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

David Q.  said: I found this post that might help  here [Snip] Hey, David! Thanks for the response. Sadly, that just uses the default template. I made some make-do macros using that template. But what I really wanted was a way to make the result appear in the big square (or two squares for advantage) as shown below:  I have to admit, I am a little stumped as to how they accomplished that, since it doesn't seem to use a roll template in the conventional sense.
Mr. DM  said: Attention Devs:  On the  2024 Jump Gate Character Sheet, upcasting a Guiding Bolt spell still only shows Level 1 damage.   I'm unable to replicate this - I just cast a level 2 Guiding Bolt and it rolled 5d6 damage when I clicked the Damage button in chat associated with the spell. Is that how you're rolling damage? Did you get the spell from the compendium? If so, do you know which source? Michael P.  said: Hey   Kayla F. ,  quick question (hopefully). What is the roll template code (e.g., like,  &{template:default} ) to call a standard roll (as per the D&D 2024 character sheet rolls) from a macro? I am making some macros for my game, and I need to know this to have the rolls come out correctly. I want them to look like this (I use Dark Mode, but ignore that; I just want it to look the same as, say, a skill roll): Is there an already existing link I could get all the deets on this kind of thing as per the D&D 2024 Character Sheet? I couldn't find anything when I searched for it. Lastly, one of the reasons I am posting this in here is because the old method of using the up-arrow to get the code for the last roll does not seem to work with character sheet rolls (nothing happens). Even API only got gibberish (no discernible roll template). Has the up-arrow functionality for this been removed? That will suck. Thanks for your time! Michael Michael P. said: David Q.  said: I found this post that might help  here [Snip] Hey, David! Thanks for the response. Sadly, that just uses the default template. I made some make-do macros using that template. But what I really wanted was a way to make the result appear in the big square (or two squares for advantage) as shown below:  I have to admit, I am a little stumped as to how they accomplished that, since it doesn't seem to use a roll template in the conventional sense. The D&D24 sheet handles rolls in a completely different way than most other sheets because of its new technology. The sheet sends the relevant roll request, gets the results back, and then parses them to display the way we would like them to. We aren't restricted to macro syntax that may take dozens of lines to work around its limitations to get what we would like to display, if we can do it at all. That being said, if you want a template that looks very similar to the one in that screenshot, you can use the simple template: &{template:simple} {{r1=[[1d20+1]]}} {{r2=[[1d20+1]]}} {{advantage=1}} {{charname=Orin the Red}} {{rname=Acrobatics Check}} You can also input attributes in that template, such as the +1 being +@{selected|acrobatics_bonus} instead. This roll template follows the same rules as the 5e2014 simple template . 
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keithcurtis
Forum Champion
Marketplace Creator
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Agh. I forgot the Simple template had been added. I've been directing folks to the default template.
keithcurtis said: Agh. I forgot the Simple template had been added. I've been directing folks to the default template. Technically the atk template exists too! And traits! We're getting there.
I was doing some more theorycrafting, and wanted to build a non-2024 elf (Sea Elf). I own Mordenkainen's Tome of Foes (MTOF) and Mordenkainen Presents: Monster of the Multiverse (MotM), and both are "active" for the game I was building the character in. But, I encountered a bug: The list of non-2024 Elf species looked like this: That was the full list. You'll notice that some of the species appear twice like the Sea elf and the Shadar-Kai from the same source. The source for both is given as MToF. The versions from MotM don't appear on the list. If one of the duplicates is supposed to be the version from MotM, which one? The two versions are NOT the same - for example, the version of Sea Elf from MotM has resistance to cold damage. The version from MToF does not.
Saul J. said: I was doing some more theorycrafting, and wanted to build a non-2024 elf (Sea Elf). I own Mordenkainen's Tome of Foes (MTOF) and Mordenkainen Presents: Monster of the Multiverse (MotM), and both are "active" for the game I was building the character in. But, I encountered a bug: The list of non-2024 Elf species looked like this: That was the full list. You'll notice that some of the species appear twice like the Sea elf and the Shadar-Kai from the same source. The source for both is given as MToF. The versions from MotM don't appear on the list. If one of the duplicates is supposed to be the version from MotM, which one? The two versions are NOT the same - for example, the version of Sea Elf from MotM has resistance to cold damage. The version from MToF does not. Ooh, we're looking into the duplication for the Sea Elf MotM entries, and a bug ticket has been logged!  The differences for MToF and MotM are purposeful! One is a subspecies and the other is a separate species iirc. 
