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

Hello,  As a GM, I'm really disappointed by the new NPC stat blocks, mostly because they take forever to edit. Example : characteristcs. With the 2014 version to fill the characs scores I would just to type the STR then tab then DEX then tab and so on. It took me like 5 seconds at most. Now I have to click on STR type score, scroll down click on DEX, type score, and so on. It's almost a minute. adding an attack is even worse. why is the fillable form so big? Why do I have to scroll down ? Why is the most important fields (attack + dmg) at the very bottom? With the old version I took maybe 5 minutes to create and edit a monster stat block. Now it takes forever. It's a huge drawback for me. When I prep a session I create maybe 4 or 5 monster blocks, if it takes me 15 minutes for each one it won't be possible for me to use Roll20.  Is there a way to switch back to old npc stat blocks when there was no pop up, no scrolling, just quick typing?
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keithcurtis
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Marketplace Creator
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This is a valid concern, and one that has been brought up since the introduction of the new sheet. There have been a few improvements, and part of it is due to the complexity of how the sheet handles interrelated data, but it still takes much more effort to edit anything.
Nicole B. said: Glad to hear you're enjoying it! Charisma adding to your spell damage is a very specific thing that does not apply to most spellcasters. It only applies in one very specific scenario: you are a Warlock, you are level 2 or above, you took the invocation Agonizing Blast, and you're using the spell Eldritch Blast. Did your player take Agonizing Blast? In pretty much every other instance, your ability bonuses should not be added to spells. Actually, according to the 2024 rules, Agonizing Blast (and Repelling Blast) can be applied to ANY Warlock cantrip that deals damage when you take the Invocation, and you can take the Invocation multiple times, applying it to a different Cantrip each time . So, it could be applied to Chill Touch, Mind Sliver, or Poison Spray (for example) or all 4 (including Eldritch Blast) if you take the Agonizing Blast Invocation 4 times. I'm not sure why anyone would want to, but you could - it's a legitimate build.
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keithcurtis
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To add to the mix: The 2014 sheet didn't make this adjustment either, so a manual edit is not out of the question. Still, the 2024 sheet automates so many other things...
The problem is that if you manually edit the spell (or feature), it can be reset at the next level up. I have that problem now with my Monk character's abilities - there is one ability (Deflect Attacks) that doesn't, by default, add the Dexterity modifier as it's supposed to. So, I had to manually edit the feature. When I leveled up, the feature got reset back to the sheet default. To add to the problem, I can't figure out how to add it as "+DEX" like I used to in the old 2014 sheet when I edited a feature or spell. I don't know if it's possible with the new sheet. I'm only able to add numbers, not references to ability modifiers. So, that means when my ability modifier changes, I have to manually edit the feature yet again.  If someone knows an easier way to do this until Roll20 fixes the root problem(s), please educate me. :-) keithcurtis said: To add to the mix: The 2014 sheet didn't make this adjustment either, so a manual edit is not out of the question. Still, the 2024 sheet automates so many other things...
In the PH (2014) under Backgrounds it says, “If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.” Shadar-Kai is giving me proficiency in Perception, but I cannot change the Far Traveller granted proficiency in Perception to something else…
Saul J. said: The problem is that if you manually edit the spell (or feature), it can be reset at the next level up. I have that problem now with my Monk character's abilities - there is one ability (Deflect Attacks) that doesn't, by default, add the Dexterity modifier as it's supposed to. So, I had to manually edit the feature. When I leveled up, the feature got reset back to the sheet default. To add to the problem, I can't figure out how to add it as "+DEX" like I used to in the old 2014 sheet when I edited a feature or spell. I don't know if it's possible with the new sheet. I'm only able to add numbers, not references to ability modifiers. So, that means when my ability modifier changes, I have to manually edit the feature yet again.  If someone knows an easier way to do this until Roll20 fixes the root problem(s), please educate me.  Are you able to recreate the ability, and call it something very slightly different to Deflect Attacks? The level up shouldn't touch things that you create yourself, only things that it believes should be there.
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I tried doing that in a test game, on a test character. The actual ability is: 1D10 + DEX modifier + Monk Level I could not figure out how to replicate that. I could add the modifier to something, but not the level. And, once it was on the sheet, I'm not even sure where the system put it - I went through all the screens and couldn't find where it was put. So, I was never able to test it, to see if it worked. I just tried it again. And it doesn't work. Here's what I see on the edit screen: I don't know what "value" is supposed to be, but unless I put a number in there, I can't "Apply" it, and can't Save it. Even if I put a number in there, and "Apply" it, and Save it, this is what appears on the sheet: and it's not rollable - i.e. clicking the button does nothing. And there's no way to add Monk level. Noodle said: Saul J. said: The problem is that if you manually edit the spell (or feature), it can be reset at the next level up. I have that problem now with my Monk character's abilities - there is one ability (Deflect Attacks) that doesn't, by default, add the Dexterity modifier as it's supposed to. So, I had to manually edit the feature. When I leveled up, the feature got reset back to the sheet default. To add to the problem, I can't figure out how to add it as "+DEX" like I used to in the old 2014 sheet when I edited a feature or spell. I don't know if it's possible with the new sheet. I'm only able to add numbers, not references to ability modifiers. So, that means when my ability modifier changes, I have to manually edit the feature yet again.  If someone knows an easier way to do this until Roll20 fixes the root problem(s), please educate me.  Are you able to recreate the ability, and call it something very slightly different to Deflect Attacks? The level up shouldn't touch things that you create yourself, only things that it believes should be there.
