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

Looks like it's just suddenly working today so I guess I picked the wrong day to try and mess with the character sheet and character creation. Hopefully that doesn't happen often..
Saul J. said: Nikolaj L. said: How do you change the spell list (Druid, Cleric or Wizard) when choosing the Magic Initiate origin feat? The sheet automatically selects the Druid spell list and see no way to change that. Are you creating a character with a published background, or a custom background? Or are you selecting the feat as a feat choice later on? After reading your reply I realized the different spill lists is connected to the type of background. I thought you could choose freely, but I guess it makes sense that it's dependent on the background.
adu  said: can we get NAT20 to be green? old stylesheet had it and was super good. now it's really hard  , unless i open the dropdown This is a setting we intend to add in the future - we went with following the rules of D&D, where a nat 20 and nat 1 on non-attacks don't actually have an importance. We didn't want to enforce our own personal ways of playing the game on you, even though I once got a nat 20 on a nature check and my DM painstakingly told me every animal that had been in the courtyard in the past month (none of them mattered but  that's not the point I got a nat 20 tell me ). We have a few other priorities in front of this setting right now, though, so no promises on timing. RE: Performance issues: We had some server hiccups over the weekend that were hopefully resolved! Thank you for the reports and please let us know if it comes back!
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Note that it was not just the Nat 20 showing green. When displaying rolls on the old sheet, or even currently just using the roller, the maximum die value displays in green and the minimum in red. It's valuable information to know that any die is the highest or lowest that can possibly be rolled. The sheet does not employ this functionality, even when hovering on the breakdown. Heck, after well over a year of deployment, the sheet still does not even sign quantum rolls.
keithcurtis said: Note that it was not just the Nat 20 showing green. When displaying rolls on the old sheet, or even currently just using the roller, the maximum die value displays in green and the minimum in red. It's valuable information to know that any die is the highest or lowest that can possibly be rolled. The sheet does not employ this functionality, even when hovering on the breakdown. Heck, after well over a year of deployment, the sheet still does not even sign quantum rolls. I would like to add my voice to this. It would be EXTREMELY HELPFUL if highest value on the roll was displayed in green and lowest value on the roll were displayed in red, regardless of the type of roll, or the type of die. There are numerous class features and feats that trigger off of high or low rolls and, right now, it's a real PITA to figure out during game play if you got a high or low roll. For example, the Monk I'm currently playing has a feature (from Tavern Brawler ) that if I roll a 1 on my damage die, I can re-roll it. Right now, I have to go through a lot of effort to figure out if I rolled a 1 - I can't always tell from the result because of bonuses being added so I have to stop and look at the details. I think this is one of the simpler situations, but I'm just using it as an example.
1762186326
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Moving the hovertext roll breakdown to the main roll result (not the one that requires the click to expand), and having it follow the display rules of the Quantum Roller would go a long way toward improving the  display  template. Restoring the Quantum Roller signature would be another great improvement, since currently, I have no idea why the entire roll result could not be spoofed with a simple script.
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So it seems like the new functionality for going to 0 hp is to make the HP field blank and start rolling death saves? Is there a way we could allow characters who are dying/unconscious to display as 0 hp? This would keep it saying 0 on the token which would unbreak several of my API scripts. xD
1762217180
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
DM Raven said: So it seems like the new functionality for going to 0 hp is to make the HP field blank and start rolling death saves? Is there a way we could allow characters who are dying/unconscious to display as 0 hp? This would keep it saying 0 on the token which would unbreak several of my API scripts. xD Hey DM Raven! Which scripts are breaking?
I've noticed that features and items that affect a character's save DC don't actually do anything on the character sheet. For example, the sorcerer's Innate Sorcery   feature gives two things when used, one of them is that the save DC of sorcerer spells cast is increased by 1. There's a toggle for the feature on the sheet in the section marked "Effect Name". But, turning the toggle on does nothing to affect the save DCs of spells as listed on the sheet. Similarly, my monk character has a Dragonhide Belt which adds 1 to the save DCs of my monk abilities. There's a toggle for it on the sheet, just like for Innate Sorcery . But, toggling it on does nothing to change the save DCs listed on the sheet. If the item or feature isn't going to do anything, why have a toggle for it? And, if there's a toggle for it on the sheet, why doesn't the toggle do anything?
keithcurtis said: Note that it was not just the Nat 20 showing green. When displaying rolls on the old sheet, or even currently just using the roller, the maximum die value displays in green and the minimum in red. It's valuable information to know that any die is the highest or lowest that can possibly be rolled. The sheet does not employ this functionality, even when hovering on the breakdown. Heck, after well over a year of deployment, the sheet still does not even sign quantum rolls. It looks like that information is in the HTML but is getting a little mangled along the way, I'll look into it. DM Raven said: So it seems like the new functionality for going to 0 hp is to make the HP field blank and start rolling death saves? Is there a way we could allow characters who are dying/unconscious to display as 0 hp? This would keep it saying 0 on the token which would unbreak several of my API scripts. xD This is only for API scripts? I'll look into this and see if we can get them to return 0. I suspect it might be the sheet returning 0 but it being transformed at some point along the way into empty because 0 is falsy.
