
"spell_save_higher_level_formula" was removed a while ago. Reimporting should fix this issue.
**Damage** [[2d8 [dmg] + (?{Spell Level|1|2|3|4|5|6|7|8|9} - 1)d8 [higher lvl] ]]Dragon breath as well:
**Aoe** 30 ft. line that is 5 ft wide **Save** DC [[8 + @{PB} + @{constitution_mod}]] Dex **Damage** [[5d6]] Fire **Save Success** half damageI put them in class actions.
TheFreeze said:
It might be something I did, but after the last update of this great spell sheet I always get a random damage bonus on a spell that involves an attack roll.
Kryx said:Hahaha, enjoy ;)
I'm lost in Fallout 4 so you'll have to wait a few days. :P
TheFreeze said:
Kryx said:
Can you be more specific? The skill query macro was removed a while ago as the Check macro now includes it.
Open the character and go to "Attributes and Abilities" and remove it from there.John B. said:
Right, but when my players click their tokens the macro button bar at the top still has a Skill button there. I cannot figure out how to remove it. Thanks!
That is what I thought, but the only ones there were the ones I added for the weapons. The Check, Save, Initiative and Skill button are coming from somewhere else. I thought they came from the sheet. Thanks for trying to help me.Kryx said:
Open the character and go to "Attributes and Abilities" and remove it from there.
That's on your tokens, not the sheet.
Token macros can only come from the token itself. The actual code is stored on the sheet, but the token in the token macro area is defined on the token.John B. said:
That is what I thought, but the only ones there were the ones I added for the weapons. The Check, Save, Initiative and Skill button are coming from somewhere else. I thought they came from the sheet. Thanks for trying to help me.
John B. said:
That is what I thought, but the only ones there were the ones I added for the weapons. The Check, Save, Initiative and Skill button are coming from somewhere else. I thought they came from the sheet. Thanks for trying to help me.Kryx said:
Open the character and go to "Attributes and Abilities" and remove it from there.
That's on your tokens, not the sheet.
Stats can apply to spells for damage - just change the "Dmg Stat" field. It works for me. Edit that field to be how you want.Greerald W. said:
I am wondering if you are aware of the 5e Character sheet assigning spellcasting stat modifiers to damage for spells on these shaped sheets?
Kaelev said:
By any chance do you have a macro in your settings tab that when you open it, it has "Show as Token Action" checked? As everyone else said, if they're appearing at the top, it's either on the token themselves or soemthing you as a GM has turned on outside of the sheet.
I am unable to reproduce this. Please send me an invite link to examine further.TheFreeze said:
^one example of it. When i change the Atk stat, it doesn't change that number either.
On the dev server the repeating sections are broken. It will be fixed soon.Josh said:
EDIT: I am on the DEV server, and they just rolled out updates there. Also, I am using the version of the sheet integrated into roll20. Its dated for Oct 30th.
Just create a new spell on your test campaign, it worked for me.Kryx said:
I am unable to reproduce this. Please send me an invite link to examine further.TheFreeze said:
^one example of it. When i change the Atk stat, it doesn't change that number either.
Kryx said:
John, that will finally be possible once the repeating stuff goes live from dev and I fix them on my sheet.
Unfortunately Roll20 currently has no way of monetizing the work that sheet authors do. Only script writers and artists. :(John B. said:
Do you get paid for this? ;)
Kryx said:
Unfortunately Roll20 currently has no way of monetizing the work that sheet authors do.John B. said:
Do you get paid for this? ;)
Not previously. Maybe with the new sheetWorkers thing.Snizzle said:
Wouldn't it be possible to create an import / export button in the sheet, exporting the old data in, say, a text file?
There's a bug with newly created spells where when you enable Dmg, the Dmg Mod is set to the Casting Stat modifier, although Dmg Stat is "---". This can be fixed by changing the Dmg Stat to Casting Stat and then back to "---", at which point Dmg Mod shows "0".See above, this will be fixed in the next release.
The overwhelming feedback from my players was that they like the sheet, and they want it to be bigger. "It's too small to easily click anything" was the common complaint.Are they on tablets? If desktop the point of the core sheet is to fit everything in a small window. I designed it around the default size of the character sheets which already takes up a fair amount of screen real estate. Making it bigger would make it much worse for many.
Is there any way at all to have an option to make the sheet scale bigger? Even if it's something that would need to be toggled on a per-sheet basis? We're talking about font size and size of clickable icons. Something that makes it easier to avoid "I meant to click Survival and clicked Stealth instead"The sheet already does expand to the width. Making UI buttons scale would present a fair amount of problems. Though maybe you should use the built in macros and make them token macros.
%{NAME|save_query_macro} %{NAME|check_query_macro}
Class actions will be expanded to be repeatable with the new repeating changes on dev. He will be able to have as many as he wants.Thorsten B. said:
The other suggestion came from the fighter. He has a lot of maneuvers, which are in the class actions. The core sheet can only show the first five. He's hoping for a toggle that would remove the spell slots display from the core sheet, and expand the class actions to take up that space.
