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

Michael P. said: Update: I deleted the 2014 sheet from today's game, along with the Token Action API and I still cannot get Ability_Checks and Saving_Throws to roll into the chat. I am still getting the prompts but it still doesn't seem to be sending the needed info to the log. API Sandbox always starts as Default and even when I switch it to Experimental and restart the sandbox it still doesn't work There must be something specific about your setup that none of us know to ask about or mention because we don't see it as relevant. Could you submit a help center request with a link to your game so we can investigate further?
1779821970
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Michael P. said: Update: I deleted the 2014 sheet from today's game, along with the Token Action API and I still cannot get Ability_Checks and Saving_Throws to roll into the chat. I am still getting the prompts but it still doesn't seem to be sending the needed info to the log. API Sandbox always starts as Default and even when I switch it to Experimental and restart the sandbox it still doesn't work If you are using the buttons that were created by Token Action Maker, they will never work with the 2024 sheet. The presence of the 2014 sheet, or the script that created the buttons is immaterial. If you are rolling these abilities using some other method, please give some description, and we'll see what we can do to help.
Got it, thanks guys. I guess I'll be submitting a help center request when I get the chance.
Nicole B. said: I'm not sure what sub_type is referring to here - the list that's in the Advanced Tools, outside of sub-attributes in a repeating section, should be fully complete. I'll make some time to get subrace in there in the near future (it will be spelled "subrace", as that's the matching 2014 attribute). Still missing spell_save_dc from the list and enabling it to be pulled in to populate a token bubble.  Any idea when this will be available?
Oginme said: Nicole B. said: I'm not sure what sub_type is referring to here - the list that's in the Advanced Tools, outside of sub-attributes in a repeating section, should be fully complete. I'll make some time to get subrace in there in the near future (it will be spelled "subrace", as that's the matching 2014 attribute). Still missing spell_save_dc from the list and enabling it to be pulled in to populate a token bubble.  Any idea when this will be available? Also still missing speed and npc_speed. This was mentioned months ago.
1779896968
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Saul J. said: Also still missing speed and npc_speed. This was mentioned months ago. Well over a year ago, actually. :(
Token AC isn't reflecting modifiers to overall AC like Unarmored Defense for Monks and Barbarians. 1st Image, Barb has 15 ac but token only shows 12. Monk 16 but shows 14. 
Chaplain said: Token AC isn't reflecting modifiers to overall AC like Unarmored Defense for Monks and Barbarians. 1st Image, Barb has 15 ac but token only shows 12. Monk 16 but shows 14.  This too was pointed out months ago, maybe even well over a year ago.  :-(
and again by me a couple of weeks ago.... Saul J. said: Chaplain said: Token AC isn't reflecting modifiers to overall AC like Unarmored Defense for Monks and Barbarians. 1st Image, Barb has 15 ac but token only shows 12. Monk 16 but shows 14.  This too was pointed out months ago, maybe even well over a year ago.  :-(
Oginme said: Nicole B. said: I'm not sure what sub_type is referring to here - the list that's in the Advanced Tools, outside of sub-attributes in a repeating section, should be fully complete. I'll make some time to get subrace in there in the near future (it will be spelled "subrace", as that's the matching 2014 attribute). Still missing spell_save_dc from the list and enabling it to be pulled in to populate a token bubble.  Any idea when this will be available? Sorry about these oversights - I know we made sure to add passive perception recently. All speeds and the spellcasting values (ability, save DC, attack bonus, and DC mod) are all on token bars now. Chaplain said: Token AC isn't reflecting modifiers to overall AC like Unarmored Defense for Monks and Barbarians. 1st Image, Barb has 15 ac but token only shows 12. Monk 16 but shows 14.  This one is more complicated, but we are working for a fix for it. These are specifically an issue because of the way the data has to be set up to add not just a number, but a value that's on your sheet to your AC. This is wrapped up in all of our performance improvement work that we've been hyperfocusing on the past few weeks. I don't have an estimate for when that will be complete, but because of weird technical stuff, fixing the performance issues will also clear the way to fix this.
I haven't been on the forum for a while, so I apologize if this has already been addressed. I think I found a flaw in the armorer artificer. At level 9, improved armorer gives you one additional magic item plan, which must be in the armor category. The character sheet gives you an armor magic item plan choice, but it is populated only with level 2 magic item plans. 