Katie Mae🔮 said: Saul J. said: I was doing some more theorycrafting, and wanted to build a non-2024 elf (Sea Elf). I own Mordenkainen's Tome of Foes (MTOF) and Mordenkainen Presents: Monster of the Multiverse (MotM), and both are "active" for the game I was building the character in. But, I encountered a bug: The list of non-2024 Elf species looked like this: That was the full list. You'll notice that some of the species appear twice like the Sea elf and the Shadar-Kai from the same source. The source for both is given as MToF. The versions from MotM don't appear on the list. If one of the duplicates is supposed to be the version from MotM, which one? The two versions are NOT the same - for example, the version of Sea Elf from MotM has resistance to cold damage. The version from MToF does not. Ooh, we're looking into the duplication for the Sea Elf MotM entries, and a bug ticket has been logged!  The differences for MToF and MotM are purposeful! One is a subspecies and the other is a separate species iirc.  It's not just the sea elf - the shadar-kai are duplicated, as well as the eladrin: both showing MToF as the source. And the hight elf, wood elf and drow elf are duplicated for Player's Handbook, and that looks like the 2014 PHB and the 2024 versions aren't shown. And finally there are also two versions of the high elf showing for the Essentials Kit, and the Aereni from Exploring Eberron appear twice. Essentially all of the species appear at least twice from the same source. As for the difference between MToF and MotM sea elves: in both books it says they are subspecies of elves, just adapted to water the same way that the drow adapted to the underdark, and the wood elves adapted to the forests. They are not separate species in either book. On page 61 in MToF it specifically says they are a subspecies (well, subrace using the old terminology), and on page 30 of MotM there's a long description of how the different subraces adapted to different environments after being driven from the feywild. The sea elves were never a separate race/species.
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Edited 1753332146
Gauss
Forum Champion
Saul J. said: As for the difference between MToF and MotM sea elves: in both books it says they are subspecies of elves, just adapted to water the same way that the drow adapted to the underdark, and the wood elves adapted to the forests. They are not separate species in either book. On page 61 in MToF it specifically says they are a subspecies (well, subrace using the old terminology), and on page 30 of MotM there's a long description of how the different subraces adapted to different environments after being driven from the feywild. The sea elves were never a separate race/species. Flavor-wise, they are both subraces (using 2014 terminology since we are discussing 2014 books). But, mechanically WotC made all player race/subrace options in the MotM fully fleshed out races, not subraces.  Roll20 has always followed that in their compendium entries and in the D&D 5e 2014 by Roll20 Charactermancer.  If you create a character using the D&D 5e 2014 Charactermancer it will list Sea Elf (MToF) under Elf (PHB) race and the Sea Elf part under subrace while Sea Elf (MotM) is a listed under race.  The MToF Sea Elf is a subrace, the MotM Sea Elf is a race, mechanically. WotC did that, not Roll20.  Added note: they did it again in later 2014 publications. Such as Astral Elves in the Astral Adventurer's Guide.
Gauss said: Saul J. said: As for the difference between MToF and MotM sea elves: in both books it says they are subspecies of elves, just adapted to water the same way that the drow adapted to the underdark, and the wood elves adapted to the forests. They are not separate species in either book. On page 61 in MToF it specifically says they are a subspecies (well, subrace using the old terminology), and on page 30 of MotM there's a long description of how the different subraces adapted to different environments after being driven from the feywild. The sea elves were never a separate race/species. Flavor-wise, they are both subraces (using 2014 terminology since we are discussing 2014 books). But, mechanically WotC made all player race/subrace options in the MotM fully fleshed out races, not subraces.  Roll20 has always followed that in their compendium entries and in the D&D 5e 2014 by Roll20 Charactermancer.  If you create a character using the D&D 5e 2014 Charactermancer it will list Sea Elf (MToF) under Elf (PHB) race and the Sea Elf part under subrace while Sea Elf (MotM) is a listed under race.  The MToF Sea Elf is a subrace, the MotM Sea Elf is a race, mechanically. WotC did that, not Roll20.  Added note: they did it again in later 2014 publications. Such as Astral Elves in the Astral Adventurer's Guide. You say "Poh-tay--toh", I say "Poh-tah-toh". There's noting in MoTM that says that Sea Elves are a separate race any more than wood elves or drow are separate races. Same is true for Astral elves and the AAG. Calling them separate races would be like saying Africans are a separate race from Americans. But, it's not relevant. Unless WoTC comes out with a statement that makes them all separate races, I go by what I say in any games I run. But, the specific point  here is that in the list of races/species available for selection, shown in the original pic, several of them are listed multiple times as being from the same source, and other sources are not listed at all. So, for example, the Sea Elves are listed twice showing the source as MToF and the MotM version (which has different stats/traits) is not listed at all.