Nicole B. said: Andor said: Ditto Jay W. said: Erudo said: Quick bug report - at least 2 spellcasters (including myself) in the party lost all their spell slot tracking data, all spell slots are reset back to zero compared to 2 weeks ago. I experienced this as well. I assume it was an artifact of a spell update of some sort.  Perhaps a related issue--I noticed that warlock spell slots are not coming back on a short rest. Thank you for the reports! Warlock slots automatically refreshing on a short rest is a still-to-come feature, not a bug, but I am sorry to hear about your spell slots resetting. Thanks, Nicole! The spell slot thing ranks really low on the inconvenience scale; just a few check boxes to click manually. I appreciate the rapid feedback!
Saul J. said: I tried doing that in a test game, on a test character. The actual ability is: 1D10 + DEX modifier + Monk Level I could not figure out how to replicate that. I could add the modifier to something, but not the level. And, once it was on the sheet, I'm not even sure where the system put it - I went through all the screens and couldn't find where it was put. So, I was never able to test it, to see if it worked. I just tried it again. And it doesn't work. Here's what I see on the edit screen: I don't know what "value" is supposed to be, but unless I put a number in there, I can't "Apply" it, and can't Save it. Even if I put a number in there, and "Apply" it, and Save it, this is what appears on the sheet: and it's not rollable - i.e. clicking the button does nothing. And there's no way to add Monk level. Ahh, your problem here is that you're adding 'Ability Score Modifier' as an Effect Modifier and not part of the attack (which is understandable given the wording). Effects are the toggles. So what this ability is actually trying to do is modify your Dex score by the value of 0 instead of adding your dex score to your 1d10. There should be a 2nd tab when editing an attack, and that should allow for adding dex to attack rolls iirc (can't check right now). 
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Noodle said: I just tried it again. And it doesn't work. Here's what I see on the edit screen: I don't know what "value" is supposed to be, but unless I put a number in there, I can't "Apply" it, and can't Save it. Even if I put a number in there, and "Apply" it, and Save it, this is what appears on the sheet: and it's not rollable - i.e. clicking the button does nothing. And there's no way to add Monk level. Ahh, your problem here is that you're adding 'Ability Score Modifier' as an Effect Modifier and not part of the attack (which is understandable given the wording). Effects are the toggles. So what this ability is actually trying to do is modify your Dex score by the value of 0 instead of adding your dex score to your 1d10. There should be a 2nd tab when editing an attack, and that should allow for adding dex to attack rolls iirc (can't check right now).  Not that I could find. First of all, this isn't an attack. It's a reaction to an attack. It reduces the damage taken by the amount of 1D10+ DEX+Monk Level. I could find no way to add anything where I could add both an ability modifier and class level to a die roll. But, again, this underscores how confusing, and badly designed, this sheet is. It used to take me about a minute to make a change like this on the 2014 sheet.
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Saul J. said: Not that I could find. First of all, this isn't an attack. It's a reaction to an attack. It reduces the damage taken by the amount of 1D10+ DEX+Monk Level. I could find no way to add anything where I could add both an ability modifier and class level to a die roll. But, again, this underscores how confusing, and badly designed, this sheet is. It used to take me about a minute to make a change like this on the 2014 sheet. Agreed that it's convoluted still. I can get pretty much the exact functionality that you're looking for (sans-MonkLevel) by making an Attack, choosing the Reaction Action Type, ticking the Automatically Hits box, and setting the damage as 1d10 with the Dexterity ability. Can then just alter the Other Bonus to be your current Monk Level, which isn't ideal as it's not automatic, but is better than having to remember to add it. As a suggestion for the team, the 'New Action' option is severely limited and would ideally have the ability to have all of the functionality of all of the other options. Currently you can only roll 1 dice with it, without modifiers or effects etc., while Deflect Attacks would be the ideal use-case for 'New Action', it instead has to be made in a much-more roundabout way.
Noodle said: Saul J. said: Not that I could find. First of all, this isn't an attack. It's a reaction to an attack. It reduces the damage taken by the amount of 1D10+ DEX+Monk Level. I could find no way to add anything where I could add both an ability modifier and class level to a die roll. But, again, this underscores how confusing, and badly designed, this sheet is. It used to take me about a minute to make a change like this on the 2014 sheet. Agreed that it's convoluted still. I can get pretty much the exact functionality that you're looking for (sans-MonkLevel) by making an Attack, choosing the Reaction Action Type, ticking the Automatically Hits box, and setting the damage as 1d10 with the Dexterity ability. Can then just alter the Other Bonus to be your current Monk Level, which isn't ideal as it's not automatic, but is better than having to remember to add it. As a suggestion for the team, the 'New Action' option is severely limited and would ideally have the ability to have all of the functionality of all of the other options. Currently you can only roll 1 dice with it, without modifiers or effects etc., while Deflect Attacks would be the ideal use-case for 'New Action', it instead has to be made in a much-more roundabout way. Agree, there's a lot more we can add for actions. We're at least making tickets for editing and adding/linking resources there. We've gotten a lot of feedback that people would prefer the "here's a text box, put in what you want" to allow for creative rolls typed in without our automated functionality, so we're working towards supporting that in that spot.