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Edited 1780360434
Aion
Pro
havent seen anything so also apologies if this was something posted and addressed but one thing id like to see with this sheet has to do with conditions, itd be helpful if one of the modifiers could be to add an option effect, but it would also be nice if there was a way to add one that youd get from a spell, example Protection from Evil and Good, without having to add the spell to the list to get the full detail and not have to hodgepodge the condition, like needing to add a possessed condition, or having to do all them individually. in this example i have 5 players and 3 are spell casters, i dont want to bog their sheets up with extra spells that either they cant use or need to show as prepared if using show prepared only just to have the condition the cleric places on them also idk if this was brought up previously either, but for some reason unarmored defense when turned on doesnt sync correctly with tokens
Aion said: havent seen anything so also apologies if this was something posted and addressed but one thing id like to see with this sheet has to do with conditions, itd be helpful if one of the modifiers could be to add an option effect, but it would also be nice if there was a way to add one that youd get from a spell Hey Aion! We're currently talking through ways to implement this sort of thing, Spell Effects w/out the whole spell, within the team!  That struggle right now of having to either manually create effects or add extra spells to non-casters just to reflect stuff like buffs and temporary conditions is not ideal, agreed.  More updates soon! Jay W. said: I haven't been on the forum for a while, so I apologize if this has already been addressed. I think I found a flaw in the armorer artificer. At level 9, improved armorer gives you one additional magic item plan, which must be in the armor category. The character sheet gives you an armor magic item plan choice, but it is populated only with level 2 magic item plans.  Hey Jay, Yep, good catch - the subclass has the wrong maxLevel value.  Raising this to the content team to fix! As a note, once this is corrected in content, it will be correct for newly created Armorers, but existing Armorers will need to unselect and re-select their subclass in order to see the new list of choices at that level.  For most current level 9+ armorers, it'll probably be easier to resolve this by drag and dropping the correct plan manually post-builder, and deleting the one you chose on the sheet, just to avoid having to reselect the subclass and re-make every choice in the builder.
Bronson H. said: Jay W. said: I haven't been on the forum for a while, so I apologize if this has already been addressed. I think I found a flaw in the armorer artificer. At level 9, improved armorer gives you one additional magic item plan, which must be in the armor category. The character sheet gives you an armor magic item plan choice, but it is populated only with level 2 magic item plans.  Hey Jay, Yep, good catch - the subclass has the wrong maxLevel value.  Raising this to the content team to fix! As a note, once this is corrected in content, it will be correct for newly created Armorers, but existing Armorers will need to unselect and re-select their subclass in order to see the new list of choices at that level.  For most current level 9+ armorers, it'll probably be easier to resolve this by drag and dropping the correct plan manually post-builder, and deleting the one you chose on the sheet, just to avoid having to reselect the subclass and re-make every choice in the builder. Thanks, Bronson! I'm glad my input was helpful.
I wanted to take a look at the pre-generated characters. So, I started up a game that has both 2024 and 2014 sheets loaded, and all my D&D sources - both 2014 and 2024. I created a new character, and clicked on "Ready-To Play Characters". This is what came up: Apparently, something isn't working right. Not only did it not find any pre-generated characters, but there's obviously more text below "Character Level" but I could not scroll down to read any of it - there was no scroll bar. I also tried changing the "Content Visibility" from "Featured Content" to "All Content", and still no characters were found: Something broke somewhere.
Saul J. said: I wanted to take a look at the pre-generated characters. So, I started up a game that has both 2024 and 2014 sheets loaded, and all my D&D sources - both 2014 and 2024. I created a new character, and clicked on "Ready-To Play Characters". This is what came up: Hmmm...I just tried it and the list populated just fine. Maybe there was some temporary issue on Roll20's end, and you just got unlucky with timing? If you get a chance, try again and see if it's now working on your game, too. I can confirm the lack of a scroll bar on the "choose a character" text box, though.
Jay W. said: Saul J. said: I wanted to take a look at the pre-generated characters. So, I started up a game that has both 2024 and 2014 sheets loaded, and all my D&D sources - both 2014 and 2024. I created a new character, and clicked on "Ready-To Play Characters". This is what came up: Hmmm...I just tried it and the list populated just fine. Maybe there was some temporary issue on Roll20's end, and you just got unlucky with timing? If you get a chance, try again and see if it's now working on your game, too. I can confirm the lack of a scroll bar on the "choose a character" text box, though. Nope. Still broken in that game. Does your game have both 2014&2024 sheets? That could be the problem. I just created a brand new game that just had the 2024 sheet loaded, and it does work fine there. So, I suspect having the 2014 sheet is the problem. Scroll bar doesn't work in the new game too, so, that's a different problem. 
