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

I forgot about the level 2 requirement. My bad. Still getting used to the 2024 rules vs the ones I've been using for years and years. :-) But , my last comment is still a bug. If I delete something from the sheet, it shouldn't still be there afterward. And, I only took Agonizing Blast once , once the previous copies were manually deleted from the sheet, so there should not have been multiple copies still listed. And , there is still no way to associate Agonizing Blast, or Repelling Blast, with a Warlock cantrip on the sheet so it's easy to forget which one(s) they apply to, and they could apply to different cantrips. As to the multiple copies of Agonizing Blast and all the other invocations: the only sourcebooks for that game that I own that have invocations in them are the 2014 PHB, the 2024 PHB, Tasha's Guide... and Xanathar's Guide... There is no overlap between Xanathar's, Tasha's and the two PHBs. And, as you point out, there is a level requirement for most of the invocations in the 2024 PHB. I believe the only ones that duplicate the 2014 invocations are Eldritch Mind and Armor of Shadows. So, there should only have been one copy of all the other invocations in the dropdown list including Agonizing Blast. But, the source given for all the duplicates was the 2014 Player's Handbook. So, yeah, that's still a bug too.  Jay W. said: 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.  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&Traits screen but not the Combat screen.
Saul J. said: I forgot about the level 2 requirement. My bad. Still getting used to the 2024 rules vs the ones I've been using for years and years. :-) No worries; I've had my share of "oh wait, it works that way now" moments! But , my last comment is still a bug. If I delete something from the sheet, it shouldn't still be there afterward. And, I only took Agonizing Blast  once , once the previous copies were manually deleted from the sheet, so there should not have been multiple copies still listed. I've noticed that deleting things that the builder puts in can confuse it. I've been implementing custom backgrounds by choosing a background with the stat boosts I want, then changing the skills and feat after leaving the builder. That works fine, but when going back into the builder to level up, the old skills and feats are still shown. So far, I haven't had the old stuff reappear on the character sheet, though. Lately I've been playing with customizing races (uh, species) in the same way, with similar results. It's the old engineering "testing to destruction" thing; if I push the boundaries far enough, I might break something that the devs didn't know could be broken. And , there is still no way to associate Agonizing Blast, or Repelling Blast, with a Warlock cantrip on the sheet so it's easy to forget which one(s) they apply to, and they could apply to different cantrips. Yup, I believe that's been reported, so we know it's on their radar. They've been working on spells lately (I love the way the new interface shows prepared spells!), so a fix for the blast invocations could sneak in there! In the meantime, you could rename the invocation on your character sheet to reflect which cantrip it applies to. You can also manually change the cantrip's attack to add the extra damage. I know it's a bit of a pain, but it at least allows you to have your sheet the way you want it while they work out the kinks in the builder.
You can add a note to the toggle for agonizing blast to remind you of the spell it was tied to.  But you have to undo it for all other spells. Saul J. said: I forgot about the level 2 requirement. My bad. Still getting used to the 2024 rules vs the ones I've been using for years and years. :-) But , my last comment is still a bug. If I delete something from the sheet, it shouldn't still be there afterward. And, I only took Agonizing Blast once , once the previous copies were manually deleted from the sheet, so there should not have been multiple copies still listed. And , there is still no way to associate Agonizing Blast, or Repelling Blast, with a Warlock cantrip on the sheet so it's easy to forget which one(s) they apply to, and they could apply to different cantrips. As to the multiple copies of Agonizing Blast and all the other invocations: the only sourcebooks for that game that I own that have invocations in them are the 2014 PHB, the 2024 PHB, Tasha's Guide... and Xanathar's Guide... There is no overlap between Xanathar's, Tasha's and the two PHBs. And, as you point out, there is a level requirement for most of the invocations in the 2024 PHB. I believe the only ones that duplicate the 2014 invocations are Eldritch Mind and Armor of Shadows. So, there should only have been one copy of all the other invocations in the dropdown list including Agonizing Blast. But, the source given for all the duplicates was the 2014 Player's Handbook. So, yeah, that's still a bug too.  Jay W. said: 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.  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&Traits screen but not the Combat screen.
Well, they just re-did the spell lists. I don't have any spellcasters other than Warlocks built right now, but... I'm not sure I like the new interface. For one thing, there's no place to add a note as you suggest, except in the "Description" which gets overwritten when you go up a level. And, now, there doesn't seem to be any way to change the damage of a spell so I can't add the CHA to the spell. But, I suspect, that even if there were such a way, it probably would get overwritten when I went up a level. I'll have to give things a try to see if it does get overwritten.  I hope this is a "work in progress" and there are still plans to allow for changing the spells, adding damage like from Agonizing Blast, etc. I'm unimpressed with the new format. I particularly don't like the fact that the "spell slot view" just shows checkboxes for the slots, and nothing else.  I'm also a bit confused: The spells list shows: Now, I know the CHA +6 probably includes the proficiency bonus, and is part of the calculation of the DC. But, it doesn't say whether the "CHA +6" is supposed to be attack bonus or damage, and the damage bonus is not listed separately - all of this can be a bit confusing for new players. Andor said: You can add a note to the toggle for agonizing blast to remind you of the spell it was tied to.  But you have to undo it for all other spells.
