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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.