Saul J. said: Jay W. said: Saul J. said: I wanted to take a look at the pre-generated characters. So, I started up a game that has both 2024 and 2014 sheets loaded, and all my D&D sources - both 2014 and 2024. I created a new character, and clicked on "Ready-To Play Characters". This is what came up: Hmmm...I just tried it and the list populated just fine. Maybe there was some temporary issue on Roll20's end, and you just got unlucky with timing? If you get a chance, try again and see if it's now working on your game, too. I can confirm the lack of a scroll bar on the "choose a character" text box, though. Nope. Still broken in that game. Does your game have both 2014&2024 sheets? That could be the problem. I just created a brand new game that just had the 2024 sheet loaded, and it does work fine there. So, I suspect having the 2014 sheet is the problem. Scroll bar doesn't work in the new game too, so, that's a different problem.  I thought you had the answer there, but I tried it in two different games, both having the 2014 and 2024 sheets, and the list populated just fine. Really strange! I wonder if it might be some obscure setting in the game's setup, or maybe a mod/API you're using. I'm just grasping at straws. I'm curious to see if the Roll20 team has any idea what might be causing it.
Found another bug: Paladin 3/Warlock 1, Divine Favor, Sacred Weapon, Cha modifier +4, Pact of the Blade I set the attack/damage of a maul to use Charisma due to Pact of the Blade. With this setup, I should do 2d6+8+1d4 because Charisma gets added twice - once because of Pact of the Blade, and once for Sacred Weapon. But, the Roll20 template is only adding the Charisma once to damage, but does it correctly for the "to hit" calulation: (Help Center request is being submitted also but wanted to alert people here)
Andrea L. said: Another one the bio and info on the sheet...how do you act on it? it seems totally non editable thanks Andrea reposting from one month ago as maybe got lost in the many requests thanks Andrea
1780844907
Gauss
Forum Champion
Andrea L. said: Andrea L. said: Another one the bio and info on the sheet...how do you act on it? it seems totally non editable thanks Andrea reposting from one month ago as maybe got lost in the many requests thanks Andrea Hi Andrea L.,  You should be able to edit it when you edit the Character via either the cog in the top right corner of the Character or via the pencil icon at the top of the Character. 
Gauss said: Hi Andrea L.,  You should be able to edit it when you edit the Character via either the cog in the top right corner of the Character or via the pencil icon at the top of the Character.  i do not see either
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Edited 1780849437
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Andrea! In your screen shot, the cog icon is the fourth one from the right, looks like a little person with a cog next to them The pencil is near center,  next to the character portrait to the left of the name.
both of those open the avatar and control part, not the bio and info modification........ then you go to the very bottom (when you never even expected scrolling possibility) and is there! Ok found. I find it quite convoluted but this is a question for another time thanks to everyone for bearing with me on this Andrea
Jay W. said: I thought you had the answer there, but I tried it in two different games, both having the 2014 and 2024 sheets, and the list populated just fine. Really strange! I wonder if it might be some obscure setting in the game's setup, or maybe a mod/API you're using. I'm just grasping at straws. I'm curious to see if the Roll20 team has any idea what might be causing it. Hmm, I did some tests and wasn't able to replicate this, but if I had to guess, I would think it has something to do with how the FBR and PHB compendiums are interacting with each other. The Ready-to-Play characters are in the Free Basic Rules, not the Player's Handbook, and there's some code that essentially removes the Free Basic Rules content because otherwise you would have two identical copies to choose from in a lot of cases. I did try a few permutations of multi-sheet + compendium sharing settings and wasn't able to trigger it, but I'll keep giving it a shot and see if the exact combination can be picked out.
Nicole B. said: Jay W. said: I thought you had the answer there, but I tried it in two different games, both having the 2014 and 2024 sheets, and the list populated just fine. Really strange! I wonder if it might be some obscure setting in the game's setup, or maybe a mod/API you're using. I'm just grasping at straws. I'm curious to see if the Roll20 team has any idea what might be causing it. Hmm, I did some tests and wasn't able to replicate this, but if I had to guess, I would think it has something to do with how the FBR and PHB compendiums are interacting with each other. The Ready-to-Play characters are in the Free Basic Rules, not the Player's Handbook, and there's some code that essentially removes the Free Basic Rules content because otherwise you would have two identical copies to choose from in a lot of cases. I did try a few permutations of multi-sheet + compendium sharing settings and wasn't able to trigger it, but I'll keep giving it a shot and see if the exact combination can be picked out. That must be the problem. I don't have the 2014 or the 2024 Free Basic Rules loaded into the game via the Content Sharing. I removed them because, since I owned both PHBs, I was getting multiple copies of whatever I was searching for in the Compendium, if it was in both the 2024 PHB and the 2024 FBR (and 2 more copies if what I was searching for was also in the 2014 PHB and FBR). It made searches unnecessarily complex and confusing. I didn't need the FBR for either system, so I removed them.