None of the changes to the spell view changed how you edit spells from the previous version. To add +CHA you click the i next to the spell, go to Edit: Eldritch Blast at the bottom (for example), then go to the Damage tab. Change Ability to +CHA. Based on the recent blog post about the spell view changes directly acknowledging that there are still too many clicks in places, hopefully this part gets streamlined soon too, but it's still very functional.  Saul J. said: Well, they just re-did the spell lists. I don't have any spellcasters other than Warlocks built right now, but... I'm not sure I like the new interface. For one thing, there's no place to add a note as you suggest, except in the "Description" which gets overwritten when you go up a level. And, now, there doesn't seem to be any way to change the damage of a spell so I can't add the CHA to the spell. But, I suspect, that even if there were such a way, it probably would get overwritten when I went up a level. I'll have to give things a try to see if it does get overwritten.  I hope this is a "work in progress" and there are still plans to allow for changing the spells, adding damage like from Agonizing Blast, etc. I'm unimpressed with the new format. I particularly don't like the fact that the "spell slot view" just shows checkboxes for the slots, and nothing else.  Huge fan of the new spell view. When it showed up all of my players jumped in and were playing around with it like it was Christmas. It's got all of the 2014 functionality now (and more due to the excellent filters!) so I'm very happy. 
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I was under the impression that this would have been the major revamp of the spell section and it would include some fixes for the warlock in the character builder, as well. But the builder still works in the wrong way for the warlock and I can only replace 1LV spells against 1LV spells and 2LV spells against 2LV spells. I hope there will be another revamp of the spell section in the character builder itself, soon. To me it is just such a central piece that I do want to rely on when leveling. And while I appreciate watching the character sheet becoming visually better step by step, I'd prefer a builder actually being usable without trouble. Please make it happen soon.
Noodle said: None of the changes to the spell view changed how you edit spells from the previous version. To add +CHA you click the i next to the spell, go to Edit: Eldritch Blast at the bottom (for example), then go to the Damage tab. Change Ability to +CHA. Based on the recent blog post about the spell view changes directly acknowledging that there are still too many clicks in places, hopefully this part gets streamlined soon too, but it's still very functional.  You can also do this from the spell's attack entry on the combat tab, which saves you a click. I personally don't mind going in and tweaking things like that to get it just right; it's usually just a once-and-done thing. Huge fan of the new spell view. When it showed up all of my players jumped in and were playing around with it like it was Christmas. It's got all of the 2014 functionality now (and more due to the excellent filters!) so I'm very happy.  Me too! I can easily see all my spells and know what's prepared and what isn't. It's a very nice quality-of-life improvement.
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keithcurtis
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I have been using the new sheet for my current campaign for a few months. While I still really don't like the modal editing on just about everything, I have found that it just doesn't occur as often as I feared.  I also have better hopes than I have had since Beacon was first announced as a development platform several years ago, that we will eventually have a solution to mod-based token action button creation. There's still a lot to do there, but I do see progress on a path forward. I have also noted that most of my discomfort with choices on the new sheet are not echoed by my players. (this could be in part because I do so much stuff for them). Their reaction to the automation in other parts of the sheet has been generally positive, with the majority of negative comments stemming from things just being "different". I think that the more of a "power user" you are, the more frustrating the sheet is, because little of the extensibility, automation, and customizability that exist on pre-Beacon sheets is available yet. 
I still don't like it. It's still very confusing. When I make changes to attacks, or abilities, I have to do it EVERY TIME I LEVEL UP because they get reset to Roll20's "default" which is often WRONG. For example, I have to reset my "Way of the Elements" Monk's "Deflect Attack" ability to include DEX every time I level up because the system still doesn't, and resets it back to the wrong default, even though I've posted about it in this thread numerous times, for months. A lot of the changes I've had to do are not "once and done" because they have to keep being done. The "Deflect Attack" ability seems like such a simple fix, and I have to wonder why it hasn't been done yet.  I find that too many things are hidden too many levels deep. On the old sheet, you had only a few places to look at or change. With this sheet, if I'm looking for something, it could be in this view, or this view, or the other view, or maybe it's over here... it's way too confusing. Adding something new just seems way too confusing. On the old sheet, I could easily add a new attack type, or an old attack with new damage type. Or even something homebrew. I wouldn't even begin to try it on this new sheet, if it can even be done at all. Some of the decisions as to where things go puzzle me, and confuse me even more. Back to the "Deflect Attacks" feature for an example: why is the ability in the "Attacks" section of the sheet? It's not an attack. It's a REACTION to an attack. And there is another "half" of the ability stuck down in the "Reactions" section of the sheet. Why aren't these two things ONE ability in the "Reaction" section? The ability allows the Monk to deflect an attack as a REACTION when hit, removing a certain amount of the damage taken. If the amount is reduced to 0, the Monk can then spend 1 focus point to redirect some of that damage to another creature. So, why doesn't EITHER of the locations where the ability is listed, have the checkboxes for spending a focus point? Why do all the other separate Monk abilities where I can spend focus points for an effect have checkboxes EXCEPT that one? And why do they all have checkboxes instead of there being ONE PLACE ON THE SHEET to check-off the use of a focus point? Yeah, they are all somehow tied together but why have all that clutter on the sheet? Why isn't the use of a focus point, IN ONE PLACE, ONCE, ON THE SHEET? Why is it that there's an "Elemental Attunement" slider on the sheet that seems to do nothing when turned on, except to add an "Elemental Strikes" line to the "Attacks" section? First of all, there's no such thing as an "elemental strike" - the monk is simply doing Unarmed Strikes at a greater reach, and can choose different damage types. There's no "elemental strike".  This is, apparently, supposed to be a line relevant to the Monk's ability when using the "Elemental Attunement" feature to push a creature, and to display the save DC but... why does it have to be a separate line, and be "turned on" separately?? It's part of the "normal" attack, and part of the "Elemental Attunement" (which is also turned on separately on the sheet) and a choice the Monk makes when attacking. Why have a separate slider??? Why is there a "Redeflect Attack" with a 1D10 die roll button in the "Effects" section? I have no idea what this is supposed to be. There's a "Deflect Attacks" in the Attack section with a die roll button for the amount of damage I do back when I use the feature. There's a "Deflect Attack" in the "Reactions" section with a button for the amount of damage that is reduced. What is "Redeflect Attack"? It's not even a Monk ability, as far as I can tell. And the die roll button there doesn't match either of the other two, nor is it relevant to any Monk ability.   No, I don't like the new sheet. I'm not currently playing a spellcaster in a game so I can't speak as to the utility of the new spells view(s) but while theorycrafting, the new spell views seem to suffer from some of the same problems: clutter and confusion. keithcurtis said: I have been using the new sheet for my current campaign for a few months. While I still really don't like the modal editing on just about everything, I have found that it just doesn't occur as often as I feared.  I also have better hopes than I have had since Beacon was first announced as a development platform several years ago, that we will eventually have a solution to mod-based token action button creation. There's still a lot to do there, but I do see progress on a path forward. I have also noted that most of my discomfort with choices on the new sheet are not echoed by my players. (this could be in part because I do so much stuff for them). Their reaction to the automation in other parts of the sheet has been generally positive, with the majority of negative comments stemming from things just being "different". I think that the more of a "power user" you are, the more frustrating the sheet is, because little of the extensibility, automation, and customizability that exist on pre-Beacon sheets is available yet. 
