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

When using Effects to make a quick and dirty boost to HP for things like Aid where a toggle would work best the "Hitpoint Maximum Modifier" does not have any effect on your max HP at all
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Master Azroth said: When using Effects to make a quick and dirty boost to HP for things like Aid where a toggle would work best the "Hitpoint Maximum Modifier" does not have any effect on your max HP at all works for me do you have query on, I set it up like below. hit point max before was 32
Master Azroth said: When using Effects to make a quick and dirty boost to HP for things like Aid where a toggle would work best the "Hitpoint Maximum Modifier" does not have any effect on your max HP at all I checked it with query on and still worked it was messing up rolls from effects for me so thought it could be the case here can you tell me how you set it up because it works for me.
David Q. said: Master Azroth said: When using Effects to make a quick and dirty boost to HP for things like Aid where a toggle would work best the "Hitpoint Maximum Modifier" does not have any effect on your max HP at all works for me do you have query on, I set it up like below. hit point max before was 32 Nope It's set to automatic
Query only applies to rolling, it shouldn't have any effect (heh) on effects for things like Max HP. To add an effect that raises your maximum HP: 1. Click the + button on the Combat tab and select New Effect 2. Give it a name 3. In the Modifiers section on the bottom, click Add 4. Select the modifier "Hitpoint Maximum Modifier" 5. Give it a value, such as 5 for Aid 6. Click Apply on the modifier to add it to the effect 7. Click Save on the effect to add it to the sheet 8. Turn on and off effect, HP should go up and down. Here is a quick clip showing how it works:&nbsp; <a href="https://imgur.com/OnC6w6O" rel="nofollow">https://imgur.com/OnC6w6O</a>
Nicole B. said: Query only applies to rolling, it shouldn't have any effect (heh) on effects for things like Max HP. To add an effect that raises your maximum HP: 1. Click the + button on the Combat tab and select New Effect 2. Give it a name 3. In the Modifiers section on the bottom, click Add 4. Select the modifier "Hitpoint Maximum Modifier" 5. Give it a value, such as 5 for Aid 6. Click Apply on the modifier to add it to the effect 7. Click Save on the effect to add it to the sheet 8. Turn on and off effect, HP should go up and down. Here is a quick clip showing how it works:&nbsp; <a href="https://imgur.com/OnC6w6O" rel="nofollow">https://imgur.com/OnC6w6O</a> Master Azroth said: When using Effects to make a quick and dirty boost to HP for things like Aid where a toggle would work best the "Hitpoint Maximum Modifier" does not have any effect on your max HP at all Ya I cant replicate the problem maybe if you shared a screenshot of the character sheet and of the effect it might help
Has this been mentioned about the aspect of the wild subclass, it is not adding the speed options to the sheet when toggled. I had assumed it was because the swim speed shows 0 in the effect unfortunately its uneditable so could not test this.
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Don't know if this has been covered yet, but if a player adds something to the background portion of the about tab it will disable the character builder and they won't be able to level up. Just have them throw ALL background stuff in notes.
If this has already happened and you're looking for a fix, just delete the offending entry, move it to notes. And the builder will re enable. I think it's reading it as a character with 2 origins, and thus homebrew or something.
Disco said: If this has already happened and you're looking for a fix, just delete the offending entry, move it to notes. And the builder will re enable. I think it's reading it as a character with 2 origins, and thus homebrew or something. Only the origin background is in the about tab.
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Yes, unless a player decides to add backstory information into it by adding new entries. Which disables the character builder. For context, I am writing this from the perspective of a gm who had to spend over an hour trying to fix this bug for one of my players.
David Q. said: Has this been mentioned about the aspect of the wild subclass, it is not adding the speed options to the sheet when toggled. I had assumed it was because the swim speed shows 0 in the effect unfortunately its uneditable so could not test this. This is a known issue with features that are "set X speed equal to walk speed" features specifically, sorry. It's defaulting to 0 because it can't read that specific piece of data yet. You'll have to enter it manually for now. General note about the Level Up button being disabled: this is because there is a custom entry in background, class, or species. The builder doesn't know how to handle that data yet, especially class and species, so the experience is bad and buggy. We're enabling it for custom background data ASAP due to feedback, but species and class breaks it so thoroughly that if you're doing custom data for those decisions, the builder just isn't possible until we've finish implementing custom choices fully.