It's just as easy to remember to add the DEX modifier to the current set-up that Roll20 built, which includes the Monk level already, than it is to create a whole new entity at each level up since the Roll20-created one gets readded if you delete it, and having two items on the sheet that do similar things is even more confusing. I prefer the methodology from the old 2014 sheet where you can create an entry whose attack or special ability or whatever can use ANY die roll formula and ANY modifier and such things as "Monk level" to create a single entry, and that when you delete something from the sheet, it STAYS deleted. Noodle said: Saul J. said: Not that I could find. First of all, this isn't an attack. It's a reaction to an attack. It reduces the damage taken by the amount of 1D10+ DEX+Monk Level. I could find no way to add anything where I could add both an ability modifier and class level to a die roll. But, again, this underscores how confusing, and badly designed, this sheet is. It used to take me about a minute to make a change like this on the 2014 sheet. Agreed that it's convoluted still. I can get pretty much the exact functionality that you're looking for (sans-MonkLevel) by making an Attack, choosing the Reaction Action Type, ticking the Automatically Hits box, and setting the damage as 1d10 with the Dexterity ability. Can then just alter the Other Bonus to be your current Monk Level, which isn't ideal as it's not automatic, but is better than having to remember to add it. As a suggestion for the team, the 'New Action' option is severely limited and would ideally have the ability to have all of the functionality of all of the other options. Currently you can only roll 1 dice with it, without modifiers or effects etc., while Deflect Attacks would be the ideal use-case for 'New Action', it instead has to be made in a much-more roundabout way.
For all of my players with Cure Wounds, the upcasting doesn't work correctly and always only rolls 2d8, no matter the level (instead of increasing by 2d8 per spell level).
A couple of things I noticed playing around with the character builder: When multiclassing, the builder now prompts you to select starting gear for the new class. I don't think it did that when I made a multiclassed character a few weeks ago. The epic boon feats don't seem to be working for multiclassed characters. When leveling up a single classed character to level 19, the epic boon works exactly as it should, but when selecting an epic boon for a multiclassed character at character level 19, the boon doesn't allow you to select an ability score to increase, and the "feats" tab is displayed as incomplete. In my case, I was building a rogue 3/wizard 16 and selected an epic boon for the wizard's level 16 feat. My guess is that the sheet is looking at the class level rather than the character level. When selecting a general feat and choosing an ASI for an ability score that is 20, the builder allows you to exceed the ability score cap of 20. 
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There seems to be no way to manually reset rolled Hit Dice without taking a Long Rest which also resets other Long Rest resources. Sometimes player's accidentally roll them or forget to take a Long Rest and it's difficult to fix it retroactively. Spell Save and Attack Save actions that are added manually don't apply the ability bonus of the given Ability Override to the save DC. The sheet doesn't show a character's Unarmed Strike DC (for grapple and shove) anywhere. I can achieve this by first adding a feature that creates a Custom DC and then adding an Attack Save with Linked DC to that custom DC. However, this takes about two minutes  per sheet to do, having to click through a large number of modals, scroll bars, dropdown menus, apply buttons, and typing in the feature, attack, and Custom DC names.
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keithcurtis
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Aleksi said: There seems to be no way to manually reset rolled Hit Dice without taking a Long Rest which also resets other Long Rest resources. Sometimes player's accidentally roll them or forget to take a Long Rest and it's difficult to fix it retroactively. There are also elements in the game (such as the healer feat) that allow you to spend hit dice without a short rest. This is currently impossible to account for, but has been reported.
Aleksi said: The sheet doesn't show a character's Unarmed Strike DC (for grapple and shove) anywhere. I can achieve this by first adding a feature that creates a Custom DC and then adding an Attack Save with Linked DC to that custom DC. However, this takes about two minutes  per sheet to do, having to click through a large number of modals, scroll bars, dropdown menus, apply buttons, and typing in the feature, attack, and Custom DC names. The lack of a DC for the grapple and shove has been reported. It's further complicated by the fact that there are things like Monk abilities that change how the DC is calculated.  As for the complicated way to modify the sheet, that has been reported too. And complained about numerous times.