I can't reproduce this. I created a monk to test it, and the deflect attack ability automatically included my dex bonus on both the deflection amount and the damage amount. Saul J. said: I still don't like it. It's still very confusing. When I make changes to attacks, or abilities, I have to do it EVERY TIME I LEVEL UP because they get reset to Roll20's "default" which is often WRONG. For example, I have to reset my "Way of the Elements" Monk's "Deflect Attack" ability to include DEX every time I level up because the system still doesn't, and resets it back to the wrong default, even though I've posted about it in this thread numerous times, for months. A lot of the changes I've had to do are not "once and done" because they have to keep being done. The "Deflect Attack" ability seems like such a simple fix, and I have to wonder why it hasn't been done yet.  ...
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Just built a brand new monk to test it. The system does NOT add the DEX to the "Deflect Attack" reaction. The amount of damage that is reduced, is supposed to be 1D10+DEX+LEVEL. I built a 3rd level monk. Here's what the system builds: Note that the amount is 1d10+LEVEL. The DEX modifier is NOT included, even though the text itself shows the reduction amount is supposed to include the DEX. Here are my ability scores: The Dex modifier is +4 so it's definitely NOT included in the "Deflect Attack" reaction. I pointed this out back in October. Odd that the post was "deleted". Other people posted about it starting in February. I've mentioned it numerous times. Jay W. said: I can't reproduce this. I created a monk to test it, and the deflect attack ability automatically included my dex bonus on both the deflection amount and the damage amount. Saul J. said: I still don't like it. It's still very confusing. When I make changes to attacks, or abilities, I have to do it EVERY TIME I LEVEL UP because they get reset to Roll20's "default" which is often WRONG. For example, I have to reset my "Way of the Elements" Monk's "Deflect Attack" ability to include DEX every time I level up because the system still doesn't, and resets it back to the wrong default, even though I've posted about it in this thread numerous times, for months. A lot of the changes I've had to do are not "once and done" because they have to keep being done. The "Deflect Attack" ability seems like such a simple fix, and I have to wonder why it hasn't been done yet.  ...
Ah, I see! The damage in the attack section is including the dex modifier correctly, but the amount of damage deflected that's shown in the reaction section is not. If the attack entry was the problem, it would have been an easy adjustment to make, but the reaction seems to be just a die roll with hard-coded bonus, so you have to update it at each level. If the devs are aware of it, I imagine it's on their "to do" list. I'm sure they'll get around to it eventually! The good news is that it's fairly easy to go in and change the modifier when you level up.  Saul J. said: Just built a brand new monk to test it. The system does NOT add the DEX to the "Deflect Attack" reaction. The amount of damage that is reduced, is supposed to be 1D10+DEX+LEVEL. I built a 3rd level monk. Here's what the system builds: Note that the amount is 1d10+LEVEL. The DEX modifier is NOT included, even though the text itself shows the reduction amount is supposed to include the DEX. Here are my ability scores: The Dex modifier is +4 so it's definitely NOT included in the "Deflect Attack" reaction. I pointed this out back in October. Odd that the post was "deleted". Other people posted about it starting in February. I've mentioned it numerous times. Jay W. said: I can't reproduce this. I created a monk to test it, and the deflect attack ability automatically included my dex bonus on both the deflection amount and the damage amount. Saul J. said: I still don't like it. It's still very confusing. When I make changes to attacks, or abilities, I have to do it EVERY TIME I LEVEL UP because they get reset to Roll20's "default" which is often WRONG. For example, I have to reset my "Way of the Elements" Monk's "Deflect Attack" ability to include DEX every time I level up because the system still doesn't, and resets it back to the wrong default, even though I've posted about it in this thread numerous times, for months. A lot of the changes I've had to do are not "once and done" because they have to keep being done. The "Deflect Attack" ability seems like such a simple fix, and I have to wonder why it hasn't been done yet.  ...
2014 character on the 2024 sheet, Gift of the Gem Dragon Feat won’t let you pick an ability…
Don't know if they're aware of it, or not. We aren't privy to their list of issues, only their change log as things get done. And, yes, it's easy (sort of) to modify it at each level, but a PITA to remember along with all the other things that need to be checked and reset at every level up. Jay W. said: Ah, I see! The damage in the attack section is including the dex modifier correctly, but the amount of damage deflected that's shown in the reaction section is not. If the attack entry was the problem, it would have been an easy adjustment to make, but the reaction seems to be just a die roll with hard-coded bonus, so you have to update it at each level. If the devs are aware of it, I imagine it's on their "to do" list. I'm sure they'll get around to it eventually! The good news is that it's fairly easy to go in and change the modifier when you level up. 