Saul J. said: Nicole B. said: Jay W. said: I thought you had the answer there, but I tried it in two different games, both having the 2014 and 2024 sheets, and the list populated just fine. Really strange! I wonder if it might be some obscure setting in the game's setup, or maybe a mod/API you're using. I'm just grasping at straws. I'm curious to see if the Roll20 team has any idea what might be causing it. Hmm, I did some tests and wasn't able to replicate this, but if I had to guess, I would think it has something to do with how the FBR and PHB compendiums are interacting with each other. The Ready-to-Play characters are in the Free Basic Rules, not the Player's Handbook, and there's some code that essentially removes the Free Basic Rules content because otherwise you would have two identical copies to choose from in a lot of cases. I did try a few permutations of multi-sheet + compendium sharing settings and wasn't able to trigger it, but I'll keep giving it a shot and see if the exact combination can be picked out. That must be the problem. I don't have the 2014 or the 2024 Free Basic Rules loaded into the game via the Content Sharing. I removed them because, since I owned both PHBs, I was getting multiple copies of whatever I was searching for in the Compendium, if it was in both the 2024 PHB and the 2024 FBR (and 2 more copies if what I was searching for was also in the 2014 PHB and FBR). It made searches unnecessarily complex and confusing. I didn't need the FBR for either system, so I removed them. Ah, that explains it! I have both FBR and PHB active, so I do see double copies of things that are in both. That explains why I get the pre-made characters and Saul doesn't. Thanks, Nicole!
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I was wondering how to manage the mystic arcanums of a warlock and so created a freash character and pushed him to LV 14. The spell section shows 2 pact slots for every spell level from 1-4 and then 3 pact slots for spell LV5. I have learned that I can substract and add spell slots on the character sheet, so I can handle the issue that I have too many spell slots from LV 1-4, so that part is not an issue. But For Spells LV 6 and 7 I have no spell slots (which is correct by RAW) -  But how can I track my mystic arcanums then and see whether they have been used last session? Just adding a spell slot LV6 and 7 is not an option, since those reset on a short rest while the mystic arcanums reset on a long rest. Is there a way to stay track of these spells?
Bug Create item. Advanced. Add Item Modifer. Choose Global Spell Attack/DC Bonus. Choose Spell DC or All. Add 1. See that your Spellcasting DC does not update.
The two things that are keeping me from adopting the 2024 character sheet is Experience Point management. I really miss the script easy experience to collect and award experience points. Resource management. In the heat of battle is is difficult to keep track of arrows spent or sling stones thrown, how many crossbow bolts do you have left. also  Second Wind, Channel Divinity...
From over a year ago. Can we now call character sheet abilities? <a href="https://app.roll20.net/forum/permalink/12265238/" rel="nofollow">https://app.roll20.net/forum/permalink/12265238/</a> Other missing functionality questions: 1. No npcaction roll template 2. Alternate roll template with a good description field 3. Resolution to the mismatch between the @{npc} attribute on the 2014 sheet and 2024 sheet Given that this sheet was supposed to have parity at release it is a sad state of affairs to see these glaring holes. Can we have a meaningful update please? Thanks.