Noodle said: For all of my players with Cure Wounds, the upcasting doesn't work correctly and always only rolls 2d8, no matter the level (instead of increasing by 2d8 per spell level). I'm having trouble replicating this. If it's removed and re-dragged (or re-added via builder) to the sheet, does that still happen? Is it from PHB24? Jay W. said: A couple of things I noticed playing around with the character builder: When multiclassing, the builder now prompts you to select starting gear for the new class. I don't think it did that when I made a multiclassed character a few weeks ago. The epic boon feats don't seem to be working for multiclassed characters. When leveling up a single classed character to level 19, the epic boon works exactly as it should, but when selecting an epic boon for a multiclassed character at character level 19, the boon doesn't allow you to select an ability score to increase, and the "feats" tab is displayed as incomplete. In my case, I was building a rogue 3/wizard 16 and selected an epic boon for the wizard's level 16 feat. My guess is that the sheet is looking at the class level rather than the character level. When selecting a general feat and choosing an ASI for an ability score that is 20, the builder allows you to exceed the ability score cap of 20.  It looks like there's some weirdness between "class level 19" and "character level 19" here. I've logged a ticket for this to hopefully get it fixed soon! Aleksi said: There seems to be no way to manually reset rolled Hit Dice without taking a Long Rest which also resets other Long Rest resources. Sometimes player's accidentally roll them or forget to take a Long Rest and it's difficult to fix it retroactively. This is on the list to add, there definitely needs to be a way to edit hit dice. Spell Save and Attack Save actions that are added manually don't apply the ability bonus of the given Ability Override to the save DC. I've made a ticket for this! Thanks for the report. The sheet doesn't show a character's Unarmed Strike DC (for grapple and shove) anywhere. I can achieve this by first adding a feature that creates a Custom DC and then adding an Attack Save with Linked DC to that custom DC. However, this takes about  two minutes  per sheet to do, having to click through a large number of modals, scroll bars, dropdown menus, apply buttons, and typing in the feature, attack, and Custom DC names. Seems like this may be lessened by fixing the bug above. I'll add a request for an explicit callout of those DCs to our list, though.
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The 2014/2024 compatibility choices are still messed up. Here are the options I chose: Warlock (2024), Harengon (2014), Entertainer (2024). When I got to the page where I select the ability scores to increase, I was given the option to increase ANY of the ability scores. There were two select boxes: one box to choose ANY two ability scores to increase by 1, and 1 box to select ANY ability score to increase by 1. This is incorrect. According to the 2024 PHB (sidebar titled "BACKGROUNDS AND SPECIES  FROM OLDER BOOKS" , on page 38): "S i milarly, species in older books include ability  score increases. If you're using a species from an  older book, ignore those increases and use only  the ones given by your background." I should have been given the choices from the Entertainer (2024) background and only have been allowed to select from Strength, Dexterity and Charisma. Note: I pointed this out MONTHS ago and it should have BEEN FIXED BY NOW. The builder should be following the rules laid out by Wizards of the Coast. Homebrew exceptions should be handled independently from the Builder. 
Did some testing and discovered that this only happens with Query Mode toggled. Removing and re-dragging doesn't help, but switching to Automatic does. As far as I can tell, it only happens with healing spells (I tested with Cure Wounds and Healing Word), and not with damage spells (Guiding Bolt for example, which rolls 5d6 at level 2 and 4d6 at level 1). It's a very odd and specific bug. Nicole B. said: Noodle said: For all of my players with Cure Wounds, the upcasting doesn't work correctly and always only rolls 2d8, no matter the level (instead of increasing by 2d8 per spell level). I'm having trouble replicating this. If it's removed and re-dragged (or re-added via builder) to the sheet, does that still happen? Is it from PHB24?
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Hi Nicole, I saw that update&nbsp; <a href="https://blog.roll20.net/posts/roll20s-latest-dd-2024-sheet-and-builder-updates/" rel="nofollow">https://blog.roll20.net/posts/roll20s-latest-dd-2024-sheet-and-builder-updates/</a> &nbsp;and I am not sure if this is supposed to be the spell rework that was announced at some point - If so, will the Character Builder's spell section be updated eventually, in order to let a Warlock swap LV 1 spells against LV 2 spells and higher, once he is getting to the right warlock level? Right now, I can only swap LV 1 spells against LV 1 spells no matter what character level I have. I cannot find any updates or announcements on that topic. What section of the forum/website I need to chaek to stay tuned? I guess it is:&nbsp; <a href="https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log#01JQYPPJJ46S8M6RB6JXNGPXGS" rel="nofollow">https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log#01JQYPPJJ46S8M6RB6JXNGPXGS</a> &nbsp;?! I am just curious, as this is one criteria that would allow to actually use the new sheet. Thanks&nbsp; to the team&nbsp; for the great community work and the passion!
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I sincerely do not think the 2024 sheet needs "improvements", I think it needs a "reboot". The design is fundamentally flawed. There is so little information on screen at a time, and even basic functions that are part of the system are unavailable after months of the game being out. Updates that took a single click in 2014 take going into sub-menus and scrolling in 2024. I love the low investment cost to get new players set up to use roll20, but this doesn't matter if the sheet is unusable, so I run my D&amp;D games elsewhere now, and I am not going to buy anything D&amp;D-related on here until the sheet is addressed edit: sorry for the tone. It's frustrating because this is, otherwise, my preferred platform
FWIW, I agree essentially with what's said here. The current 2024 sheet is an interesting design concept but, as far as I'm concerned, a failure. As the OP said, it's fundamentally flawed. Things that were easy to do on the 2014 sheet, are 10 times harder on this sheet, if they can be done at all . The 2014 sheet was ultimately very flexible with regard to adding new features, traits, die rolls, sub-classes, homebrew, etc. The 2024 sheet makes these changes nearly impossible.&nbsp; Not that I think my opinion matters all that much. I just wanted show support for Lei's viewpoint. Lei H. said: I sincerely do not think the 2024 sheet needs "improvements", I think it needs a "reboot". The design is fundamentally flawed. There is so little information on screen at a time, and even basic functions that are part of the system are unavailable after months of the game being out. Updates that took a single click in 2014 take going into sub-menus and scrolling in 2024. I love the low investment cost to get new players set up to use roll20, but this doesn't matter if the sheet is unusable, so I run my D&amp;D games elsewhere now, and I am not going to buy anything D&amp;D-related on here until the sheet is addressed edit: sorry for the tone. It's frustrating because this is, otherwise, my preferred platform
A reboot would likely take another year, even if Roll20 did that.&nbsp;&nbsp; They have changed a lot of how things work, and many of the issues have been with data (including legacy data).&nbsp; So while I agree that this has been (yet another) epic fail, as with previous updates over the years, with the community feedback, things have eventually been updated to a workable state.