Request to be able to add custom pact spell slots (I'm doing some custom features, and since adding custom subclasses prevents me from levelling up auto-added classes, I'm doing everything custom, including my multiclass warlock level dip)
I know the team has done a lot of work setting up for macros on the 2024 Beacon sheet.  While I applaud the effort, I wanted to demonstrate just what this looks like for a higher level character.   I have a level 12 Wizard, with standard feats, no magic items, using only the 2024 PHB and free rules to demonstrate just what this looks like on a standard screen size.  What I have attached is a screen shot of the VTT window showing the token macros for this build.  This is on a 16-inch screen which is my backup laptop.  Zoom for the laptop is set at 100%. Please note that this consumes such a large section of the screen and clicking on the token completely obscures the clicked token, which in many cases may happen during a session. In addition to many of the token macros having such long, drawn out names and needing to set up each one independently, this is pretty much unusable as is for most players in my games.  Many only have 10" to 14" monitors which they use which would make this situation much worse. I can only imagine what this looks like if I were to spend my time bringing this up to level 20 in an epic campaign. There needs to be a better solution.   Additional comment: With the length of the spells on the 'Combat' tab of the character sheet, excessive scrolling is required to get to the 'Effects' section to switch on or off an effect.  At levels up to 8, some my players are already ignoring the effects section and just modifying their attacks to compensate for each effect which could be utilized, making the effects section just a footnote on the sheets, taking up more space and not being used.  Example of what this looks like for a single weapon with a rogue character is attached.  Not multiply this by several weapons the rogue carries, and you can imagine just how lengthy the attack actions section can get.
Tara said: Request to be able to add custom pact spell slots (I'm doing some custom features, and since adding custom subclasses prevents me from levelling up auto-added classes, I'm doing everything custom, including my multiclass warlock level dip) Thanks for the feedback, we'll see what we can do! Incidentally, have you tried out the builder-side custom class/subclass features? I don't think it will exactly solve your problems, but it will at least allow you to make something custom without locking yourself out of leveling up other things. Oginme said: I know the team has done a lot of work setting up for macros on the 2024 Beacon sheet.  While I applaud the effort, I wanted to demonstrate just what this looks like for a higher level character.   I have a level 12 Wizard, with standard feats, no magic items, using only the 2024 PHB and free rules to demonstrate just what this looks like on a standard screen size.  What I have attached is a screen shot of the VTT window showing the token macros for this build.  This is on a 16-inch screen which is my backup laptop.  Zoom for the laptop is set at 100%. Please note that this consumes such a large section of the screen and clicking on the token completely obscures the clicked token, which in many cases may happen during a session. In addition to many of the token macros having such long, drawn out names and needing to set up each one independently, this is pretty much unusable as is for most players in my games.  Many only have 10" to 14" monitors which they use which would make this situation much worse. I can only imagine what this looks like if I were to spend my time bringing this up to level 20 in an epic campaign. There needs to be a better solution.   Additional comment: With the length of the spells on the 'Combat' tab of the character sheet, excessive scrolling is required to get to the 'Effects' section to switch on or off an effect.  At levels up to 8, some my players are already ignoring the effects section and just modifying their attacks to compensate for each effect which could be utilized, making the effects section just a footnote on the sheets, taking up more space and not being used.  Example of what this looks like for a single weapon with a rogue character is attached.  Not multiply this by several weapons the rogue carries, and you can imagine just how lengthy the attack actions section can get. I'll see what we can do about shortening the names, although I think the best we may be able to do is shorten common things such as two-handed or the word "attack" - for example, not sure what we could do to make Oil_Creature_Or_Object shorter without manually programming in a macro name for every individual attack. Would a "hide spells from combat tab" toggle help on the combat tab with the clutter, or do you still want them on the tab, just taking up less space?