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Gauss
Forum Champion
Saul J. said: Gauss said: Saul J. said: As for the difference between MToF and MotM sea elves: in both books it says they are subspecies of elves, just adapted to water the same way that the drow adapted to the underdark, and the wood elves adapted to the forests. They are not separate species in either book. On page 61 in MToF it specifically says they are a subspecies (well, subrace using the old terminology), and on page 30 of MotM there's a long description of how the different subraces adapted to different environments after being driven from the feywild. The sea elves were never a separate race/species. Flavor-wise, they are both subraces (using 2014 terminology since we are discussing 2014 books). But, mechanically WotC made all player race/subrace options in the MotM fully fleshed out races, not subraces.  Roll20 has always followed that in their compendium entries and in the D&D 5e 2014 by Roll20 Charactermancer.  If you create a character using the D&D 5e 2014 Charactermancer it will list Sea Elf (MToF) under Elf (PHB) race and the Sea Elf part under subrace while Sea Elf (MotM) is a listed under race.  The MToF Sea Elf is a subrace, the MotM Sea Elf is a race, mechanically. WotC did that, not Roll20.  Added note: they did it again in later 2014 publications. Such as Astral Elves in the Astral Adventurer's Guide. You say "Poh-tay--toh", I say "Poh-tah-toh". There's noting in MoTM that says that Sea Elves are a separate race any more than wood elves or drow are separate races. Same is true for Astral elves and the AAG. Calling them separate races would be like saying Africans are a separate race from Americans. But, it's not relevant. Unless WoTC comes out with a statement that makes them all separate races, I go by what I say in any games I run. But, the specific point  here is that in the list of races/species available for selection, shown in the original pic, several of them are listed multiple times as being from the same source, and other sources are not listed at all. So, for example, the Sea Elves are listed twice showing the source as MToF and the MotM version (which has different stats/traits) is not listed at all. Perhaps it got missed but I started my comment with the statement that via flavor they are subraces. It is the mechanics and then I explained why MotM/AAG are mechanically not subraces. They were written very differently from subrace mechanics, they were given full race mechanics.  In any case I agree that it is not relevant to the problem you were listing, which is why I was addressing it separately. 
When creating a Warlock - Bard multiclass, I'm noticing that filtering spells for selection often would get the selection window stuck - I see a bunch spell rows that are in the loading animation. It often happens when I'm filtering out lower level spells when I click on the level selectors. When this happens, usually I have to reload the whole page, and even then it may return with the same problem. Is this a known issue? Any workaround?
I haven't seen anyone give feedback on the custom species feature added to the sheet, so I thought I'd at least acknowledge that it's here! I had been eagerly awaiting this, so I'm thrilled with it. It seems to work exactly like the custom feats feature, which makes sense. I've built a handful of characters using custom species and haven't had any problems. Thanks, devs, for giving us another thing we asked for!