Yeah I figure it was something like this. IMO the experience just isn't helped that it's in the about tab under a section named Background. I've warned my players but it feels like its just asking for a decent swathes of players not realizing its just for the origin and adding in a couple of short stories or something.
Nicole B. said: IYABUG said: Hey all, something strange happening with one of my players and their character sheet, when using the new 2024 character sheet builder they were prompted with these items as starting equipment (see picture)&nbsp; Luckily they thought to ask me about it instead of just adding it to their sheet.&nbsp; they were making a level 11 character, warlock with the acolyte background I own the 2024 content as well the Dungeon of the Mad Mage through roll20.&nbsp; Please let me know what to do to fix!&nbsp; Hello! It looks like your player might be clicking the dropdown behind all the options, based on the red outline - because it's hidden, this makes it difficult to identify where this decision is coming from. Could you please take a screenshot of the page with the dropdown closed? (if they've already finished the builder, you can click level up, skip to the page, and then exit out and it won't change anything) Following up on this: were able to discover the source of this, the acolyte background was getting access to items it shouldn't have access to. Level 1 Acolytes can no longer access the power of Ultimate Evil.
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keithcurtis
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Turning modifiers on and off with ChatSetAttr is pretty common. Bless, Guidance, Rage, Sharpshooter, Great Weapon Fighting. Exspecially the ones that take clicks in two different places. Beacon has some pretty powerful modifier structures, but a way to make them easier to access than modal dialogs would be nice. Macros would be the cat's knees.
keithcurtis said: Turning modifiers on and off with ChatSetAttr is pretty common. Bless, Guidance, Rage, Sharpshooter, Great Weapon Fighting. Exspecially the ones that take clicks in two different places. Beacon has some pretty powerful modifier structures, but a way to make them easier to access than modal dialogs would be nice. Macros would be the cat's knees. This gets down to the basics of most of the issues with Bless, Guidance and other modifiers. I must first apologize for the rant yesterday, but it was just a horrible showing for the Beacon sheet and Jumpgate the night before. There was just so much going on and then for an encounter which should have taken less than a half hour with the 2014 sheets, ended up well over an hour as players had to keep switching things on and off with their sheets, Spell and feature DCs were consistently wrong, the lack of spell descriptions which could be easily referenced in the chat menu, moving tokens created ghost images which when deleted removed all versions of that token, players pinging the on the VTT did show up for everyone, AC and hp not being reflected correctly in the token radial menus, and that is just the things which came up multiple times. Most of the players are veterans and well versed with Roll20 and they were getting frustrated. Some of them resorted to manually rolling and doing all the math themselves, which then brings up the issue of what good is the sheet really at that point. I run an average of seven games a week, and luckily I have resisted moving to the new sheets until recently when my players demanded that we start a new campaign with the new version.&nbsp; While I know you are working to fix the bugs which pop up and the communication has been very good with regard to the work going on, I really wonder if those who designed it had any idea of how the sheets were actually being used when the initial design was created.&nbsp;&nbsp; While I wish this game was an outlier, the fact is every session I have played using the 2024 sheet has had its issues.&nbsp; It detracts from the players' enjoyment of the game. Quickly looking at my logs, I have filed four times more bug reports and help center requests in the last couple of months than I did in my all of my first four and a half years on Roll20.&nbsp; It is eating up my time, energy and patience. To add to the mess that is the Beacon sheet right now, things are falling apart on the 2014 sheet.&nbsp; Attack spells have all been switched to Spellcard display instead of being an attack. This messes up most of the macros which reference the spells on the 2014 sheet. While you may assume that most of the players have their sheet open at all times, a good number of us who DM use the macros and mods to keep from having to juggle several sheets at once. So I go in and change the spells back to being attack spell format, and next time someone levels up, they are all back to being spellcard formats. It has been an on-going game of whack-a-mole with the Roll20 character sheets.
