing you to add the modifier under the relevant feature or edit existing modifiers. StJohn70 said: The sheet is showing the wrong actions in the Combat tab (double-checked to make sure the 2024 rules were turned on in Manage Sheet). The 2024 actions are: Attack, Dash, Disengage, Dodge, Help, Hide, Influence, Magic, Ready, Search, Study, Utilize Thanks for the report! I believe we wrote those before we had access to the book and updating it slipped through the cracks. I'll make a ticket to update that text based on the 2024/2014 setting. Bigfoot said: The 2024 sheet is not working with artificer. We're using the character builder because it makes things simpler and the artificer class just isn't working. Like, we literally can't continue on. We can pick it and have it come up, but it won't let us continue onto the next part. It just doesn't select. I'm not able to replicate this - I've taken a video where I've selected the artificer (assuming you mean from TCE, because that's the most common one by far), gone through, made a few more choices, and then built the character. When you say "it doesn't select", do you mean when you click "Select Class" or "Next" just nothing happens? If so, could you maybe take a look at your console log (by pressing f12) and let me know what it says? Maybe there's something I'm not replicating correctly here. Obviously artificer has to work, because who else are you gonna rely on to create gallons of mayonnaise on a moment's notice?
Nicole B. said: Bigfoot said: The 2024 sheet is not working with artificer. We're using the character builder because it makes things simpler and the artificer class just isn't working. Like, we literally can't continue on. We can pick it and have it come up, but it won't let us continue onto the next part. It just doesn't select. I'm not able to replicate this - I've taken a video where I've selected the artificer (assuming you mean from TCE, because that's the most common one by far), gone through, made a few more choices, and then built the character. When you say "it doesn't select", do you mean when you click "Select Class" or "Next" just nothing happens? If so, could you maybe take a look at your console log (by pressing f12) and let me know what it says? Maybe there's something I'm not replicating correctly here. Obviously artificer has to work, because who else are you gonna rely on to create gallons of mayonnaise on a moment's notice? Yeah no, I mean like we select it, and it comes up, but like... we literally can't click next. It won't select the class for building. I think... I've attached an image there.  I can click on artificer for the very beginning but trying to click select class just doesn't do anything. We've made multiple sheets trying this, we've tried reloading, we've also tried completely closing the browser and reopening it. It just... doesn't work.  The weird thing is, we were testing it a few days ago because I wasn't a fan of the sheet cause it was laggy. But... it seemed to be working a fair bit better than when we initially tested it. So we tried making mock character. It worked when we did artificer a few days ago, but it just won't work now.