Erudo said: When creating a Warlock - Bard multiclass, I'm noticing that filtering spells for selection often would get the selection window stuck - I see a bunch spell rows that are in the loading animation. It often happens when I'm filtering out lower level spells when I click on the level selectors. When this happens, usually I have to reload the whole page, and even then it may return with the same problem. Is this a known issue? Any workaround? Thanks for the report! I haven't seen this one yet but I'll see if I can dig into it. Does it happen both when you're selecting Bard and when you're selecting Warlock spells, or only one of them? Is it in the "Select" modal or the "Replace" one? Jay W. said: I haven't seen anyone give feedback on the custom species feature added to the sheet, so I thought I'd at least acknowledge that it's here! I had been eagerly awaiting this, so I'm thrilled with it. It seems to work exactly like the custom feats feature, which makes sense. I've built a handful of characters using custom species and haven't had any problems. Thanks, devs, for giving us another thing we asked for! I've passed this feedback on to the team, thank you 💖 The modifier builder is my favorite part of the sheet so I'm glad it's being appreciated as part of custom background/species.
i'm waaaay too lazy to look through 34 pages to see if anyone else reports this, and it wounds my munchkin power hungry soul to say this, but i think level 18 barbarian ability isn't working correctly for 2024 sheet.  As much as I'd love my rolls to be a minimum of 38, i think it's supposed to use your strength score for the total, not as the roll, plus modifiers.  Level 18 Barbarian Indomitable Might class feature.   Dude is wearing a Belt of Fire Giant Strength that sets his strength to 25.  So the total should be 25, not 38.  I won't be too mad if you take your time fixing this though.  High five!   " If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total."  
I don't think this has been reported yet, but I have one correction: In the case you show, the total should have been 32, not 25 and not 38. As I understand it, you take the roll + modifier + proficiency (if applicable), and compare that total to your Strength score. If the total is less than your Strength score, you use your Strength score. Otherwise, you use the roll + modifier + proficiency total. In the case you show, you rolled a 19 and you have a +7 modifier and +6 proficiency, so the total is 19+7+6 = 32. That's higher than your Strength score so 32 should be the final result.    In other words, you have a guaranteed minimum of 25 on all Strength ability checks and saves.  awogg said: i'm waaaay too lazy to look through 34 pages to see if anyone else reports this, and it wounds my munchkin power hungry soul to say this, but i think level 18 barbarian ability isn't working correctly for 2024 sheet.  As much as I'd love my rolls to be a minimum of 38, i think it's supposed to use your strength score for the total, not as the roll, plus modifiers.  Level 18 Barbarian Indomitable Might class feature.   Dude is wearing a Belt of Fire Giant Strength that sets his strength to 25.  So the total should be 25, not 38.  I won't be too mad if you take your time fixing this though.  High five!   " If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total."  
hey is their any way to add a new custom ability score onto this sheet
Can someone please explain what happened to the 2024 versions of Barbarian, Bard, and Cleric in the builder? The 2024 versions of the other classes are all there. For example: So, I know this is not a problem with what books are shared in the game via the compendium. The 2024 versions of those classes are just missing from the list. I've tried it several times: I've tried reloading the builder, I've tried deleting that character and trying another, and I've tried exiting the game and reloading it. It all cases, the 2024 versions of those 3 classes were missing from the builder. 
They're showing up for me: Saul J. said: Can someone please explain what happened to the 2024 versions of Barbarian, Bard, and Cleric in the builder? The 2024 versions of the other classes are all there. For example: So, I know this is not a problem with what books are shared in the game via the compendium. The 2024 versions of those classes are just missing from the list. I've tried it several times: I've tried reloading the builder, I've tried deleting that character and trying another, and I've tried exiting the game and reloading it. It all cases, the 2024 versions of those 3 classes were missing from the builder. 
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keithcurtis
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Hey Saul! My first go-to would be trashing cache and cookies and trying again. After that, would be to review sharing permissions on the campaign settings page. Perhaps something like a conflict between Free Basic Rules and PHB 2024 content? Hard to say, because I haven't seen this before either.
I haven't seen this before, although I have seen other menus with options disappearing from them. Usually, those problems vanish after a reload. This hasn't. The sharing permissions haven't changed at all, and I'm not sure how a conflict with the FBR, PHB2014 and PHB2024 could cause some 2024 options to disappear but not others. I will try clearing cache and cookies later today, and see if that fixes it. keithcurtis said: Hey Saul! My first go-to would be trashing cache and cookies and trying again. After that, would be to review sharing permissions on the campaign settings page. Perhaps something like a conflict between Free Basic Rules and PHB 2024 content? Hard to say, because I haven't seen this before either.