Oginme said: I know the team has done a lot of work setting up for macros on the 2024 Beacon sheet.  While I applaud the effort, I wanted to demonstrate just what this looks like for a higher level character.   I have a level 12 Wizard, with standard feats, no magic items, using only the 2024 PHB and free rules to demonstrate just what this looks like on a standard screen size.  What I have attached is a screen shot of the VTT window showing the token macros for this build.  This is on a 16-inch screen which is my backup laptop.  Zoom for the laptop is set at 100%. Please note that this consumes such a large section of the screen and clicking on the token completely obscures the clicked token, which in many cases may happen during a session. In addition to many of the token macros having such long, drawn out names and needing to set up each one independently, this is pretty much unusable as is for most players in my games.  Many only have 10" to 14" monitors which they use which would make this situation much worse. I can only imagine what this looks like if I were to spend my time bringing this up to level 20 in an epic campaign. There needs to be a better solution.   Additional comment: With the length of the spells on the 'Combat' tab of the character sheet, excessive scrolling is required to get to the 'Effects' section to switch on or off an effect.  At levels up to 8, some my players are already ignoring the effects section and just modifying their attacks to compensate for each effect which could be utilized, making the effects section just a footnote on the sheets, taking up more space and not being used.  Example of what this looks like for a single weapon with a rogue character is attached.  Not multiply this by several weapons the rogue carries, and you can imagine just how lengthy the attack actions section can get. There is a somewhat easy fix to this, you can edit the names however you wish (I even use emojis for some things like a flashlight for a torch or bandage for healing)       
RE: Performance issues: We had some server hiccups over the weekend that were hopefully resolved! Thank you for the reports and please let us know if it comes back! Nicole, our last session with issues was wednesday last week
just refreshing this request Andrea L. said: Hi this is something I underlined before summer but is still not working. MONK 2024 with way of the Kensei  Kensei weapon I get 2 dropdown choices with the same list but I should get a different selection.... thanks Andrea Kensei Weapons.   Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.
Thanks, I understand that, but to have to do that for every character and every NPC after needing to MANUALLY set up the macros themselves is rather onerous.  Even with the names truncated and abbreviated, the number of buttons adds up.  Tack another 8 levels of spells to that list and you are back to hiding a good third of a modest sized screen. Many of my players have trouble navigating the sheet as it is.  Switching effects on and off again is a continual nightmare during sessions with many "Oops, I forgot to turn off(on) X".  I can see them really making a mess out of changing the names of the macros. We have several examples of nice, compact chat menus for the 2014 sheets which should inform the Roll20 developers that it is a desired format and output.  Instead we get clunky buttons which block the VTT.   Master Azroth said: Oginme said: I know the team has done a lot of work setting up for macros on the 2024 Beacon sheet.  While I applaud the effort, I wanted to demonstrate just what this looks like for a higher level character.   I have a level 12 Wizard, with standard feats, no magic items, using only the 2024 PHB and free rules to demonstrate just what this looks like on a standard screen size.  What I have attached is a screen shot of the VTT window showing the token macros for this build.  This is on a 16-inch screen which is my backup laptop.  Zoom for the laptop is set at 100%. Please note that this consumes such a large section of the screen and clicking on the token completely obscures the clicked token, which in many cases may happen during a session. In addition to many of the token macros having such long, drawn out names and needing to set up each one independently, this is pretty much unusable as is for most players in my games.  Many only have 10" to 14" monitors which they use which would make this situation much worse. I can only imagine what this looks like if I were to spend my time bringing this up to level 20 in an epic campaign. There needs to be a better solution.   Additional comment: With the length of the spells on the 'Combat' tab of the character sheet, excessive scrolling is required to get to the 'Effects' section to switch on or off an effect.  At levels up to 8, some my players are already ignoring the effects section and just modifying their attacks to compensate for each effect which could be utilized, making the effects section just a footnote on the sheets, taking up more space and not being used.  Example of what this looks like for a single weapon with a rogue character is attached.  Not multiply this by several weapons the rogue carries, and you can imagine just how lengthy the attack actions section can get. There is a somewhat easy fix to this, you can edit the names however you wish (I even use emojis for some things like a flashlight for a torch or bandage for healing)       