Nicole B. said: Query only applies to rolling, it shouldn't have any effect (heh) on effects for things like Max HP. To add an effect that raises your maximum HP: 1. Click the + button on the Combat tab and select New Effect 2. Give it a name 3. In the Modifiers section on the bottom, click Add 4. Select the modifier "Hitpoint Maximum Modifier" 5. Give it a value, such as 5 for Aid 6. Click Apply on the modifier to add it to the effect 7. Click Save on the effect to add it to the sheet 8. Turn on and off effect, HP should go up and down. Here is a quick clip showing how it works:&nbsp; <a href="https://imgur.com/OnC6w6O" rel="nofollow">https://imgur.com/OnC6w6O</a> Yeah that's how I did it. Here are some screenshots.
1740712749
keithcurtis
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Master Azroth said: Yeah that's how I did it. Here are some screenshots. Weird. There must be something else going on. I did the same steps you did, using your screenshots as a guide, and it adds 5&nbsp; hp to my max. Can you test on a different character?
I have a theory. Did you set your HP by using the custom HP override? That value is an override and will ignore any modifiers. If you move it to the bonus field in the modal, it might work.
Nicole B. said: I have a theory. Did you set your HP by using the custom HP override? That value is an override and will ignore any modifiers. If you move it to the bonus field in the modal, it might work. Yep that was it, because I didn't use the builder thank you. On that note maybe a better way to enter HP when not using the builder other than just override and bonus.
Why are durations not listed on the spells on the character sheet?&nbsp; And why isn't the full spell information sent to the chat?
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keithcurtis
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Vir4lPl47ypu5 said: Why are durations not listed on the spells on the character sheet?&nbsp; And why isn't the full spell information sent to the chat? It's sort of listed, but going into an edit screen to see the duration is not an intuitive approach.
Is there a way to search across all pages of this thread? Right now to search I'm forced to manually page through all pages and using the browser search function. Is there a better way?
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keithcurtis said: It's sort of listed, but going into an edit screen to see the duration is not an intuitive approach. I shouldn't have to 'edit' a spell to see all the details I need during play.&nbsp; Also, several classes let you change what Cantrips you have prepared, but I can't toggle them on and off like leveled spells. Edit:&nbsp; And I have to prepare a spell in order to edit it.&nbsp; I can't edit it directly on the Manage Spells page.&nbsp; There's also no way to quickly view the Ritual spells.&nbsp; And no way to adjust the number of spells you can prepare, just the number of spell slots.&nbsp; And you can't add in a way to roll dice for upcast spells for additional damage.
Ran into a bug today in my game where one of my players tokens hitpoints disappeared and changed his ac.&nbsp;
Is there a way to output the full description of a spell, including duration, range, etc into chat? Often other players and/or the DM doesn't remember what a spell does, and need to be able to refer to it.
David Q. said: Ran into a bug today in my game where one of my players tokens hitpoints disappeared and changed his ac.&nbsp; Could you give me a bit more detail on what was happening when this happened? Was it on the token only or on the sheet as well? Erudo said: Is there a way to output the full description of a spell, including duration, range, etc into chat? Often other players and/or the DM doesn't remember what a spell does, and need to be able to refer to it. We're going to be updating the send to chat button to include more information soon!
Nicole B. said: David Q. said: Ran into a bug today in my game where one of my players tokens hitpoints disappeared and changed his ac.&nbsp; Could you give me a bit more detail on what was happening when this happened? Was it on the token only or on the sheet as well? The token would loose its hitpoints but the sheet would remain unaffected unless I input onto the token then the sheet would act as if it was starting from 0 hit points. Refreshing the page would correct the token for a very brief moment. I have rebuilt the character as this paticular one is causing issues, its a warlock sorcerer. So far on my side it seems to be ok but I have not had a chance to test it with a player connected.
Not sure if this has been mentioned but is there a way to add conditions to npc sheets or will this be added.