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Ralph
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If there is a text like [[6d6]] in an action description, while is it not translated anymore into the appropriate roll when displayed in the chat? This is what it looks like now:
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Ralph
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What is the correct way to change the name of an existing attack? Currently this does not seem possible.
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Ralph
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Ralph said: If there is a text like [[6d6]] in an action description, while is it not translated anymore into the appropriate roll when displayed in the chat? This is what it looks like now: I'd like to recreate an output like I get from DnD-Beyond (together with Beyond20):
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keithcurtis
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Ralph said: What is the correct way to change the name of an existing attack? Currently this does not seem possible. The name field is just below the Action Type drop down. Does retyping it not change the name?
Well, after rebooting my machine, clearing cache and cookies in Chrome, and doing some other cleanup, the same 2024 classes are still missing. I checked the compendium sharing. There's too much to fit on one screenshot, but the two PHBs are both "on" and the two FBR are both "off". This is the way it's always been in this game and everything worked before. I think at this point, unless someone has a great idea that solves this, I'll have to file a help center request. But, this is an issue that is only in this one game and I don't know why. Clearly, something went pear-shaped internally. Saul J. said: I haven't seen this before, although I have seen other menus with options disappearing from them. Usually, those problems vanish after a reload. This hasn't. The sharing permissions haven't changed at all, and I'm not sure how a conflict with the FBR, PHB2014 and PHB2024 could cause some 2024 options to disappear but not others. I will try clearing cache and cookies later today, and see if that fixes it. keithcurtis said: Hey Saul! My first go-to would be trashing cache and cookies and trying again. After that, would be to review sharing permissions on the campaign settings page. Perhaps something like a conflict between Free Basic Rules and PHB 2024 content? Hard to say, because I haven't seen this before either.
Marlena  said: hey is their any way to add a new custom ability score onto this sheet This isn't a thing we have yet, sorry! Ralph  said: If there is a text like [[6d6]] in an action description, while is it not translated anymore into the appropriate roll when displayed in the chat? This is what it looks like now: Working on this, hoping to have a working version of this out soon. But in this context, I'd recommend just adding a 6d6 damage roll rather than waiting on this update - unlike in 2014, the 2024 sheet recognizes spell saves as a form of attacking in their own right, and you can add damage to it just like anything else. Ralph  said: What is the correct way to change the name of an existing attack? Currently this does not seem possible. Does changing the name field in that screenshot not change the name for you? Re: the Barbarian/Bard - it looks like we have a bug with deduping some classes, species, and backgrounds between 2014 and 2024 when only the two PHBs are shared. You can work around this temporarily by selecting the version that doesn't have the 2014 tag and changing the source of that class in the dropdown in the top right.
Quick followup, looks like this was a quick fix and you should be able to select PHB24 content without any issue. This had a knock-on effect of messing up 2024 languages in some cases - if you see that you have no languages to choose from and chose a 2024 species, deselecting and reselecting your class should automatically fix this.
Whatever you did looks like it fixed the problem. Thanks. Nicole B. said: Quick followup, looks like this was a quick fix and you should be able to select PHB24 content without any issue. This had a knock-on effect of messing up 2024 languages in some cases - if you see that you have no languages to choose from and chose a 2024 species, deselecting and reselecting your class should automatically fix this.
I like the ability to add custom conditions, but they seem to only be available to the character sheet they were created for. I would love a way to add universal custom conditions that are available to to all character sheets. The Monsters of Drakkenheim has book a great set of 20+ new conditions . And it would be a Herculean effort to create all of those conditions on every individual character sheet. (It's would already be a big endeavor to create 20+ universal conditions.)
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Ralph
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Working on this, hoping to have a working version of this out soon. But in this context, I'd recommend just adding a 6d6 damage roll rather than waiting on this update - unlike in 2014, the 2024 sheet recognizes spell saves as a form of attacking in their own right, and you can add damage to it just like anything else. If there is already an attack (e.g. poison), how do I add the saving throw to this attack? Looks like I can only choose another damage type and not the save in addition.