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Oginme said: Thanks, I understand that, but to have to do that for every character and every NPC after needing to MANUALLY set up the macros themselves is rather onerous.  Even with the names truncated and abbreviated, the number of buttons adds up.  Tack another 8 levels of spells to that list and you are back to hiding a good third of a modest sized screen. Many of my players have trouble navigating the sheet as it is.  Switching effects on and off again is a continual nightmare during sessions with many "Oops, I forgot to turn off(on) X".  I can see them really making a mess out of changing the names of the macros. We have several examples of nice, compact chat menus for the 2014 sheets which should inform the Roll20 developers that it is a desired format and output.  Instead we get clunky buttons which block the VTT.   Master Azroth said: Oginme said: I know the team has done a lot of work setting up for macros on the 2024 Beacon sheet.  While I applaud the effort, I wanted to demonstrate just what this looks like for a higher level character.   I have a level 12 Wizard, with standard feats, no magic items, using only the 2024 PHB and free rules to demonstrate just what this looks like on a standard screen size.  What I have attached is a screen shot of the VTT window showing the token macros for this build.  This is on a 16-inch screen which is my backup laptop.  Zoom for the laptop is set at 100%. Please note that this consumes such a large section of the screen and clicking on the token completely obscures the clicked token, which in many cases may happen during a session. In addition to many of the token macros having such long, drawn out names and needing to set up each one independently, this is pretty much unusable as is for most players in my games.  Many only have 10" to 14" monitors which they use which would make this situation much worse. I can only imagine what this looks like if I were to spend my time bringing this up to level 20 in an epic campaign. There needs to be a better solution.   Additional comment: With the length of the spells on the 'Combat' tab of the character sheet, excessive scrolling is required to get to the 'Effects' section to switch on or off an effect.  At levels up to 8, some my players are already ignoring the effects section and just modifying their attacks to compensate for each effect which could be utilized, making the effects section just a footnote on the sheets, taking up more space and not being used.  Example of what this looks like for a single weapon with a rogue character is attached.  Not multiply this by several weapons the rogue carries, and you can imagine just how lengthy the attack actions section can get. There is a somewhat easy fix to this, you can edit the names however you wish (I even use emojis for some things like a flashlight for a torch or bandage for healing)        My only other suggestion would be to pull out a 2014 sheet (you don't have to play with the 2014 just use it to set everything up) and use Keith's Chat Menus now that they have added the up arrow feature for the new sheets, unless chat menus can be used on the 2024 sheets i'm not sure I haven't tried it in several months. It does take work to set up but when your done you could clear all that mess down to a single button if you wanted, of your could just put the spells in the chat menu. You can make menus within menus, one that lists all the spell levels they have then opens up to all the spells they have of that level. If you make a master sheet that holds all the ones you've made for other sheets already then when making a new one you can copy and paste the ones you need. On top of that you can take your master menu and import it into your vault to take to other games for even quicker set up. As a side note this has nothing to do with your problem but I love  Keith's Chat Menus. I have a GM list with all of my macro and api commands along with a nestes settings menu, I have spell templets with one token action that opens then menu where you pick the spell and it changes the rollable token and resizes it to the poper size, I have potions on one, jukebox controls and so on.
Feedbacks from yesterday session Performance: bad for many and getting worse in the session: it seems the problems compounds with time. At a point even I (rarely I have issues when the others complain) was needing 15-20 seconds to open a sheet. BUT quitting Firefox and reaping everything seems to solve the problem for about 30 minutes. very annoying wizard sheet during play was not able to save or modify conditions. I tried on my side too to no avail. note that now works so maybe there is a conflict if more than 1 player has the sheet open? Monk sheet kensei deft strike: should add a martial art die that is 1d10 at lvl 14 but deft strike provides 1d8! also if I try to modify the effect in the combat tab inside the window is marked 1d6 (it is 1d8 in the effect "mod" column) and modification does not save. the martial art attack should do 1d10 damage ( and is 1d10 in the damage column) but upon rolling from the damage button in the chat rolls 1d6 (rolls 1d10 properly from the damage column in the combat tab Paladin sheet Sacred weapon is set at +2 from the builder while should be +3 (charisma). modification in edit seems to work. thanks Andrea 
Master Azroth said: My only other suggestion would be to pull out a 2014 sheet (you don't have to play with the 2014 just use it to set everything up) and use Keith's Chat Menus now that they have added the up arrow feature for the new sheets, unless chat menus can be used on the 2024 sheets i'm not sure I haven't tried it in several months. It does take work to set up but when your done you could clear all that mess down to a single button if you wanted, of your could just put the spells in the chat menu. You can make menus within menus, one that lists all the spell levels they have then opens up to all the spells they have of that level. If you make a master sheet that holds all the ones you've made for other sheets already then when making a new one you can copy and paste the ones you need. On top of that you can take your master menu and import it into your vault to take to other games for even quicker set up. As a side note this has nothing to do with your problem but I love  Keith's Chat Menus. I have a GM list with all of my macro and api commands along with a nestes settings menu, I have spell templets with one token action that opens then menu where you pick the spell and it changes the rollable token and resizes it to the poper size, I have potions on one, jukebox controls and so on. Thanks for the suggestion!  I have considered this approach of using the recall to scalp the macros and add it to a mule or chat menu.  If I have the time, I may play around with this. The fact that I would need to do this further points to a big weakness in the Beacon (2024) sheet at this time.  Perhaps there will be a time when they figure out how to create chat menus to make the use of Roll20 more enjoyable for my players.  We can only hope.