David Q. said: Nicole B. said: David Q. said: Ran into a bug today in my game where one of my players tokens hitpoints disappeared and changed his ac.&nbsp; Could you give me a bit more detail on what was happening when this happened? Was it on the token only or on the sheet as well? The token would loose its hitpoints but the sheet would remain unaffected unless I input onto the token then the sheet would act as if it was starting from 0 hit points. Refreshing the page would correct the token for a very brief moment. I have rebuilt the character as this paticular one is causing issues, its a warlock sorcerer. So far on my side it seems to be ok but I have not had a chance to test it with a player connected. I'm going to look into this - I haven't seen it yet myself but I'll see if I can reproduce it. David Q. said: Not sure if this has been mentioned but is there a way to add conditions to npc sheets or will this be added. Right now, there aren't plans for this to be added - since every single NPC of one type on the map shares the same data, having individual values like conditions, HP, etc. haven't made that much sense. For now, I'd recommend your one-off NPCs being swapped to the PC sheet if you need individual data, or tracking on the token rather than the sheet, but I encourage you to submit feedback &nbsp;asking for this as we use that feedback to prioritize which features to build next!
Weekly bug report: Character Builder refreshed Healer's Kit uses. Very annoying to remember how many you had before opening the builder. Level 3 Orc Circle of the Moon Druid shows as having up to 9 available prepared spells instead of 6. Guiding Bolt chosen through Magic Initiate (Cleric) doesn't show as Always Prepared. I tested by making another Cleric, and when created it doesn't even prepare the spell at all (and Always Prepared is unticked). Subclass Features are listed under Other instead of Class Features, and can't be changed (pretty sure this is known but just in case). Ability to add own categories would be great, as one player mentioned that he would actually like a Subclass Features section to be separate to a Class Features section, while others would prefer it all in the one category.
My player cannot level up in D&amp;D2024. He did with the builder the character, and now it appears. &nbsp; And its impossible to add 1 level even if he doesnt want to "autoset" everything with the builder, but by hand....
My player keeps rolling 0 on sneak attack
Justin Z. said: My player keeps rolling 0 on sneak attack
Madore_ said: My player cannot level up in D&amp;D2024. He did with the builder the character, and now it appears. &nbsp; And its impossible to add 1 level even if he doesnt want to "autoset" everything with the builder, but by hand... I hope they prioritize the custom support, the builder seems to brick even with small changes if you dont set everything, something similar happens to all my players, and the one that is using a custom race cannot even delete his level 1 as bard, since he didn't used the builder and just wrote all.
Justin Z. said: Justin Z. said: My player keeps rolling 0 on sneak attack Hi Justin, If you have the sheet set to query it doesnt apply rolls had this issue before think they are working on it.
Just a bug notice: Trying to enter a subrace now won't save. You enter it, hit save, and nothing. Go back in and there's nothing in the field.
Noodle said: Weekly bug report: Character Builder refreshed Healer's Kit uses. Very annoying to remember how many you had before opening the builder. Level 3 Orc Circle of the Moon Druid shows as having up to 9 available prepared spells instead of 6. Guiding Bolt chosen through Magic Initiate (Cleric) doesn't show as Always Prepared. I tested by making another Cleric, and when created it doesn't even prepare the spell at all (and Always Prepared is unticked). Subclass Features are listed under Other instead of Class Features, and can't be changed (pretty sure this is known but just in case). Ability to add own categories would be great, as one player mentioned that he would actually like a Subclass Features section to be separate to a Class Features section, while others would prefer it all in the one category. Hey, thanks for the reports!&nbsp; We've raised tickets to take care of each of these. Subclass features were, indeed, known to list an incorrect source. Hopefully these should be resolved shortly. Madore_ said: My player cannot level up in D&amp;D2024. He did with the builder the character, and now it appears. &nbsp; And its impossible to add 1 level even if he doesnt want to "autoset" everything with the builder, but by hand.... Hi, sorry to hear this! Can you tell us what choices they made in the builder and reached this? Justin Z. said: My player keeps rolling 0 on sneak attack Hi, thanks for the report, we're seeing a lot of issues with the query mode being toggled on. Does disabling this fix the issue? Starr Saphyre said: Just a bug notice: Trying to enter a subrace now won't save. You enter it, hit save, and nothing. Go back in and there's nothing in the field. Hi, I noticed this doesn't save if you're directly adding a subspecies but there is no species. Is this consistent with the behavior you're seeing or are there other circumstances in which this doesn't work?