Matthew M. said: I like the ability to add custom conditions, but they seem to only be available to the character sheet they were created for. I would love a way to add universal custom conditions that are available to to all character sheets. The Monsters of Drakkenheim has book a great set of 20+ new conditions . And it would be a Herculean effort to create all of those conditions on every individual character sheet. (It's would already be a big endeavor to create 20+ universal conditions.) We're working towards more sheet to sheet communication, which this would fall under! You could make a default sheet that's level 0 with just the conditions, and any user could use a copied version and just click Level Up to start building. Ralph  said: Working on this, hoping to have a working version of this out soon. But in this context, I'd recommend just adding a 6d6 damage roll rather than waiting on this update - unlike in 2014, the 2024 sheet recognizes spell saves as a form of attacking in their own right, and you can add damage to it just like anything else. If there is already an attack (e.g. poison), how do I add the saving throw to this attack? Looks like I can only choose another damage type and not the save in addition. It looks like the screenshot you're sharing isn't an attack, but an action with a roll - you'd have to add an actual attack that's type of Attack Save, then you can set the DC and add damage to it.
It would be nice if there were a way you could same custom options in the builder, like when you make a custom background
Hello, is there a way to separate the warlock spell slots from my other spell slots. I multiclassed in Warlock but the spell slots are just added to my existing spell slots and since I hit odd it is giving me an extra spell slot at a higher level. Not sure if this is a known issue or not.
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Ralph
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Ralph said: Working on this, hoping to have a working version of this out soon. But in this context, I'd recommend just adding a 6d6 damage roll rather than waiting on this update - unlike in 2014, the 2024 sheet recognizes spell saves as a form of attacking in their own right, and you can add damage to it just like anything else. If there is already an attack (e.g. poison), how do I add the saving throw to this attack? Looks like I can only choose another damage type and not the save in addition. I figured this one out: If I add saving throw first, I can always add damage later. But not the other way round (which seems strange).
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Is there any chance an alternative 2024 character sheet that resembles the official D&D 2024 paper sheets could be added? I think a lot of people would like a sheet that’s more classic and simple. A lot of people complain that Roll20’s 2024 sheet design has too many buttons, too drop down menus, that it takes too many clicks to get anything done, and that it’d be nice to see everything in one place and I believe that having a simplistic alternative like or inspired by the official paper sheets would be AMAZING for those people. There could be an option to choose either option and that way everyone can have the style they like :) I understand that it'd be a BIG investment of effort and time but I feel like it'd be worth it
This has probably been asked already, do we plan to add macros for character sheets like 2014, where we just drag the attack out and drop it to the macro bar
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Gauss
Forum Champion
Kathos said: This has probably been asked already, do we plan to add macros for character sheets like 2014, where we just drag the attack out and drop it to the macro bar I keep pushing for it, or at least something where we know what the command is for a button on the sheet. Those on-sheet button commands are an integral part of macro making. 
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Monk not adding Wisdom to AC or Speed bonuses. Also would like to be able to add HP rolls manually when leveling up. Also also still waiting for the Tasha’s rule where you can pick a replacement  background skill proficiency if repeated from ancestry…
You need to turn on the "Martial Arts" toggle.midway down on your sheet under "Effect Name" to fix the AC and Speed for your Monk. RPGeezer said: Monk not adding Wisdom to AC or Speed bonuses. Also would like to be able to add HP rolls manually when leveling up. Also also still waiting for the Tasha’s rule where you can pick a replacement  background skill proficiency if repeated from ancestry…
Monk item Dragonhide Belt (+1, +2 or +3) from Fizban's Treasury of Dragons is supposed to add 1 to the DC for all of the Monk's Wisdom/Focus-based abilities that have a save DC. But, when dropped on the sheet, equipped, and attuned, does nothing. I don't know if this is because the belt refers to "Ki" rather than "Focus points" or what the issue is, but it doesn't work as is. Manually changing all of the abilities is a RPITA, given all of the screens you have to go through to make the edits. Help center request is being made. :-)
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That had no effect. Not playing the character for now so will revisit later. Saul J. said: You need to turn on the "Martial Arts" toggle.midway down on your sheet under "Effect Name" to fix the AC and Speed for your Monk. RPGeezer said: Monk not adding Wisdom to AC or Speed bonuses. Also would like to be able to add HP rolls manually when leveling up. Also also still waiting for the Tasha’s rule where you can pick a replacement  background skill proficiency if repeated from ancestry…
Next to the words "AC/Speed" at the top of that section, you should see a question mark, and a gear. Click the gear. The screen should look like: when the Martial Arts toggle is "on": RPGeezer said: That had no effect. Not playing the character for now so will revisit later. Saul J. said: You need to turn on the "Martial Arts" toggle.midway down on your sheet under "Effect Name" to fix the AC and Speed for your Monk. RPGeezer said: Monk not adding Wisdom to AC or Speed bonuses. Also would like to be able to add HP rolls manually when leveling up. Also also still waiting for the Tasha’s rule where you can pick a replacement  background skill proficiency if repeated from ancestry…
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I FEEL like I checked all of those but I am tired and can’t recall. May try to rebuild later… Edit: Rebuilt and Martial Arts toggle now works! However, Monk weapons are not using Dex instead of Strength for attack rolls…
Hello, it looks like the 2024 moon druid is adding the old 2014 cure wounds as part of the circle spells.