Jay W. said: Ah, I see! The damage in the attack section is including the dex modifier correctly, but the amount of damage deflected that's shown in the reaction section is not. If the attack entry was the problem, it would have been an easy adjustment to make, but the reaction seems to be just a die roll with hard-coded bonus, so you have to update it at each level. If the devs are aware of it, I imagine it's on their "to do" list. I'm sure they'll get around to it eventually! The good news is that it's fairly easy to go in and change the modifier when you level up.  We're aware of this, but the way to "fix" it is murky because of some technical stuff that boils down to "it's difficult for the data to reflect an attribute that may or may not even exist on any given sheet", like a class level associated with a specific class. It's a lower priority to solve right now. Higher priority is the "leveling up changes data and overwrites custom updates" problem, but that presents a few UX problems - if a person edits their dice count once, are they saying they never want any further updates on that feature? If they add a single line to the top of the description, does that mean that they don't want it to be updated when something new is added to it? There's some UX considerations that aren't quite at the top of the list right now. Jay W. said: I've noticed that deleting things that the builder puts in can confuse it. I've been implementing custom backgrounds by choosing a background with the stat boosts I want, then changing the skills and feat after leaving the builder. That works fine, but when going back into the builder to level up, the old skills and feats are still shown. So far, I haven't had the old stuff reappear on the character sheet, though. Lately I've been playing with customizing races (uh, species) in the same way, with similar results. It's the old engineering "testing to destruction" thing; if I push the boundaries far enough, I might break something that the devs didn't know could be broken. Yeah this is a function of how the builder and the sheet work slightly differently. The builder uses a decision tree that is then built into the actual data that you see on the sheet, and right now there's no way for the builder to know you're adding data manually or removing things that were already there. This is the biggest reason why custom backgrounds are a pain even though you can just build a custom background on the sheet, because the builder doesn't know it exists. This also lets you do things like build a character up to level 20, then level it down to 1 and play it all the way through doing nothing except hitting "level up" because all the decisions are stored, even though the sheet data only shows the levels you have active as data. RPGeezer said: 2014 character on the 2024 sheet, Gift of the Gem Dragon Feat won’t let you pick an ability… I've raised this to the data team! Looks like this is a bug that probably is affecting 2014 and 2024 sheets equally. We just put in a fix (it involved backspacing twice but they were very scary backspaces) so this should work now. You may need to remove and re-add to see the updated choice.
Nicole B. said: Yeah this is a function of how the builder and the sheet work slightly differently. The builder uses a decision tree that is then built into the actual data that you see on the sheet, and right now there's no way for the builder to know you're adding data manually or removing things that were already there. This is the biggest reason why custom backgrounds are a pain even though you can just build a custom background on the sheet, because the builder doesn't know it exists. This also lets you do things like build a character up to level 20, then level it down to 1 and play it all the way through doing nothing except hitting "level up" because all the decisions are stored, even though the sheet data only shows the levels you have active as data. Add two flags to the data: "Custom" means the user manually added the data and the builder should not touch it. "Removed" means the user manually removed the data and the builder should not readd it. (Just hide it instead so it can be kept track of)
Karacha said: Nicole B. said: Yeah this is a function of how the builder and the sheet work slightly differently. The builder uses a decision tree that is then built into the actual data that you see on the sheet, and right now there's no way for the builder to know you're adding data manually or removing things that were already there. This is the biggest reason why custom backgrounds are a pain even though you can just build a custom background on the sheet, because the builder doesn't know it exists. This also lets you do things like build a character up to level 20, then level it down to 1 and play it all the way through doing nothing except hitting "level up" because all the decisions are stored, even though the sheet data only shows the levels you have active as data. Add two flags to the data: "Custom" means the user manually added the data and the builder should not touch it. "Removed" means the user manually removed the data and the builder should not readd it. (Just hide it instead so it can be kept track of) I appreciate the constructive brainstorming, but it's not being "readded" - it never left. Removing something from the sheet isn't the same as removing it from the builder, as I tried, maybe unsuccessfully, to explain above. We actually do already mark custom-added data as custom on the sheet side, which affects the ways you can interact with it and the ways it works, so we're on the same wavelength there! They just don't interact in the way you're probably imagining, and it's very hard to explain the fundamental infrastructure of the sheet and builder in a satisfying way in this venue.
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Nicole B. said: Jay W. said: Ah, I see! The damage in the attack section is including the dex modifier correctly, but the amount of damage deflected that's shown in the reaction section is not. If the attack entry was the problem, it would have been an easy adjustment to make, but the reaction seems to be just a die roll with hard-coded bonus, so you have to update it at each level. If the devs are aware of it, I imagine it's on their "to do" list. I'm sure they'll get around to it eventually! The good news is that it's fairly easy to go in and change the modifier when you level up.  We're aware of this, but the way to "fix" it is murky because of some technical stuff that boils down to "it's difficult for the data to reflect an attribute that may or may not even exist on any given sheet", like a class level associated with a specific class. It's a lower priority to solve right now. Higher priority is the "leveling up changes data and overwrites custom updates" problem, but that presents a few UX problems - if a person edits their dice count once, are they saying they never want any further updates on that feature? If they add a single line to the top of the description, does that mean that they don't want it to be updated when something new is added to it? There's some UX considerations that aren't quite at the top of the list right now. This makes no sense. DEX exists on every sheet. The DEX modifier exists on every sheet, even if it's zero. So what "data may or may not even exist on any given sheet" is involved in fixing the "Deflect Attacks" reaction that is supposed to be 1D10+DEX+Level???