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&amp;D Beyond which is a digital tool from the makers of D&amp;D. I have reported this before. Not to revive an old post in this htread, but just wanted to circle back and let you know that we have fixed this for all heavy armor going forward. 🙌
On the 2024 character sheet, how can I keep track of the number of uses of an item or ability. Example: how many times I have Raged today. Thanx. Rob
Hi there! I've recently updated my campaign from DND 2014 to the new DND 2024. I'm adjusting some changes on the character sheets, and I'd like some guidance on the spells session. As long as I use the default spells on the compendium, everything seems to work fine. However, if I try to manually create a new spell, I can't find the configuration to upcast it. I noticed that, when I include any info on the "On upcast" field, a new window will popup asking which level do I wish to cast it. However, I can't find where to input the changes (example: deal +1d6 damage for each level). How should I do to include the "leveled adjusts" to my manual spells? Is it something that requires APIs, or should anyone be able to configure on their own character sheet? Thanks!
Does Automatic Advantage/Disadvantage not work yet?&nbsp; &nbsp;I know you can use the drop down at the top to set a roll as advantage, disadvantage age, automatic, or query.&nbsp; All of those work except for Automatic.&nbsp; I need it to just roll twice for all rolls so we can choose which roll to apply when needed as it did with the 2014 sheet instead of having an extra step before every roll. Also, can you format the damage results box to look slightly different (color) so rolling damage doesn't look like rolling attack and vice versa&nbsp;
1741365476
keithcurtis
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I think "automatic" refers to how rolling is affected by conditions? I haven't tested. I, too, would like a plain old "Roll 2d20" option. Our group knows when to apply advantage or disadvantage. It's been asked for by several people, so hopefully it can be implemented.
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keithcurtis said: I think "automatic" refers to how rolling is affected by conditions? I haven't tested. I, too, would like a plain old "Roll 2d20" option. Our group knows when to apply advantage or disadvantage. It's been asked for by several people, so hopefully it can be implemented. I've messed around with it , it can set advantage/disadvantage for effects, saves and multiple other things I cant remeber right now but you have to manually set it up first.
While trying to fix things on my 2024 character sheet, I accidentally deleted the Rage feature from my Barbarian (originally built with the Charactermancer). Is there any way to add it back? I cannot recreate the feature with all its subtleties myself, and drag&amp;drop of the class feature doesn't work.
Tim S. said: Also, can you format the damage results box to look slightly different (color) so rolling damage doesn't look like rolling attack and vice versa&nbsp; +1. It would be very helpful if damage rolls were styled differently from attack rolls.
1741455028
keithcurtis
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Sero Sen said: Tim S. said: Also, can you format the damage results box to look slightly different (color) so rolling damage doesn't look like rolling attack and vice versa&nbsp; +1. It would be very helpful if damage rolls were styled differently from attack rolls. + 2. I have made this request many times since the sheet was introduced.
Hi, This is probably a dumb question asked a dozen times, but I can't scroll a 23 page monster thread and there's no way to search it.&nbsp;&nbsp; - Why is the 2024 sheet not logging ability score rolls to the chat log any more?&nbsp;&nbsp; Is this a known issue?&nbsp; Will it be resolved any time soon?
1741467729
keithcurtis
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The Beacon sheet does a lot of processing before the roll ever gets to chat. It's an entirely different workflow. It is my understanding that the Signed Quantum Roll signatures are coming. I hope they will return along with true dice syntax, which is apparently high on the list of upcoming additions. That being said, if you are not so much concerned about the Q-Roll, the actual dice results are still reported in the current "roll template". They are just difficult to read.