Hultz (Keeper of Secrets) said: The two things that are keeping me from adopting the 2024 character sheet is Experience Point management. I really miss the script easy experience to collect and award experience points. Resource management. In the heat of battle is is difficult to keep track of arrows spent or sling stones thrown, how many crossbow bolts do you have left. also&nbsp; Second Wind, Channel Divinity... #2 is a big problem for me as well.&nbsp; It was so easy with the 2014 sheet and script.&nbsp; Each time a player used a resource, it would indicate how many they had left.&nbsp; I trust my players, but it feels like they forget at times to deduct their resources. -Adam
This morning, I tried to create a character using the new material from Ravenloft: The Horrors Within, released today. Level 1 choices: &nbsp; &nbsp; Class: Ranger (2024 version) &nbsp; &nbsp; Species: Reborn (2024 version from RtHW) &nbsp; &nbsp; Background: City Watch Investigator (2014 choice from Sword Coast Adventurer's Guide) Since I was taking an old background that didn't have a feat already, I am able to choose any origin feat. The list I was presented with included origin feats from books I owned: PHB, RtHW, Strixhaven: A Curriculum of Chaos, Forgotten Realms - Heroes of Faerun. What wasn't offered: the origin feats from Eberron: Forge of the Artificer! (Also sending in a Help ticket)
Der Arkanier said: I was wondering how to manage the mystic arcanums of a warlock and so created a freash character and pushed him to LV 14. The spell section shows 2 pact slots for every spell level from 1-4 and then 3 pact slots for spell LV5. I have learned that I can substract and add spell slots on the character sheet, so I can handle the issue that I have too many spell slots from LV 1-4, so that part is not an issue. But For Spells LV 6 and 7 I have no spell slots (which is correct by RAW) -&nbsp; But how can I track my mystic arcanums then and see whether they have been used last session? Just adding a spell slot LV6 and 7 is not an option, since those reset on a short rest while the mystic arcanums reset on a long rest. Is there a way to stay track of these spells? That first bug should have been fixed just about when you posted! Mystic Arcanum isn't a spell slot, that's why it doesn't give you one. It lets you cast the spell once without the use of a spell slot. There is a checkbox right under the feature that you can uncheck to keep track of when you've used it, and when you long rest, it will automatically refresh for you. Usually these types of things are also linked to the spell so you can see the 1/1 next to it, but I suspect that because the PHB data is the first thing we did, we may have refined how the data can be set up after Warlocks were created. I'm going to go back and see if we can get that added so you can see it more clearly. Hultz (Keeper of Secrets) said: The two things that are keeping me from adopting the 2024 character sheet is Experience Point management. I really miss the script easy experience to collect and award experience points. Resource management. In the heat of battle is is difficult to keep track of arrows spent or sling stones thrown, how many crossbow bolts do you have left. also Second Wind, Channel Divinity... Thank you for the feedback (and Adam as well)! I love a "this is exactly what's stopping me" clear sort of message. We do have some potential fixes for making resources more visible on the sheet that are designed to make them more visible. There's still a discussion to be had when it comes to ammo tracking, since the way the previous script worked doesn't really make sense for the 5.5 sheet, so we'll need to probably build something more specific to use the resources or quantity as you attack. MykeMyke said: From over a year ago. Can we now call character sheet abilities? <a href="https://app.roll20.net/forum/permalink/12265238/" rel="nofollow">https://app.roll20.net/forum/permalink/12265238/</a> Other missing functionality questions: 1. No npcaction roll template 2. Alternate roll template with a good description field 3. Resolution to the mismatch between the @{npc} attribute on the 2014 sheet and 2024 sheet Given that this sheet was supposed to have parity at release it is a sad state of affairs to see these glaring holes. Can we have a meaningful update please? Thanks. 1. I'm not sure if you're referring to the action, ex %{Arcanaloth|repeating_npcaction_$0_action}, or the roll template, ex &amp;{template:npcaction} {{description=something here}}. The first one, NPC Action...action, has been out for 4.5 months! You can access it by either index or specific ID, and the ID can be found on the compact version of the sheet because we didn't want to add more to the stat block view that people have desired to be as condensed as possible. If the action has an attack attached, it will roll the attack, otherwise it will send the action to chat. The repeating action, unfortunately I can't find the ticket to give you an exact date, but it has also been out for quite a while. 2. I'm not sure what you mean by "good description field". Every roll template has a description field, and the description template is just...a description. You can also use the default template, as well as any of the 5e ones you're used to except for mancerroll. It should support all the same properties. If you've tried those and they aren't what you want, I'd appreciate more information on what makes a description "good". 3. The npc attribute was fixed about a month ago. I hope these are meaningful to you! A lot has changed in the past year, I hope you're still checking back on issues, there are probably hundreds of things buried in years-old posts that are no longer relevant like the ones you found here :)