Anyone else having a bug after leveling up from Warlock 8 to 9, the sheet shows two level 4 Pact Spell slots and two level 5 Pact slots?
Reports from yesterday session: CRITICAL sheet performance: opening a sheet or switching tabs within a sheet is a pain for every player (except me). the PC of my players are not last generation but not anything to really decry but 30 seconds to reopen a sheet or 15-20 to go to another tab really disrupt the flow of the game. I realize i changed my narrative assuming rolls just to avoid having to wait for them to switch page and roll an ability check. We have been on the 2024 for over 1 year now and accepting the limitation of the new sheet  and the good things but we are really thinking about going back as it is basically unplayable now and even seems worse than in the past. there are features on the sheet like the spell preparation or short rest management that are useful and nice but if they cannot be accessed ...... BOTHERSOME Monk issue with damage is still there (per my previous email) Also monk kensei weapon selection in the builder is still there NUISANCE Wizard issue in managing conditions per my previous mail is still there NICE TO HAVE in the senses could you add a see invisibility sense? we added it as a custom condition but IMO would make more sense there the non recovery of slot for wizards due to arcane recovery during short rest i imagine is a choice because is a choice to use it and not automatic but it would be nice to add it in a similar way to Hitdice usage or at least put some warning text so that the player remembers that the short rest button IN THAT CASE does not do all could/should be done during the rest N/A paladin issue in my previous mail; I cannot say as i had fixed it manually thanks Andrea
JP said: Anyone else having a bug after leveling up from Warlock 8 to 9, the sheet shows two level 4 Pact Spell slots and two level 5 Pact slots? Hey JP!       We're aware of this bug and working on a fix!  Thanks for the report!
Report from yesterday session (Nov 17): CRITICAL sheet performance: opening a sheet or switching tabs within a sheet was critical for everyone (like last week) but also for me: after 30 minutes of play, sheets did not open in a meaningful time. Quitting the browser and starting again solved the issue and opening was quick then slower with time up to about 30 minutes when another quit and restart was necessary. (Using firefox 145.0 on a mac mini M1 with 8gb memory). BOTHERSOME previous issues are all still there. Wizard issue in managing conditions per my previous mail is still there also crashed the sheet (everything blocked except the X to close the sheet itself) NUISANCE When a long rest applies and the button is pressed, the chat feedback provides information on what has happened but not the name of the character to whom  it happened thanks Andrea
Tara said: New Resources have stopped appearing in the combat tab Has there been any updates on this?
Hi, any hope to have some feedback, suggestion or workaround from the powers above on the performance issue before next week session? Also may i ask if it is a "only us" issue or others are experiencing it too? thanks Andrea
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Tara
Pro
Quatar said: Tara said: New Resources have stopped appearing in the combat tab Has there been any updates on this? Not that I'm aware of, but I did find out a few new things about the issue: It only happens with `Custom Feature`. Features that are added automatically by the builder work fine It only happens with `New Resource`, `Existing Resources` seem to show up fine. I found this out when I added the `Channel Divinity` and `Metamagic` features with the `New Resources` `Channel Divinity` and `Sorcery Point` respectively, then added the `Channel Divinity: Turn Undead` and my Domain Channel Divinity feature, both with the `Existing Resource` linking back to the original `Channel Divinity` resource, and the `Flexible Casting` feature with an `Existing Resource` linking back to the `Sorcery Points` resource in the `Metamagic` feature. You can see those below, along with `Tides of Chaos`, which is using a `New Resource`. Because of this, a potential workaround is to create a dummy feature to add all the `New Resource`s and have all the real features link back to that with `Existing Resource`s ETA: If you're going back to "fix" features with this workaround, as I just did on one of my character sheets, when you go into the feature to delete the new resource and add the existing resource from the dummy feature and save, the existing resource does not save the first time. You have to go back into it a second time and add it again. I do not know if deleting, saving, then going back in again to add the existing works the first time or not, I have not yet tested it.