That depends on how you define "workable state". I personally find the new sheet to be almost useless due to all the issues, and the fact that features of my character are handled incorrectly. And, no, it's not due to legacy data, or even a data issue in at least some of those cases. Yes, the sheet is an epic fail. Roll20 should admit that, and address it. There's a maxim I learned when I got into computer programming almost 50 years ago: "Don't patch bad code. Rewrite it." It's time the 2024 sheet was rewritten. Jim W. said: A reboot would likely take another year, even if Roll20 did that.&nbsp;&nbsp; They have changed a lot of how things work, and many of the issues have been with data (including legacy data).&nbsp; So while I agree that this has been (yet another) epic fail, as with previous updates over the years, with the community feedback, things have eventually been updated to a workable state.
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Previous examples of such fails were eventually fixed to an acceptable state.&nbsp;&nbsp; I have no idea how long it will take to get there with this sheet, but I think it's likely that starting again would only extend the pain longer.&nbsp; Personally I am just avoiding 2024 and the 2024 sheet because of these issues.&nbsp; If/when I move to 2024 I will evaluate progress and decide.&nbsp; Possibly just convert an older 2014 variant sheet, though I'm not sure I have the time to do that with other projects. So workable state = not worth spending the time to do it
Noodle said: Did some testing and discovered that this only happens with Query Mode toggled. Removing and re-dragging doesn't help, but switching to Automatic does. As far as I can tell, it only happens with healing spells (I tested with Cure Wounds and Healing Word), and not with damage spells (Guiding Bolt for example, which rolls 5d6 at level 2 and 4d6 at level 1). It's a very odd and specific bug. This is super helpful, thanks! I'll make a ticket for that today. Der Arkanier &nbsp;said: Hi Nicole, I saw that update&nbsp; <a href="https://blog.roll20.net/posts/roll20s-latest-dd-2024-sheet-and-builder-updates/" rel="nofollow">https://blog.roll20.net/posts/roll20s-latest-dd-2024-sheet-and-builder-updates/</a> &nbsp;and I am not sure if this is supposed to be the spell rework that was announced at some point - If so, will the Character Builder's spell section be updated eventually, in order to let a Warlock swap LV 1 spells against LV 2 spells and higher, once he is getting to the right warlock level? Right now, I can only swap LV 1 spells against LV 1 spells no matter what character level I have. I cannot find any updates or announcements on that topic. What section of the forum/website I need to chaek to stay tuned? I guess it is:&nbsp; <a href="https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log#01JQYPPJJ46S8M6RB6JXNGPXGS" rel="nofollow">https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log#01JQYPPJJ46S8M6RB6JXNGPXGS</a> &nbsp;?! I am just curious, as this is one criteria that would allow to actually use the new sheet. Thanks&nbsp; to the team&nbsp; for the great community work and the passion! So, as a dev I'm not super in tune with exactly how this release will be marketed, but I expect it will be announced in the blog and on social media as well as definitely in the change log . We haven't been updating on our progress publicly but we've been working furiously and you can expect it very very soon :) And yes, this will include fixes to how spell replacements work as well as a drastically improved UX for replacing.
Nicole B. said: Noodle said: Did some testing and discovered that this only happens with Query Mode toggled. Removing and re-dragging doesn't help, but switching to Automatic does. As far as I can tell, it only happens with healing spells (I tested with Cure Wounds and Healing Word), and not with damage spells (Guiding Bolt for example, which rolls 5d6 at level 2 and 4d6 at level 1). It's a very odd and specific bug. This is super helpful, thanks! I'll make a ticket for that today. Der Arkanier &nbsp;said: Hi Nicole, I saw that update&nbsp; <a href="https://blog.roll20.net/posts/roll20s-latest-dd-2024-sheet-and-builder-updates/" rel="nofollow">https://blog.roll20.net/posts/roll20s-latest-dd-2024-sheet-and-builder-updates/</a> &nbsp;and I am not sure if this is supposed to be the spell rework that was announced at some point - If so, will the Character Builder's spell section be updated eventually, in order to let a Warlock swap LV 1 spells against LV 2 spells and higher, once he is getting to the right warlock level? Right now, I can only swap LV 1 spells against LV 1 spells no matter what character level I have. I cannot find any updates or announcements on that topic. What section of the forum/website I need to chaek to stay tuned? I guess it is:&nbsp; <a href="https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log#01JQYPPJJ46S8M6RB6JXNGPXGS" rel="nofollow">https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log#01JQYPPJJ46S8M6RB6JXNGPXGS</a> &nbsp;?! I am just curious, as this is one criteria that would allow to actually use the new sheet. Thanks&nbsp; to the team&nbsp; for the great community work and the passion! So, as a dev I'm not super in tune with exactly how this release will be marketed, but I expect it will be announced in the blog and on social media as well as definitely in the change log . We haven't been updating on our progress publicly but we've been working furiously and you can expect it very very soon :) And yes, this will include fixes to how spell replacements work as well as a drastically improved UX for replacing. Thanks for the as always quick feedback! Much appreciated. Then I will keep an eye on the change log!