huh
Nicole B. said: Jay W. said: I've noticed that deleting things that the builder puts in can confuse it. I've been implementing custom backgrounds by choosing a background with the stat boosts I want, then changing the skills and feat after leaving the builder. That works fine, but when going back into the builder to level up, the old skills and feats are still shown. So far, I haven't had the old stuff reappear on the character sheet, though. Lately I've been playing with customizing races (uh, species) in the same way, with similar results. It's the old engineering "testing to destruction" thing; if I push the boundaries far enough, I might break something that the devs didn't know could be broken. Yeah this is a function of how the builder and the sheet work slightly differently. The builder uses a decision tree that is then built into the actual data that you see on the sheet, and right now there's no way for the builder to know you're adding data manually or removing things that were already there. This is the biggest reason why custom backgrounds are a pain even though you can just build a custom background on the sheet, because the builder doesn't know it exists. This also lets you do things like build a character up to level 20, then level it down to 1 and play it all the way through doing nothing except hitting "level up" because all the decisions are stored, even though the sheet data only shows the levels you have active as data. That's an intriguing peek behind the curtain! I wasn't aware of the way the builder and sheet interacted; knowing this, I can see why adding custom backgrounds (not to mention species and class features) would be a pain to implement. Thanks for that insight! Also, I wasn't aware that you could pre-level a character and then bring him back down and walk up the levels again. Now I need to play around with that!
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maybe the easiest fix to the custom data issue is to allow custom compendium - though maybe custom compendium has it's own issues.&nbsp;&nbsp; But if the data was added from the compendium it would not need all this other complex stuff fixing.&nbsp; Is there a way to add from normal handouts.&nbsp; Or from data in the Mod (API) section?&nbsp;&nbsp; <a href="https://app.roll20.net/forum/post/2940484/custom-compendium/" rel="nofollow">https://app.roll20.net/forum/post/2940484/custom-compendium/</a>
My own two cents from a UX perspective would be to make it so that if the Builder detects a difference between what it believes should be there, and what is custom, then it should require you to make a decision to overwrite the custom content with the Builder content, or keep the custom content as it is and the Builder will ignore it from then on (essentially overwriting its own version with the custom one). I get that there are problems with this (changing a description could lead to dice not being updated on level up for example) but that should be made clear with the warning dialogue. One of my biggest pieces of feedback about the new sheet is to be able to decide when and where automation is used on an individual level, and this method (if possible to implement) at least puts some of that power back in the users' hands.
Is there any way to organize the items in your inventory?&nbsp; As in change the order in which they appear?
Ben Jamin said: Is there any way to organize the items in your inventory?&nbsp; As in change the order in which they appear? Happy to report we're working on this right now :)
Thank you, I have been using the sheet since it launched and yall have done so much work to continue to improve it.&nbsp; From an internet stranger I really appreciate all that yall do.&nbsp;&nbsp;
According to the basic 2014 Players Handbook, “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.” Not the case on a Shadar-Kai Far Traveler I am trying to build; I am stuck with Perception twice…
Is the class a 2024 class? If so, then compatibility mode probably kicked in and since that rule doesn't exist in the 2024 rules, it wasn't applied. If the class was a 2014 class then, yes, that's a bug in the builder. RPGeezer said: According to the basic 2014 Players Handbook, “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.” Not the case on a Shadar-Kai Far Traveler I am trying to build; I am stuck with Perception twice…
2014 class. Saul J. said: Is the class a 2024 class? If so, then compatibility mode probably kicked in and since that rule doesn't exist in the 2024 rules, it wasn't applied. If the class was a 2014 class then, yes, that's a bug in the builder. RPGeezer said: According to the basic 2014 Players Handbook, “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.” Not the case on a Shadar-Kai Far Traveler I am trying to build; I am stuck with Perception twice…
1746897581
Gauss
Forum Champion
The D&amp;D 5e 2014 by Roll20 Charactermancer also had a problem with duplicate skills. It violated the rules too by forcing you to select from a class skill in the case of duplicates.&nbsp;
Single-Use Resource Counter? Is there a way to have the 2024 sheet manage quantities of items effectively? e.g. arrows, rations, torches, scrolls (which are probably a whole thing unto themselves) etc. On the old sheet you could edit the quantity directly on the sheet, but now have to go into a new window, which isn't the end of the world, but I feel there's been a trick missed here to automate the process a little. The other option currently is adding a 'basic item modifier' in the item's properties and make it a 'new resource' which displays how many are left via a row of tick boxes on inventory tab, which is great for abilities that refresh on rest etc but not so much for single-use items (and despite being able to specify a weight, it doesn't update as the quantity changes). I wonder how easy it would be to have a feature whereby you set it as an item type that is a resource whose quantity can automatically update when one or more abilities are used, with a slider option to automatically do so. This is similar to how when using a spell you can have it automatically deduct from the remaining spell slots in the prompt that appears. It could then automatically update the weight when you 'use' one of the items, or have the quantity change automatically when a specific attack ability (like attacking with a long bow in the case of arrows) is pressed - perhaps with a small window to remind you you're about to use a resource. On the subject of spell slots, when you run out, could there be some kind of visual indicator or warning prompt on the combat tab when you attempt to use a spell with no spell slots? I know the window that pops up shows you how many are remaining, but would be good to maybe have the spell darken on the page or something to indicate its not longer useable when the spell slots are used up (assuming it's a spell that can't be cast at another level etc).
1746928286
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Chris! It sounds like you are describing the technique used to track ammo (a resource that depletes as you use a specified attack or ability. If so, I believe that the devs have stated that this is coming up soon™ in their development plans.
I'd like to request support for the 2014 optional rules such as proficiency dies and enabling honor and sanity scores.&nbsp; Those were features on the previous sheet that I used in some campaigns.&nbsp; Thanks
1746996137
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Holy cow, choosing spells during building or level up has gotten so much quicker and easier! All those modal steps for each and every spell are gone. And the filters make it super easy to show just the spells you need, by school, source, level, etc. This is a good upgrade.