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Tara
Pro
Feature Request: Add "Critical" and "Spell" to the `Defense` Damage Types (Mizzium Armor lets you ignore critical damage and damage from spells you succed a spell save against to take half damage)
Andrea L. said: Hi, any hope to have some feedback, suggestion or workaround from the powers above on the performance issue before next week session? Also may i ask if it is a "only us" issue or others are experiencing it too? thanks Andrea I don't have any updates on the performance issue, but I too would like to hear if anyone else is having this problem, especially more lately. We have a few performance improvement plans waiting in the wings, but they're not started yet. Tara said: Feature Request: Add "Critical" and "Spell" to the `Defense` Damage Types (Mizzium Armor lets you ignore critical damage and damage from spells you succed a spell save against to take half damage) Thanks for the feedback! If you add this via the defense modal, it lets you type in anything, but we avoided that here because it's a little buggy with typing and I was trying to avoid that component until we could sort it out. We have some modifier improvements slated right after the release we're working on now, so it's great to hear what specific things people are looking for.
Tara said: Quatar said: Tara said: New Resources have stopped appearing in the combat tab Has there been any updates on this? Not that I'm aware of, but I did find out a few new things about the issue: It only happens with `Custom Feature`. Features that are added automatically by the builder work fine It only happens with `New Resource`, `Existing Resources` seem to show up fine. I found this out when I added the `Channel Divinity` and `Metamagic` features with the `New Resources` `Channel Divinity` and `Sorcery Point` respectively, then added the `Channel Divinity: Turn Undead` and my Domain Channel Divinity feature, both with the `Existing Resource` linking back to the original `Channel Divinity` resource, and the `Flexible Casting` feature with an `Existing Resource` linking back to the `Sorcery Points` resource in the `Metamagic` feature. You can see those below, along with `Tides of Chaos`, which is using a `New Resource`. Because of this, a potential workaround is to create a dummy feature to add all the `New Resource`s and have all the real features link back to that with `Existing Resource`s ETA: If you're going back to "fix" features with this workaround, as I just did on one of my character sheets, when you go into the feature to delete the new resource and add the existing resource from the dummy feature and save, the existing resource does not save the first time. You have to go back into it a second time and add it again. I do not know if deleting, saving, then going back in again to add the existing works the first time or not, I have not yet tested it. Yes it does work I tested it, great find by the way.
Nicole, My players (and I) have been having issues with the character sheet becoming unresponsive or popping back up as a blank black sheet with the outline graphics.  This usually happens when they need to reference their sheets often during a 2- or 3-hour session and it does not happen with everyone. While this has been an occasional issue and refreshing resets the sheet back to operational, it has occurred with increasing frequency the last couple of weeks.  I will try to get the players to file a help center request with the relevant information when this pops up again. When it happens to me, I refresh the VTT and continue on, being that the flow of the game is my first priority. I had one sheet in my Sunday night game where the macros (created using the prompts in the 2024 beacon sheet) became progressively broken.  At first it was one spell, then a couple more plus the weapon macros.  This last Sunday, the saves and skill macros stopped responding.  I ended up deleting all the macros and recreating them (with the sheet freezing during the delete process).  They worked for the rest of the session. The original ticket number for that was #376604.  I gave additional feedback but have received not other follow-up. Nicole B. said: Andrea L. said: Hi, any hope to have some feedback, suggestion or workaround from the powers above on the performance issue before next week session? Also may i ask if it is a "only us" issue or others are experiencing it too? thanks Andrea I don't have any updates on the performance issue, but I too would like to hear if anyone else is having this problem, especially more lately. We have a few performance improvement plans waiting in the wings, but they're not started yet.
Nicole B. said: Andrea L. said: Hi, any hope to have some feedback, suggestion or workaround from the powers above on the performance issue before next week session? Also may i ask if it is a "only us" issue or others are experiencing it too? thanks Andrea I don't have any updates on the performance issue, but I too would like to hear if anyone else is having this problem, especially more lately. We have a few performance improvement plans waiting in the wings, but they're not started yet. Yes, I  have tremendous problems with performance. Openeing the charactert sheet took up to half a minute. Clicking a roll on the sheet result in waiting fpr the resulst to show in the chat for about 10 seconds. All that in our session on 24.11. If I open the cheet just by mself and I am alone in the game without the video chat being active, it works fluently.