There are more issues that I don't think have been resolved. An update would be appreciated: Elven Accuracy - there still doesn't seem to be a way to make this work automatically on the 2024 sheet. Tokens that are under my control get lost behind tokens not under my control. That means I can no longer move them if they end up under another token. AC on the token (bar1, bar2, bar3) doesn't display properly when there's an alternate calculation for AC such as the Monk's and Barbarian's Unarmored Defense, or Bladesinger's Bladesong The spell Shadow Blade, when you click it, does an attack. It shouldn't since the spell creates a weapon. But, the attack that the spell uses a modifier that cannot be changed, despite the fact the spell creates a finesse weapon which means I should be able to use my DEX modifier. If I were a Bladesinger, I should be able to use INT. The easiest way to fix this is to not have the spell do an attack, and we can manually add a "shadow blade" to our combat tab with the correct modifiers. But, that also means have to manually modify the attack when casting the spell at a higher level. What the spell should &nbsp;do, IMO, is to put an appropriate entry into the combat list automatically, but not actuall do an attack. The autocreated entry can be modified to use the correct modifiers but it would have the right number of damage dice based on the level cast. Some items still aren't correctly built such as the Dragonhide Belt. This belt is supposed to increase the DC of a Monk's abilities but it doesn't. I sent this to the Help Center about 8 months ago. They confirmed the problem but that was the last I heard of it. At level 14, Monk's get an ability called Disciplined Survivor which gives them proficiency in all saving throws. On roll20, that works for all saving throws except Death Saving throws. The ability also allows a re-roll if you fail by spending 1 focus point. There is no way that I've found to re-roll a failed Death Saving throw without it counting as a new roll. I could roll manually, but there's no way I've found to make a failed Death Saving throw into a success - the player can't change what Roll20 does. Tortle AC - I know there's a condition to set the Tortle's AC correctly but it doesn't behave properly when the AC should be modified such as with the Bladesinger ability to add INT to the AC.&nbsp; There's no way to use various features such as Tavern Brawler that allow re-rolls on a 1. This was trivially easy on the 2014 sheet but doesn't seem doable on the 2024 sheet. There are other similar abilities such as Great Weapon Fighting that allows 1s and 2s to be counted as 3s. If you have one of these features, or any of the others that do something similar, you have to manually check each damage roll's details and manually re-roll or re-calculate the damage and that slows down a game. As I said, on the 2014 sheet this was trivial to implement. There's no way to change what counts as a critical roll. There are features that allow counting 18 or 19 as a crit, as well as 20 on the die roll but there's no way to automate this. Like the item above, a player has to check the roll details each time and manually roll the additional dice. The rogue's Reliable Talent was supposedly fixed months ago. It still doesn't work: &nbsp; The monk's damage die increases with their level. However, when there's a crit, and the "crit damage" button is pressed, Roll20 uses the wrong die size. The template used a D6 regardless of the Martial Art's die size. Any word on fixing these issues?
Two requests: Manually typing in hit points when rolling for a new level. Clearer indicator for Inspiration. Thank you…
1781807941
Oliver
Roll20 Production Team
Sheet Author
Hi RPGeezer Manually typing in hit points when rolling for a new level This is something we've seen come up a couple times but haven't been able to prioritize on the roadmap yet. One way you can do this right now is to take the average roll that the Character Builder assigns and adding a custom bonus that changes it to be the number you actually want. So lets say you want an HP gain of 1, and your hit die is a d6 (making the average 4), you would then add a bonus of -3 in the same modal where you can roll the HP. A more annoying to do work-around is to keep rolling the die until you get the desired number. Clearer indicator for Inspiration Thanks for your feedback, I'll pass this along to our design team; any specific suggestions on how we could make it clearer?
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Oliver said: Hi RPGeezer, Thanks for your feedback, I'll pass this along to our design team; any specific suggestions on how we could make it clearer? Not sure. Is it possible to change the background color? Or maybe the stars only appear when you have Inspiration?…
I don't know if this has been addressed in this, but I am trying to work with the 2024 sheets but the&nbsp;&amp;{template:atk} and &amp;{template:dmg} templates are not showing the roll calculation for inline rolls when you hover over the result, either in the main result, or in the details drop down. It works fine for default templates but I would really like it to work with the attack and damage templates as well.