This is a fantastic upgrade! Cheers to the Roll20 team. keithcurtis said: Holy cow, choosing spells during building or level up has gotten so much quicker and easier! All those modal steps for each and every spell are gone. And the filters make it super easy to show just the spells you need, by school, source, level, etc. This is a good upgrade.
keithcurtis said: Holy cow, choosing spells during building or level up has gotten so much quicker and easier! All those modal steps for each and every spell are gone. And the filters make it super easy to show just the spells you need, by school, source, level, etc. This is a good upgrade. Yes, it's an improvement over what was there before and generally I do like it, but there are a number of "Quality of Life" changes that should be made, and a bad bug that needs to be fixed, and a minor quirk that confused me that could be changed/removed. First, the build: Human, Warlock, Pact of the Tome, Background: Acolyte (Magic Initiate feat (Cleric)) Let's start with the bug: When selecting 1st level spells for the warlock, I can scroll down to about this point in the list: &nbsp; Trying to scroll beyond that, or opening up the Witch Bolt description, causes the screen to jump back to about the same point, or maybe a bit further back. That is, I can't open the Witch Bolt description, or scroll past what you see. This is a bug. Now, some Quality of Life changes: &nbsp; &nbsp;- Why do you ask which class the Magic Initiate feat should pull spells from? This is fixed in the PHB. The builder should know this and guide you in that direction. This is especially true for beginners who might think that they can change it. Technically, they can't. Maybe the DM allows it but that's really a homebrew thing and, as I've said before, I think the builder should do what the PHB says. If the DM says they can pick something different, they can add/delete spells afterward manually by dropping from the Compendium. &nbsp; &nbsp;- When showing the spell lists, as you can see in the previous image, when there are multiple copies of the spells from multiple sources, it shows them, but it only shows "Player's Handb..." as the source. I have to open up the description for EACH SPELL, to make sure I'm selecting the 2024 version of the spell. Wouldn't it be so much easier to abbreviate "Player's Handbook" as "PHB" so you can display more in that box? Or maybe put the year in there either as a separate column or as "2024 Player's Handb..." or something so that we don't have to waste time opening up the spell descriptions each time there's a duplicate. And there are a LOT of duplicates!! &nbsp; &nbsp;- Why is it that once I select a spell, it's not removed from the choices elsewhere? For example, when I select Eldritch Blast as a Warlock cantrip, why does it show it to me again when selecting the Pact of the Tome cantrips? The rules state that the spell has to be one I don't already know so I can't "legally" choose it again, so why show it? Why not simplify the spell list by removing the spells already selected? You do that for skills, why not for spells? &nbsp; &nbsp;- Look at this image: Why does it list "Cantrips" twice? It took me a while to figure out that one was the Warlock cantrips and the other was the Pact of the Tome cantrips - I had to open the second one to find out for sure. But, this display is very confusing. Why can't it just say right on this page "Pact of the Tome Cantrips" so that it's easier for me as I'm choosing the spells to know which is which and I don't have to open up another screen to find out that information? &nbsp; - Why is the following on the 1st level character creation screen? I can't think of any reason why, at 1st level, one would be already replacing a spell. Why not just go back to the menu options earlier on the page and choose a different spell? My guess is that this is a placement holder for later leveling when you get the opportunity to change a spell when you level up, but it really doesn't need to be there at 1st level. Why not just hide it during the level 1 character creation? This is something of a quirk. It's not bad for it to be there, but it confused me when I saw it. For beginners, it would be very confusing. There were a few other things that occurred to me as I went through the process of choosing all the spells. Yes, it's easier than it was before and by that I mean it's a HUGE difference. But, it can be improved upon...
keithcurtis said: Holy cow, choosing spells during building or level up has gotten so much quicker and easier! All those modal steps for each and every spell are gone. And the filters make it super easy to show just the spells you need, by school, source, level, etc. This is a good upgrade. Jay W. said: This is a fantastic upgrade! Cheers to the Roll20 team. Thanks, folks! Appreciate the positive feedback :) Saul J. said: When selecting 1st level spells for the warlock, I can scroll down to about this point in the list: &nbsp; Trying to scroll beyond that, or opening up the Witch Bolt description, causes the screen to jump back to about the same point, or maybe a bit further back. That is, I can't open the Witch Bolt description, or scroll past what you see. This is a bug. Thanks for the report on this. We've created a ticket to investigate. Saul J. said: &nbsp; &nbsp;- Why do you ask which class the Magic Initiate feat should pull spells from? This is fixed in the PHB. The builder should know this and guide you in that direction. This is especially true for beginners who might think that they can change it. Technically, they can't. Maybe the DM allows it but that's really a homebrew thing and, as I've said before, I think the builder should do what the PHB says. If the DM says they can pick something different, they can add/delete spells afterward manually by dropping from the Compendium. Unless I have misunderstood your point (which is not impossible), I think this is an issue of 2024 rules being a little harder to read than the 2014 version. In 2014 it is explicitly called out that you choose one of these lists: Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn ... from that class’s spell list. In 2024 you still pick from one of the lists, but that information is implicit: ...learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list... ...level 1 spell from the same list you selected for this feat’s cantrips... ...you must choose a different spell list each time. Emphasis mine for clarity. I do think this feat is hard to parse, but maybe there's something else I'm missing. Feel free to correct me if I'm wrong. Saul J. said: &nbsp;&nbsp; - When showing the spell lists, as you can see in the previous image, when there are multiple copies of the spells from multiple sources, it shows them, but it only shows "Player's Handb..." as the source. I have to open up the description for EACH SPELL, to make sure I'm selecting the 2024 version of the spell. Wouldn't it be so much easier to abbreviate "Player's Handbook" as "PHB" so you can display more in that box? Or maybe put the year in there either as a separate column or as "2024 Player's Handb..." or something so that we don't have to waste time opening up the spell descriptions each time there's a duplicate. And there are a LOT of duplicates!! This is fair, we were split on this decision the first time through since you can, as you demonstrated in your screenshot, use the alt text to disambiguate sources. However, we're going to add 2024 indicators to spells from 2024, and that should hopefully solve the problem of Player's Handbook (2014) vs (2024), as well as other, similar sources. Saul J. said: &nbsp; &nbsp;- Why is it