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There seems to be an issue with the charactermancer  inputting  the subclass info from the crooked moon 2014 into the 2024 sheet. I'm not sure if it's all subclasses, but I can currently confirm that Sinner Rogue is having issues. There also seems to be a problem with the macros and the query option of the sheet. Macros seem to stop working if the sheet is set to query, but work again as soon as you switch to Advantage/Disadvantage or Automatic. My husband and I also have the performance issue. It gets so bad that we have to refresh multiple times throughout a single session just to be able to do anything.
Hi, Just checking a couple of things and apologies if these have been covered before. Is there a sheet setting that will fix an option for hp on level ups either roll, average or maximum. I can see where each hp per level is listed but don't  know how we arrive at them. Also is there a way to adjust the per level hp list rather than overriding the maximum hp. Currently the hp gained on a level up isn't broadcast to chat so we're struggling to keep track. Is there a plan for exhaustion to be reduced by 1 when the long rest button is pressed ?
There is already a checkbox when you Long Rest to reduce Exhaustion by one. This is because per the rules if you don’t get a certain amount of food and drink you do not lose the level…
Is Elvish Accuracy functional on Roll20? I can't tell because of the way that Roll20 has decided to display rolls. My testing seems to indicate that it's not rolling the 3rd die when there's advantage on the attack roll. But, I can't prove it one way or the other.
My character sheet in my Sunday game (a Dragonborn) now shows under "Other Senses": "Darkvision 0 ft". This is incorrect. A Dragonborn has Darkvision out to 60 ft. I can override it, but I thought I'd post it here so it can be fixed properly. 
1764546224
keithcurtis
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Marketplace Creator
API Scripter
Saul J. said: My character sheet in my Sunday game (a Dragonborn) now shows under "Other Senses": "Darkvision 0 ft". This is incorrect. A Dragonborn has Darkvision out to 60 ft. I can override it, but I thought I'd post it here so it can be fixed properly.  Is this when choosing the 2014 Dragonborn, the 2024 version, or both?
keithcurtis said: Saul J. said: My character sheet in my Sunday game (a Dragonborn) now shows under "Other Senses": "Darkvision 0 ft". This is incorrect. A Dragonborn has Darkvision out to 60 ft. I can override it, but I thought I'd post it here so it can be fixed properly.  Is this when choosing the 2014 Dragonborn, the 2024 version, or both? Some of the 2014 versions had Darkvision but the one in the PHB did not. The 2024 version (which we're using) does. Also, dragonborns (both 2014 and 2024 versions) gain resistance to one type of damage. I'm a silver dragonborn in this game, and I noticed that my cold resistance went away. I manually re-added that too. It's been a couple of weeks since we played (for various reasons) and there may be other changes to the sheet I haven't noticed yet. But, there have DEFINITELY been changes...
RPGeezer said: There is already a checkbox when you Long Rest to reduce Exhaustion by one. This is because per the rules if you don’t get a certain amount of food and drink you do not lose the level… RPGeezer, Thanks for the heads up. Have found that now.
So, a player in my Sunday game recently got a Sunforger warhammer (from  Guildmaster's Guide to Ravnica )   - it happened to be available in the shop we were in and he bought it.  The Sunforger is unique in that it has an ability that allows the character to throw the hammer to a point, where it then explodes forcing a Save among all creatures in a 20-foot sphere.  Unfortunately, the DM doesn't own  Guildmaster's Guide to Ravnica  on Roll20 so the player who got the hammer, can't just drop it onto his sheet from the Compendium. He's trying to figure out how to put it on his character sheet. He can enter all parts of it, except the DC for the Save (DC 17). There doesn't seem to be a way to add a DC to a weapon.  Anyone have any ideas how to enter this weapon onto his sheet with the Save DC? I've tried a number of things including modifying a standard warhammer. But that didn't work. Suggestions, anyone?
1764637021
Gauss
Forum Champion
Saul, my suggestion is to find a similar item (weapon with a rider effect) drop it on the sheet, gut it and use it for the Sunforger.