Master Azroth said: It would be nice if there were a way you could same custom options in the builder, like when you make a custom background Hey Master Azroth,   Would you mind clarifying a little here?  Do you mean a way to save more custom backgrounds or features for custom backgrounds?  Or a way to save custom options for other choices across the builder, the way you can for backgrounds and species? Mustaine said: Hello, it looks like the 2024 moon druid is adding the old 2014 cure wounds as part of the circle spells. Hey Mustaine,     There was a bug causing our data to temporarily desync system version info (2024 vs 2014) for some compendium content.  This should be corrected in data as of this morning, and the proper version of Cure Wounds should be added.  We're currently working on a fix to prevent this from possibly happening again in the future.  As a note, you may need to unselect and re-select Circle of the Moon in order to attach the correct version of the spell on any existing characters who still have the incorrect version.
John P. said: Hello, is there a way to separate the warlock spell slots from my other spell slots. I multiclassed in Warlock but the spell slots are just added to my existing spell slots and since I hit odd it is giving me an extra spell slot at a higher level. Not sure if this is a known issue or not. They should be separated by default. I will try to see if I can reproduce this - what are you multiclassing with? Is this an older character? If so, I recommend sending in a request so we can take a closer look!  SockScav said: Is there any chance an alternative 2024 character sheet that resembles the official D&D 2024 paper sheets could be added? I think a lot of people would like a sheet that’s more classic and simple. A lot of people complain that Roll20’s 2024 sheet design has too many buttons, too drop down menus, that it takes too many clicks to get anything done, and that it’d be nice to see everything in one place and I believe that having a simplistic alternative like or inspired by the official paper sheets would be AMAZING for those people. There could be an option to choose either option and that way everyone can have the style they like :) I understand that it'd be a BIG investment of effort and time but I feel like it'd be worth it We appreciate your feedback and understanding regarding the 2024 sheet layout. We will not be making the sheet to "resemble" the official 2024 paper sheet, however, I would keep an eye on our posts  for the 2024 sheet roadmap to get a sense of what is to come. I also recommend taking a look at the newly released inline editing for NPC sheets and let us know if that is something you would find useful for the PC sheet! :) 
RPGeezer said: Edit: Rebuilt and Martial Arts toggle now works! However, Monk weapons are not using Dex instead of Strength for attack rolls… It doesn't make the change automatically because, after all, you *could* use Strength if you wanted since using Dexterity is an option. I don't know why you would but I suppose there might be reasons. Anyway, this is fixed easily. Once you equip the weapon, the system puts an entry (or more) into the Combat section of the sheet. Click the "i" in the circle at the right of the line. That will open up a dialog box. There's an "Ability Override" dropdown. Just change that to Dexterity and Save it. That weapon attack will now use Dexterity instead of Strength.
I knew of that fix; I’m just spoiled by that “other” company’s sheets that automatically use the better stat. But I like it here better…
Is there a reason why changing the NPC D&D 2024 sheet to stat block mode doesn't reduce the window size to fit the stat block? Yes, I can manually resize the window ... but every subsequent Roll20 session, it will open up showing the stat block but the full character sheet width. Screen space is a precious commodity; this design gives us a window twice as large as it needs to be.