that once I select a spell, it's not removed from the choices elsewhere? For example, when I select Eldritch Blast as a Warlock cantrip, why does it show it to me again when selecting the Pact of the Tome cantrips? The rules state that the spell has to be one I don't already know so I can't "legally" choose it again, so why show it? Why not simplify the spell list by removing the spells already selected? You do that for skills, why not for spells? In this instance, Warlock Pact of the Tome specifies this particular rule "...they must be spells you don’t already have prepared..." but it's one of only a few places in the book where this is specifically adjudicated. In this instance, it is a bug, and we'll take steps to correct for that. Saul J. said: &nbsp;&nbsp; - Look at this image: Why does it list "Cantrips" twice? It took me a while to figure out that one was the Warlock cantrips and the other was the Pact of the Tome cantrips - I had to open the second one to find out for sure. But, this display is very confusing. Why can't it just say right on this page "Pact of the Tome Cantrips" so that it's easier for me as I'm choosing the spells to know which is which and I don't have to open up another screen to find out that information? Great observation; this happens on some Warlock and Druid subclasses and somehow slipped through our usability testing. We're going to disambiguate these titles. Saul J. said: &nbsp; - Why is the following on the 1st level character creation screen? I can't think of any reason why, at 1st level, one would be already replacing a spell. Why not just go back to the menu options earlier on the page and choose a different spell? My guess is that this is a placement holder for later leveling when you get the opportunity to change a spell when you level up, but it really doesn't need to be there at 1st level. Why not just hide it during the level 1 character creation? This is something of a quirk. It's not bad for it to be there, but it confused me when I saw it. For beginners, it would be very confusing. I wasn't able to replicate this element using the options you listed (Human, Warlock, Pact of the Tome, Background: Acolyte (Magic Initiate: Cleric)) Were these all 2024 versions? Are they using Free Basic Rules as the source or PHB2024? Could you provide a screenshot of your whole spells page in the builder?
Nic B. said: Saul J. said: &nbsp; &nbsp;- Why do you ask which class the Magic Initiate feat should pull spells from? This is fixed in the PHB. The builder should know this and guide you in that direction. This is especially true for beginners who might think that they can change it. Technically, they can't. Maybe the DM allows it but that's really a homebrew thing and, as I've said before, I think the builder should do what the PHB says. If the DM says they can pick something different, they can add/delete spells afterward manually by dropping from the Compendium. Unless I have misunderstood your point (which is not impossible), I think this is an issue of 2024 rules being a little harder to read than the 2014 version. In 2014 it is explicitly called out that you choose one of these lists: Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn ... from that class’s spell list. In 2024 you still pick from one of the lists, but that information is implicit: ...learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list... ...level 1 spell from the same list you selected for this feat’s cantrips... ...you must choose a different spell list each time. Emphasis mine for clarity. I do think this feat is hard to parse, but maybe there's something else I'm missing. Feel free to correct me if I'm wrong. Saul J. said: &nbsp; - Why is the following on the 1st level character creation screen? I can't think of any reason why, at 1st level, one would be already replacing a spell. Why not just go back to the menu options earlier on the page and choose a different spell? My guess is that this is a placement holder for later leveling when you get the opportunity to change a spell when you level up, but it really doesn't need to be there at 1st level. Why not just hide it during the level 1 character creation? This is something of a quirk. It's not bad for it to be there, but it confused me when I saw it. For beginners, it would be very confusing. I wasn't able to replicate this element using the options you listed (Human, Warlock, Pact of the Tome, Background: Acolyte (Magic Initiate: Cleric)) Were these all 2024 versions? Are they using Free Basic Rules as the source or PHB2024? Could you provide a screenshot of your whole spells page in the builder? The spells chosen were all the 2024 versions. I can try to replicate this, but I can't provide a screenshot of the whole spells page in the builder because I'm on a laptop and most of it is "offscreen". I did not do anything "funky" to get this - it just appeared at the bottom of the screen. Here's as much as i can grab: And this was reproducing it on another character. I will say this, if it helps: after selecting the class, race and background, I clicked ahead to the spells page. That option to replace 1st level spells wasn't on that page. But, after choosing the ability score increases, the ability scores, and the skills, it did appear when I got to that page. One thing I hadn't mentioned before, the origin feat I selected for choosing Human was the 2024 Skilled origin feat. So, I chose additional skills. I don't know if that's what did it or not. But, this is reproducible. As for the Magic Initiate feat... I got the feat from choosing the Acolyte background. Since it's the 2024 Acolyte, using the 2024 rules, the class choice for the spells is fixed to Cleric and it should have been that way in the builder. If I had chosen a 2014 background, or the 2014 version of the Magic Initiate feat, then, yes, I should be able to choose which class to draw the spells from. But, following ONLY the 2024 rules, and 2024 choices, I should not have that option. Does that make sense? Notice it's all the 2024 rules. The spell list should not be a choice.
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Jim
Pro
Are improvements to a custom/override Proficiency Bonus still in the works?&nbsp; I just saw that there is now a place to add a custom proficiency bonus, but it doesn't apply to existing monsters from the compendium.&nbsp; Even though the new PB is displayed in the advanced section of a saving throw, for example, the value remains the original value in the monster manual.&nbsp; It sees the updated PB in that panel, but doesn't use it.&nbsp; I have to manually override every individual trait.&nbsp; Is that a temporary bug, or is this how it will work indefinitely?&nbsp;&nbsp;
Jim said: Are improvements to a custom/override Proficiency Bonus still in the works?&nbsp; I just saw that there is now a place to add a custom proficiency bonus, but it doesn't apply to existing monsters from the compendium.&nbsp; Even though the new PB is displayed in the advanced section of a saving throw, for example, the value remains the original value in the monster manual.&nbsp; It sees the updated PB in that panel, but doesn't use it.&nbsp; I have to manually override every individual trait.&nbsp; Is that a temporary bug, or is this how it will work indefinitely?&nbsp;&nbsp; Hi Jim! Thank you for your report - our team has a ticket in the works to enable automation on stat adjustments for monsters from the compendium. This will include adjustments to Spellcasting DC/Attack, Saving Throws, Melee/Ranged attacks and more when adjusting the relevant Ability Scores. I've made a note to include Proficiency Bonus in that work.