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Nicole B. said: Der Arkanier said: I was wondering how to manage the mystic arcanums of a warlock and so created a freash character and pushed him to LV 14. The spell section shows 2 pact slots for every spell level from 1-4 and then 3 pact slots for spell LV5. I have learned that I can substract and add spell slots on the character sheet, so I can handle the issue that I have too many spell slots from LV 1-4, so that part is not an issue. But For Spells LV 6 and 7 I have no spell slots (which is correct by RAW) -&nbsp; But how can I track my mystic arcanums then and see whether they have been used last session? Just adding a spell slot LV6 and 7 is not an option, since those reset on a short rest while the mystic arcanums reset on a long rest. Is there a way to stay track of these spells? That first bug should have been fixed just about when you posted! Mystic Arcanum isn't a spell slot, that's why it doesn't give you one. It lets you cast the spell once without the use of a spell slot. There is a checkbox right under the feature that you can uncheck to keep track of when you've used it, and when you long rest, it will automatically refresh for you. Usually these types of things are also linked to the spell so you can see the 1/1 next to it, but I suspect that because the PHB data is the first thing we did, we may have refined how the data can be set up after Warlocks were created. I'm going to go back and see if we can get that added so you can see it more clearly. Concerning the multiple pact slots, ghanks for the fix! I still have to use the workaround (enter a negative number of pact slots). I guess, the fix requires to create a fresh character (at least that did it for me)? Nevermind, the workaround is sufficient for me. Thanks for clarifying the tracking of Mystic Arcanums. I just did not look into the features section but suspected the tracking of spells in the spells section as usual (although technically the Mystic Arcanums do not rquire a spell slot). I guess, I just will add the resource of the L6+ spells to the combat section where actually all my important spells are listed. Then I can use and track them from there. Still, it would be nice to somehow use the actual spell, trigger the respective dice roll and mark the spell as consumed (or its respective respective resource) all in one place - as it works for spell slot consuming spells, too.&nbsp;&nbsp;
TheCavelessBear said: I don't know if this has been addressed in this, but I am trying to work with the 2024 sheets but the&nbsp;&amp;{template:atk} and &amp;{template:dmg} templates are not showing the roll calculation for inline rolls when you hover over the result, either in the main result, or in the details drop down. It works fine for default templates but I would really like it to work with the attack and damage templates as well. I'll look into this! The inline quantum rolls should definitely be showing at least on the details collapse, like standard rolls
Nicole B. said: I'll look into this! The inline quantum rolls should definitely be showing at least on the details collapse, like standard rolls The calculation shows on the details collapse, but not fully. Using the following macro for an attack: &amp;{template:atk} {{mod=[Damage](~selected|Greataxe-Damage" style&amp;#61;"display:inline-block;border:1px solid #444;background-color:#111;padding:5px 8px;margin:2px 4px 2px 0px;box-shadow:none;color:#d8d8d8;font-size:12px;font-family:Arial,sans-serif;font-weight:600;text-decoration:none;border-radius:4px;) [Crit Damage](~selected|Greataxe-Crit-Damage" style&amp;#61;"display:inline-block;border:1px solid #444;background-color:#111;padding:5px 8px;margin:2px 4px 2px 0px;box-shadow:none;color:#d8d8d8;font-size:12px;font-family:Arial,sans-serif;font-weight:600;text-decoration:none;border-radius:4px;)}} {{rname=Tanarukk Greataxe}} {{charname=@{selected|token_name}}} {{desc=The Tanarukk slashes its Hellish Greataxe at its foe.}} ?{Roll Type?|Normal,{{normal=1&amp;#125;&amp;#125; {{r1=[[1d20 + @{selected|strength_mod} + @{selected|pb}]]&amp;#125;&amp;#125;|Advantage,{{advantage=1&amp;#125;&amp;#125; {{r1=[[1d20 + @{selected|strength_mod} + @{selected|pb}]]&amp;#125;&amp;#125; {{r2=[[1d20 + @{selected|strength_mod} + @{selected|pb}]]&amp;#125;&amp;#125;|Disadvantage,{{disadvantage=1&amp;#125;&amp;#125; {{r1=[[1d20 + @{selected|strength_mod} + @{selected|pb}]]&amp;#125;&amp;#125; {{r2=[[1d20 + @{selected|strength_mod} + @{selected|pb}]]&amp;#125;&amp;#125;}&nbsp; The result is: When I hover over the roll total in the details collapse, nothing shows up.&nbsp; Same with Damage templates. The following macro for example: &amp;{template:dmg} {{rname=Greataxe Damage}} {{charname=@{selected|token_name}}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[2d6 + @{selected|strength_mod}]]}} {{dmg1type=Slashing}} This is the result: And when I hover over the 9 in the details collapse, the rolls of the d6s dont show. It works fine with default templates and templates that are from attacks when clicked from the sheet but I don't believe those are attack or damage templates like I'm using because they are narrower in the chat window and have a different way of breaking down all of the rolls: If there is a way I could manually make macros for those templates, that would be good to know. Not sure if this helps or not, but thought I'd provide more context/visual aide to the specific issue I'm seeing.&nbsp;
The&nbsp; Summon Undead &nbsp;spell is not quite working correctly on Roll20. For reference, here are the stats for the Warlock casting the spell: Roll20 added a note to the spell's description: I followed those instructions, and created a character called "Summoned Undead". When I did a roll for an attack (ghostly form) and looked at the details it showed: while the attack actually correctly added +6 to the die roll, the way it got calculated was... odd. Roll20 used Strength for some reason but got a +1 as the Strength bonus using the creature's Strengh modifier which it should NOT have done. It added +4 which was the creature's proficiency, not mine, and a "custom bonus" of +1 which sort of comes from nowhere. Roll20 should be using my Charisma modifier plus my proficiency.&nbsp; The damage is also calculated wrong. The damage should be 1d8+3+spell's level. Roll20 knows what level the spell was cast at, as it calculated the AC and other parameters correctly, so it should have done 1d8+3+3 but it did not. This is also being sent to Help Center. Posted here so that more people will see it.