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Some more strange druid feedback: When selecting spells from the Level Up-Mancer, the spells which populate to the sheet have different data being pulled through than from the compendium. For example, Thunderwave added to the sheet from the Level Up-Mancer doesn't actually have a damage roll, but when dragged from the compendium it does. It's most noticeable in the 'Druid' tag which is missing from all spells added in this way, as dragging from the compendium always shows the 'Druid' tag on all spells dragged on. I believe this happened with a lot, but not all, Bard spells, but not Wizard or Cleric spells. Also, the 'Damage' button in chat sometimes just stops working entirely for all players, so we have to roll damage from the sheets themselves. It usually happens a few hours into a session and then just doesn't start working again. Not really sure how to replicate, sorry! Unsure if this one is possible to implement, but Sear Undead only rolls 1d8 instead of WISMODd8, which means it has to be manually changed when getting it. Automation on that one would be ideal.
Went to build a new character today. Started with Fighter. Everything went fine there. Took the gold for the fighter starting equipment and the background (Merchant). Second level, added Warlock. The builder wanted to give me both Merchant Equipment Option A and Option B, as well as a choice of Warlock starting equipment. This is incorrect. You do not get the starting equipment for the second class when multiclassing.&nbsp; Also, the builder did not walk me through spell selection for the Warlock. It was greyed out on the bar on the bottom that shows the steps. I had to manually select it to choose my warlock spells.&nbsp;
Here's an interesting bit of info to add to the multiclass starting equipment thing: When I did some multiclass builds, the builder did ask me to select equipment for the new class, as reported above, but the equipment didn't show up in my inventory. I tested it by building a character with a new class every level, and each new level asked&nbsp; me to select starting equipment for the new class, but none of it ever made its way into my inventory.&nbsp; Idk if that'll help in tracking down why it's happening, but I figured it's best to report it!
Saul J. said: Went to build a new character today. Started with Fighter. Everything went fine there. Took the gold for the fighter starting equipment and the background (Merchant). Second level, added Warlock. The builder wanted to give me both Merchant Equipment Option A and Option B, as well as a choice of Warlock starting equipment. This is incorrect. You do not get the starting equipment for the second class when multiclassing.&nbsp; Also, the builder did not walk me through spell selection for the Warlock. It was greyed out on the bar on the bottom that shows the steps. I had to manually select it to choose my warlock spells.&nbsp; Multiclassing still ha major problems. Spell selections, Boons, special features for some classes etc. Warlock pact features are still problematic. selecting Lesson of the First ones at level 2 for both choices doesn't work properly,&nbsp; Boons on a multiclass does give the dialog and drop down for choosing your stat to raise. If you multiclass beyond 2 classes the boon doesn't show up at all.
If you are making an Artificer in the builder and select to replicate a magic item, It does not add the item to your inventory.&nbsp;
I think that's because, technically, you are just learning how &nbsp;to replicate the item. You have to actually infuse a non-magical version of the item to get the magical version. For example, if you learn Replicate Magic Item: Bag of Holding, you don't just get a Bag of Holding. You have to buy, make or find a regular bag, and infuse &nbsp;it with the magic using that forumula to get a magical Bag of Holding. At least this is the way my group did it, and how I've seen other groups handle it at conventions, and other places. Maybe Roll20 is using this model? Master Azroth said: If you are making an Artificer in the builder and select to replicate a magic item, It does not add the item to your inventory.&nbsp;
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keithcurtis
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My guess? I think it comes down to automation vs. innovation. This has been a line Roll20 has tried to straddle a long time, and they'll be certain to not satisfy some portion of the user base whichever way they choose. Currently, if an artificer player creates a bag of holding, its pretty trivial to drag and drop one from the compendium. If they automated it, that would be the limit of what could be done, and it likely would require more steps for a GM to decide on homebrew or alternative magic items available for creation. It's likely not worth creating the subsystems for item creation, especially since there is a bag of holding (for example) from the FBR 2014, the FBR 2024, DMG2014, and DMG2024 to choose from, depending on what's available in that game. At the very least. It's easier to let it be manual.
Andor said: Multiclassing still ha major problems. Spell selections, Boons, special features for some classes etc. Warlock pact features are still problematic. selecting Lesson of the First ones at level 2 for both choices doesn't work properly,&nbsp; Boons on a multiclass does give the dialog and drop down for choosing your stat to raise. If you multiclass beyond 2 classes the boon doesn't show up at all. I'm going to look into Lessons of the First Ones - you definitely should be able to select it twice and I know there were a few updates we made to make that possible, but I'm not sure where they stand. As far as boons, it's a weird scenario - the feats themselves require a level of 19, but there's also a feature at level 19 in each class to specifically grant an epic boon. The way we chose to handle this is to offer you the epic boons at the level you get a feat from a specific class, as long as your character level is 19 or 20. So this means if you are a level 15 of one class, then a level 4 or 5 of another class, you'll get the boon options in your level 4 feat selection for the second class. If you're level 15 of one class, then 2 of another, then 3 of a third, you're not going to get that option because you didn't get a feat at levels 19 or 20. Master Azroth said: If you are making an Artificer in the builder and select to replicate a magic item, It does not add the item to your inventory.&nbsp; This is intended behavior, you will have to add the item to your sheet. The choice made in the builder is to fill in the relevant feature on your sheet. We'll keep this in mind for future improvements, though!