Saul J. said: And this was reproducing it on another character. I will say this, if it helps: after selecting the class, race and background, I clicked ahead to the spells page. That option to replace 1st level spells wasn't on that page. But, after choosing the ability score increases, the ability scores, and the skills, it did appear when I got to that page. One thing I hadn't mentioned before, the origin feat I selected for choosing Human was the 2024 Skilled origin feat. So, I chose additional skills. I don't know if that's what did it or not. But, this is reproducible. As for the Magic Initiate feat... I got the feat from choosing the Acolyte background. Since it's the 2024 Acolyte, using the 2024 rules, the class choice for the spells is fixed to Cleric and it should have been that way in the builder. If I had chosen a 2014 background, or the 2014 version of the Magic Initiate feat, then, yes, I should be able to choose which class to draw the spells from. But, following ONLY the 2024 rules, and 2024 choices, I should not have that option. Does that make sense? The full screen screenshot was super useful, thanks. Raised a ticket to resolve the spell replace issue. And of course; I understand. I've also raised a ticket for Feats being incorrectly scoped by background. Thanks for the clarification!
Hey all, I never post here so I hope this is okay: In the Token Settings, it's impossible to choose the attributes "speed" or "npc_speed". This was available in the 2014 sheets. Could these be re-added? Thank you!
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Wim
Pro
Hmm, Sneak Attack doesn't seem to scale with levels at all. Or at least, I just made a lv.9 rogue (from scratch) and she's still rolling 2d6 for sneak attack damage instead of 5d6. Edit: fixed this by going back to lv.8, and then going back to lv.9. Having said that, there should be a toggle as well for the Cunning Strikes, as they detract from the Sneak Attack dice.
Reliable Talent, the lv.7 Rogue feature, doesn't seem to activate on a roll of 10 or lower with a proficient skill.
It would be nice if we could rearrange the actions listed in the character sheet. Not a lot of characters use Unarmed Strikes, yet it's the first one on the list, always.
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Edited 1747173551
Wim
Pro
When chosing the Way of the Kensei Monk subclass, it is impossible to choose a Kensei Weapon. (Stuck on "Choose an Option"). Edit: I see in the changelog that this was supposed to be fixed on&nbsp;March 12, 2025, but, eh, it's not.
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while the new spell management is exceptionally cool I still see some m minor issues for example the druid is marked to have 23 spell to prepare. this is a 13 level circle of the moon druid (BTW, Nicole do you remember the suggestion to add the subclass in the area where name, class race and background are...) so 17 the number should be 17 6 &nbsp;more are from the subclass but these are always prepared so, like cantrips and fey touched, these should not be counted in the total in my opinion thanks Andrea
Wim said: Hey all, I never post here so I hope this is okay: In the Token Settings, it's impossible to choose the attributes "speed" or "npc_speed". This was available in the 2014 sheets. Could these be re-added? Thank you! You're correct, it's not possible at the moment. I will raise it with the team and make a ticket for it, but I can't promise a timeline for this as we have a few other priorities at the moment.&nbsp; "Reliable Talent, the lv.7 Rogue feature, doesn't seem to activate on a roll of 10 or lower with a proficient skill." For rolls that have a situation on them, you will have to use query mode to activate that functionality that it would typically apply since there is no clear way for the sheet to interpret and verify what the situation is. When you roll and have the toggle on in the query modal, you should see in the bonus breakdown if the roll was adjusted if the roll was below 10. "It would be nice if we could rearrange the actions listed in the character sheet. Not a lot of characters use Unarmed Strikes, yet it's the first one on the list, always."&nbsp; I'm delighted to report that we are working on adding the ability to drag your actions (and more) right now :D (this is one of the priorities I mentioned above) "When choosing the Way of the Kensei Monk subclass, it is impossible to choose a Kensei Weapon. (Stuck on "Choose an Option")." That was raised earlier and is on our radar. Sorry about that!&nbsp;
Andrea L. said: while the new spell management is exceptionally cool I still see some m minor issues for example the druid is marked to have 23 spell to prepare. this is a 13 level circle of the moon druid (BTW, Nicole do you remember the suggestion to add the subclass in the area where name, class race and background are...) so 17 the number should be 17 6 &nbsp;more are from the subclass but these are always prepared so, like cantrips and fey touched, these should not be counted in the total in my opinion thanks Andrea Is this an older character? We put out a fix for this&nbsp;but it's possible it may not fix older characters. Let me know and I can dig deeper into this if it is a newer character.
Kayla F. said Is this an older character? We put out a fix for this&nbsp;but it's possible it may not fix older characters. Let me know and I can dig deeper into this if it is a newer character. Can confirm that this unfortunately didn't fix older characters (it's still present for my druid player).&nbsp;
Hello,&nbsp; I create a macro : &amp;{template:simple} {{charname=Fleur de Roncevaux}} {{rname=Concentration check}} {{r1=[[1d20+?{Bénédiction ?|Oui,1d4|Non,0}+@{Fleur de Roncevaux|constitution_save_bonus} vs DD [[[[([[ { floor(?{Damage Taken|10}/2), 10}kh1]])]]]] ]]}} This a macro for concentration. But the result is now different : Why we have the wording in twice "1d20+1d4+2 vs DD10". Before, I don't have this :(