I'm creating the Pugilist ( <a href="https://www.dndbeyond.com/sources/dnd/tpc/the-pugilist-class" rel="nofollow">https://www.dndbeyond.com/sources/dnd/tpc/the-pugilist-class</a> ) as a homebrew class in the builder.&nbsp; It has a feature of Moxie Points, which starts at 2 points at level two, then gains a point every even level after that (4,6,8,etc.) Is there a way to increase the Moxie Point total automatically?&nbsp; I tried adding a it a second time at level 4 (i.e., New Resource, same name, and list the number as 3), but that just causes it to show up a second time. Next question: the class gets to pick 2 skills from a list: Choose 2: Acrobatics , Athletics , Deception , Intimidation , Perception , Sleight of Hand , or Stealth Is there a way to prompt the user to select from the list? Last question: The class gets improved Unarmed Strike damage - is there a way to set this in the builder? Thanks, -Adam
I've just noticed today that small characters are being automatically penalized with disadvantage for using heavy weapons on the 2024 sheet. While this was the rule in 2014 and is actually not a bad house rule, in 5.5 rules the only requirement to use a heavy weapon without penalty is having a Str score of 13 or greater, regardless of character size. Is there a way to toggle off this penalty (I realize 2014 players now use this sheet too) or just remove it?
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Oliver
Roll20 Production Team
Sheet Author
Is there a way to increase the Moxie Point total automatically?&nbsp; I tried adding a it a second time at level 4 (i.e., New Resource, same name, and list the number as 3), but that just causes it to show up a second time. At this point in time there is no way to have the total value increase automatically. the class gets to pick 2 skills from a list: &nbsp; Choose 2: &nbsp; Acrobatics ,&nbsp; Athletics ,&nbsp; Deception ,&nbsp; Intimidation ,&nbsp; Perception ,&nbsp; Sleight of Hand , or&nbsp; Stealth Is there a way to prompt the user to select from the list? The intended way to do this right now is to make those choices while you are building the custom (sub)class. The class gets improved Unarmed Strike damage - is there a way to set this in the builder? No there is not, you can just update this outside of the builder. While this was the rule in 2014 and is actually not a bad house rule, in 5.5 rules the only requirement to use a heavy weapon without penalty is having a Str score of 13 or greater, regardless of character size. Is there a way to toggle off this penalty (I realize 2014 players now use this sheet too) or just remove it? After doing some testing, I've come to realize that we have this backwards currently. There is a toggle in the "Sheet Settings" (upper right corner of the sheet) that is "Use 2024 Rules", and we only do the requirement when the 2024 rules are turned on, but it should be doing it when its turned off. I've raised this with the team so that we can get a fix for it. In the meanwhile, you can work around this by just using the first number in the attack roll instead of using the highlighted number.
Oliver said: Is there a way to increase the Moxie Point total automatically?&nbsp; I tried adding a it a second time at level 4 (i.e., New Resource, same name, and list the number as 3), but that just causes it to show up a second time. At this point in time there is no way to have the total value increase automatically. the class gets to pick 2 skills from a list: &nbsp; Choose 2: &nbsp; Acrobatics ,&nbsp; Athletics ,&nbsp; Deception ,&nbsp; Intimidation ,&nbsp; Perception ,&nbsp; Sleight of Hand , or&nbsp; Stealth Is there a way to prompt the user to select from the list? The intended way to do this right now is to make those choices while you are building the custom (sub)class. The class gets improved Unarmed Strike damage - is there a way to set this in the builder? No there is not, you can just update this outside of the builder. While this was the rule in 2014 and is actually not a bad house rule, in 5.5 rules the only requirement to use a heavy weapon without penalty is having a Str score of 13 or greater, regardless of character size. Is there a way to toggle off this penalty (I realize 2014 players now use this sheet too) or just remove it? After doing some testing, I've come to realize that we have this backwards currently. There is a toggle in the "Sheet Settings" (upper right corner of the sheet) that is "Use 2024 Rules", and we only do the requirement when the 2024 rules are turned on, but it should be doing it when its turned off. I've raised this with the team so that we can get a fix for it. In the meanwhile, you can work around this by just using the first number in the attack roll instead of using the highlighted number. Thank you for the quick responses. -Adam
Thanks for your attention. I stand corrected concerning the size requirement rules. The issue is not that the character is small. The issue is that the longbow is requiring a 13 dexterity when it should actually be requiring a 13 strength to hit without disadvantage (due to it being a heavy weapon.) I was wrong about lingering 2014 character size rules.