I wonder if Roll20 might approach the Sheet issue by creating a second sheet that is optimized for play.&nbsp; Make this second sheet perfect for players and DMs running games.&nbsp; Core design principles: Fast, Small Footprint, Limited editing (hp, status effects, ...) Tabbed &nbsp;&nbsp;&nbsp;&nbsp;Actions, &nbsp; &nbsp; Bonus actions, &nbsp; &nbsp; Reactions, &nbsp; &nbsp; Spells, &nbsp; &nbsp; Inventory, &nbsp; &nbsp; Abilities / Feats The current 2024 sheet could then be used to configure your characters between sessions.&nbsp;&nbsp;
How would you keep them synced, especially when you level? I see other problems: when you get items/treasure during the course of play, you'd have to open the first sheet to update it. When you learn a new spell, you'd have to update the first sheet. So, you'd end up having to have both open during game play. Will M. said: I wonder if Roll20 might approach the Sheet issue by creating a second sheet that is optimized for play.&nbsp; Make this second sheet perfect for players and DMs running games.&nbsp; Core design principles: Fast, Small Footprint, Limited editing (hp, status effects, ...) Tabbed &nbsp;&nbsp;&nbsp;&nbsp;Actions, &nbsp; &nbsp; Bonus actions, &nbsp; &nbsp; Reactions, &nbsp; &nbsp; Spells, &nbsp; &nbsp; Inventory, &nbsp; &nbsp; Abilities / Feats The current 2024 sheet could then be used to configure your characters between sessions.&nbsp;&nbsp;
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They would both point to the same datastore. &nbsp;The sheet is just an interface between the user and the database, and in this case, with a ton of logic to facilitate the rules(or in another middleware layer). &nbsp; You make a change in the character management sheet, and those changes will show up in the game sheet. &nbsp; The game/combat sheet is essentially read-only with all the details, but for a few items you might need to edit. &nbsp;HP, Spell slots usage, item charge usage, death saving throws. &nbsp;Maybe status effects/conditions. &nbsp;Stuff that needs changing in Combat. &nbsp;Optimize to improve the most time-consuming part of the game and most in need for an efficient experience. &nbsp;The use of space can also be more efficient, as most of the data is just labels, not captions boxes for input which are often taller than labels. &nbsp;None of the UI needed to add/delete/edit information is taking up room. &nbsp; Saul J. said: How would you keep them synced, especially when you level? I see other problems: when you get items/treasure during the course of play, you'd have to open the first sheet to update it. When you learn a new spell, you'd have to update the first sheet. So, you'd end up having to have both open during game play. Will M. said: I wonder if Roll20 might approach the Sheet issue by creating a second sheet that is optimized for play.&nbsp; Make this second sheet perfect for players and DMs running games.&nbsp; Core design principles: Fast, Small Footprint, Limited editing (hp, status effects, ...) Tabbed &nbsp;&nbsp;&nbsp;&nbsp;Actions, &nbsp; &nbsp; Bonus actions, &nbsp; &nbsp; Reactions, &nbsp; &nbsp; Spells, &nbsp; &nbsp; Inventory, &nbsp; &nbsp; Abilities / Feats The current 2024 sheet could then be used to configure your characters between sessions.&nbsp;&nbsp;
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keithcurtis
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Marketplace Creator
API Scripter
Will, it sounds like what you are describing is essentially a different view?
It doesn't seem to me to be practical. You'd still have to have both sheets open in order to make changes. And your "combat view" is essentially the combat/attack portion of the main sheet anyway since all of the options there would have to be on the second sheet, as well as your skills, AC, HP, immunites/vulnerabilities/resistances, etc. And spells. And your inventory. It's not that much different from what is currently displayed on the sheet. In fact, looking at the sheet, I see very little that could be left off of the second sheet. So, I don't see the point. And, I think it would be a waste of computer resources to provide a second sheet that is getting updated behind the scenes from the first sheet. Will M. said: They would both point to the same datastore. &nbsp;The sheet is just an interface between the user and the database, and in this case, with a ton of logic to facilitate the rules(or in another middleware layer). &nbsp; You make a change in the character management sheet, and those changes will show up in the game sheet. &nbsp; The game/combat sheet is essentially read-only with all the details, but for a few items you might need to edit. &nbsp;HP, Spell slots usage, item charge usage, death saving throws. &nbsp;Maybe status effects/conditions. &nbsp;Stuff that needs changing in Combat. &nbsp;Optimize to improve the most time-consuming part of the game and most in need for an efficient experience. &nbsp;The use of space can also be more efficient, as most of the data is just labels, not captions boxes for input which are often taller than labels. &nbsp;None of the UI needed to add/delete/edit information is taking up room. &nbsp; Saul J. said: How would you keep them synced, especially when you level? I see other problems: when you get items/treasure during the course of play, you'd have to open the first sheet to update it. When you learn a new spell, you'd have to update the first sheet. So, you'd end up having to have both open during game play. Will M. said: I wonder if Roll20 might approach the Sheet issue by creating a second sheet that is optimized for play.&nbsp; Make this second sheet perfect for players and DMs running games.&nbsp; Core design principles: Fast, Small Footprint, Limited editing (hp, status effects, ...) Tabbed &nbsp;&nbsp;&nbsp;&nbsp;Actions, &nbsp; &nbsp; Bonus actions, &nbsp; &nbsp; Reactions, &nbsp; &nbsp; Spells, &nbsp; &nbsp; Inventory, &nbsp; &nbsp; Abilities / Feats The current 2024 sheet could then be used to configure your characters between sessions.&nbsp;&nbsp;
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Edited 1745842372
Hello, I try to add a negative effect like the spell Bane. -1d4 saving throw and attack roll. The attack and saving throw don't roll :(
Hi All, &nbsp; Have they added the sheet source to the repository?&nbsp; I wanted to create a mini-importer but I don't see the sheet in the repository list(and google didn't show anything) Thanks!