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Edited 1764639503
keithcurtis
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Marketplace Creator
API Scripter
Saul J. said: So, a player in my Sunday game recently got a Sunforger warhammer (from  Guildmaster's Guide to Ravnica )   - it happened to be available in the shop we were in and he bought it.  The Sunforger is unique in that it has an ability that allows the character to throw the hammer to a point, where it then explodes forcing a Save among all creatures in a 20-foot sphere.  Unfortunately, the DM doesn't own  Guildmaster's Guide to Ravnica  on Roll20 so the player who got the hammer, can't just drop it onto his sheet from the Compendium. He's trying to figure out how to put it on his character sheet. He can enter all parts of it, except the DC for the Save (DC 17). There doesn't seem to be a way to add a DC to a weapon.  Anyone have any ideas how to enter this weapon onto his sheet with the Save DC? I've tried a number of things including modifying a standard warhammer. But that didn't work. Suggestions, anyone? I would just create a custom action called Sunfire Hurl, range 120 ft. d6d fire with half effect on a DC 15 Dex save: DC 15 was in the Compendium. You can write in any arbitrary values you want. FWIW, dropping the official item did not include the hurl ability anyway, nor the text of the ability
Gauss said: Saul, my suggestion is to find a similar item (weapon with a rider effect) drop it on the sheet, gut it and use it for the Sunforger. I could find no other weapons in all of D&D 5E that have a saving throw attached. It's the Saving throw that's the problem...
keithcurtis said: Saul J. said: So, a player in my Sunday game recently got a Sunforger warhammer (from  Guildmaster's Guide to Ravnica )   - it happened to be available in the shop we were in and he bought it.  The Sunforger is unique in that it has an ability that allows the character to throw the hammer to a point, where it then explodes forcing a Save among all creatures in a 20-foot sphere.  Unfortunately, the DM doesn't own  Guildmaster's Guide to Ravnica  on Roll20 so the player who got the hammer, can't just drop it onto his sheet from the Compendium. He's trying to figure out how to put it on his character sheet. He can enter all parts of it, except the DC for the Save (DC 17). There doesn't seem to be a way to add a DC to a weapon.  Anyone have any ideas how to enter this weapon onto his sheet with the Save DC? I've tried a number of things including modifying a standard warhammer. But that didn't work. Suggestions, anyone? I would just create a custom action called Sunfire Hurl, range 120 ft. d6d fire with half effect on a DC 15 Dex save: DC 15 was in the Compendium. You can write in any arbitrary values you want. FWIW, dropping the official item did not include the hurl ability anyway, nor the text of the ability Yeah, I think making a custom action is going to be the way to go. It's interesting that the official version does not have the hurl ability.
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Edited 1764649435
Gauss
Forum Champion
Saul J. said: Gauss said: Saul, my suggestion is to find a similar item (weapon with a rider effect) drop it on the sheet, gut it and use it for the Sunforger. I could find no other weapons in all of D&D 5E that have a saving throw attached. It's the Saving throw that's the problem... Javelin of Lighting is almost identical in function to the Sunforger on the D&D 5e 2024 sheet.  It has an attack (and ranged attack but you should be able to remove that), and then it has a special attack that has a damage line and a saving throw. Or, the Hammer of Thunderbolts. It has an attack, 2handed attack, ranged attack (again, should be able to delete that), and then a special attack with a saving throw (you can add damage to it).  Alternately, add a magic Warhammer. update it to Sunforger.  Go to attacks, click Add New Set up a new Attack Save. Link it to the Warhammer. 
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Edited 1764673711
Gauss said: Saul J. said: Gauss said: Saul, my suggestion is to find a similar item (weapon with a rider effect) drop it on the sheet, gut it and use it for the Sunforger. I could find no other weapons in all of D&D 5E that have a saving throw attached. It's the Saving throw that's the problem... Javelin of Lighting is almost identical in function to the Sunforger on the D&D 5e 2024 sheet.  It has an attack (and ranged attack but you should be able to remove that), and then it has a special attack that has a damage line and a saving throw. Or, the Hammer of Thunderbolts. It has an attack, 2handed attack, ranged attack (again, should be able to delete that), and then a special attack with a saving throw (you can add damage to it).  Alternately, add a magic Warhammer. update it to Sunforger.  Go to attacks, click Add New Set up a new Attack Save. Link it to the Warhammer.  I tried all three of those things. I could not set a Save DC to match the Sunforger. Roll20 doesn't seem to give you "permission" to modify that...or at least I couldn't see how.
1764700639
Gauss
Forum Champion
Saul,  In the screenshot below I have clicked the edit on the Javelin of Lighting's Lightning Bolt ability.  I have highlighted the line to change the DC. 
Ok, so that is on the attack itself (on the Combat screen) rather than the item itself (Inventory)? Gauss said: Saul,  In the screenshot below I have clicked the edit on the Javelin of Lighting's Lightning Bolt ability.  I have highlighted the line to change the DC. 
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Gauss
Forum Champion
Saul, correct.  Most attacks are generated in the Combat section and then linked back to the item.