Filmari said: Hi All, &nbsp; Have they added the sheet source to the repository?&nbsp; I wanted to create a mini-importer but I don't see the sheet in the repository list(and google didn't show anything) Thanks! Any sheets that are “… by Roll20” are proprietary and won’t have open-source code.&nbsp;
Ombres said: Hello, I try to add a negative effect like the spell Bane. -1d4 saving throw and attack roll. The attack and saving throw don't roll :( This is a known bug that we haven't gotten a chance to fix yet, sorry :(
Hello all, I've been ignoring the 2024 sheet for a while due to the poor state in which it was released.&nbsp; My current campaign is ending and I am evaluating the 2024 sheet now to see what is still broken, limitations, etc.&nbsp; Rather than reading through 28 pages, is there a high-level summary somewhere that is being maintained? My main questions are: Can we directly add content to the 2024 sheet now?&nbsp; I.e., a homebrew magic items or the like. Is there a list maintained of the API scripts that work for the 2024 sheet? Any other big issues/limitations I need to keep in mind when planning a campaign using the 2024 sheet? Thanks, -Adam
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Edited 1746133176
Tried to create a multiclass character today: Fighter 1/Warlock 1 both using 2024 rules. When I added the Warlock class, I was asked to choose an Invocation. The drop down menu had a long, long list of Invocations. Agonizing Blast was repeated three times in the list. None of the versions of Agonizing Blast listed was the 2024 version. I deleted the version that the Builder put in, and dropped the 2024 version to the sheet from the Compendium. Instead of adding it in as a "Class Feature", the system added it as "Other". Since this can be taken multiple times, and each time it applies to a different damage-dealing cantrip, there doesn't seem to be any way to indicate which cantrip it's to be applied to. While it's ok for it to be a manual process, using the slider, to add it to the damage die rolls, SOMEWHERE on the sheet there should be an indication of which copy of Agonizing Blast applies to which cantrip.&nbsp; I then leveled the character again, going to Warlock 2. I used the Builder to replace the version of Agonizing Blast that was on there, with the 2024 version which now did appear in the drop-down list. When the Builder was done, there were two copies of Agonizing Blast on the sheet when there should only have been one. One of those copies of Agonizing Blast that was on the Combat screen probably should have been Repelling Blast which I also chose during the level up process. It appears on the Features&amp;Traits screen but not the Combat screen.
In the 2024 rules, Agonizing Blast has a prerequisite of level 2+ warlock, so the sheet was functioning properly by not showing it to you at level 1. The only invocations available to a level 1 warlock in the 2024 PHB are the three pacts, armor of shadows, and eldritch mind. The character sheet builder will also show you invocations from other sources you have in your compendium, so the multiple copies of agonizing blast that you saw were probably from several different sourcebooks you have that use the 2014 rules. I'm just guessing on that last part, of course! Saul J. said: Tried to create a multiclass character today: Fighter 1/Warlock 1 both using 2024 rules. When I added the Warlock class, I was asked to choose an Invocation. The drop down menu had a long, long list of Invocations. Agonizing Blast was repeated three times in the list. None of the versions of Agonizing Blast listed was the 2024 version. I deleted the version that the Builder put in, and dropped the 2024 version to the sheet from the Compendium. Instead of adding it in as a "Class Feature", the system added it as "Other". Since this can be taken multiple times, and each time it applies to a different damage-dealing cantrip, there doesn't seem to be any way to indicate which cantrip it's to be applied to. While it's ok for it to be a manual process, using the slider, to add it to the damage die rolls, SOMEWHERE on the sheet there should be an indication of which copy of Agonizing Blast applies to which cantrip.&nbsp; I then leveled the character again, going to Warlock 2. I used the Builder to replace the version of Agonizing Blast that was on there, with the 2024 version which now did appear in the drop-down list. When the Builder was done, there were two copies of Agonizing Blast on the sheet when there should only have been one. One of those copies of Agonizing Blast that was on the Combat screen probably should have been Repelling Blast which I also chose during the level up process. It appears on the Features&amp;Traits screen but not the Combat screen.