Now I won't have to pay Roll20 to develop a sheet for them for their most popular system. :PKevin said:
you can show your appreciation by gifting some mentor time! This can be done by simply clicking on the members profile and choosing the "Give Gift Subscription" on the left hand side.
Thorsten B. said:
Is there any way at all to have an option to make the sheet scale bigger?
Even at 90% my vision fields are not smushed together. Maybe you have a larger text size? Can you post a screenshot & browser info & zoom level & font size (can be controlled on windows for example)?Dvergr76 said:
I usually have browser zoom set to about 90%, but most of the text on the sheet gets all smushed together (especially the vision section). Actually even at 100% the text doesn't really fit right either. That's probably the number one complaint from my players.
Thorsten B. said:You can drag the class actions to the macro bar.
The other suggestion came from the fighter. He has a lot of maneuvers, which are in the class actions. The core sheet can only show the first five. He's hoping for a toggle that would remove the spell slots display from the core sheet, and expand the class actions to take up that space.
/home/symbly/www/d20-api-server/node_modules/firebase/lib/firebase-node.js:1 orts, require, module, __filename, __dirname) { function g(a){throw a;}var j=v ^ TypeError: Cannot read property 'id' of undefined at Object.shaped.decrementAmmo (evalmachine.<anonymous>:2282:24) at HandleInput (evalmachine.<anonymous>:2154:14) at eval (
That's really an excellent idea, thank you for pointing that out!Kevin said:
It is super important to remember that this and other sheets are community created and maintained, so if you appreciate the work that they have done, or the time and effort that they have put in to maintain the sheet, you can show your appreciation by gifting some mentor time! This can be done by simply clicking on the members profile and choosing the "Give Gift Subscription" on the left hand side.
HLazar said:
I have several macros/actions that I have created for fighter battle master maneuvers. Would be happy to share if others do the same.
&{template:5eDefault} {{ability=1}} {{title=Menacing Attack}} {{subheader=@{character_name}}} {{subheader2=Battle Master Maneuver}} {{emote=gives a frightening growl}} {{Require=a successful hit}} {{Action= part of current Attack}} {{Source=one of [[@{repeating_classresources_2_ClassResourceTotal}]] remaining superiority dice}} {{Effect = [[1d8]] additional damage}} {{Save = WIS DC [[8+@{PB}+@{strength_mod}]]}} {{Fail Effect = the target enemy is **frightened** until the end of my next turn}} {{Fright- ened = has *disadvantage* on ability checks and attack rolls while the source of the fear is within line of sight **AND** cannot willingly move closer to the source of its fear}}
&{template:5eDefault} {{ability=1}} {{title=Distracting Strike}} {{subheader=@{character_name}}} {{subheader2=Battle Master Maneuver}} {{emote=distracts his enemy}} {{Require=a successful hit}} {{Action= part of current Attack}} {{Source=one of [[@{repeating_classresources_2_ClassResourceTotal}]] remaining superiority dice}} {{effects = [[1d8]] additional damage and the next ally's attack roll has **advantage** against the same target}}
&{template:5eDefault} {{ability=1}} {{title=Sweeping Attack}} {{subheader=@{character_name}}} {{subheader2=Battle Master Maneuver}} {{emote=extends his attack to another enemy}} {{Require=a successful hit}} {{Action= part of current Attack}} {{Source=one of [[@{repeating_classresources_2_ClassResourceTotal}]] remaining superiority dice}} {{Target = another enemy within 5ft of the original target and within melee reach}} {{If = the original attack roll meets new target's AC}} {{Damage = [[1d8]] damage to new target}}
&{template:5eDefault} {{ability=1}} {{title=Riposte}} {{subheader=@{character_name}}} {{subheader2=Battle Master Maneuver}} @{classactionmeleeweapon} @{repeating_weapons_melee_0_macro_options} {{emote=parries a missed attack with @{repeating_weapons_melee_0_name}}} {{Require=a missed hit against @{character_name} from an enemy within melee reach}} {{Action= Reaction Melee Attack}} {{Source=one of [[@{repeating_classresources_2_ClassResourceTotal}]] remaining superiority dice}} {{Effect = [[1d8]] additonal damage to a successful melee attack}}
&{template:5eDefault} {{ability=1}} {{title=Rally}} {{subheader=@{character_name}}} {{subheader2=Battle Master Maneuver}} {{emote=bolsters the resolve of his companion}} {{Required=an ally who can see or hear @{character_name}}} {{Action= Bonus Action}} {{Source = one of [[@{repeating_classresources_2_ClassResourceTotal}]] remaining superiority dice}} {{Effect=grants [[1d8+@{charisma_mod}]] temporary hit points to the ally}}
&{template:5eDefault} {{title=Second Wind}} {{ability=1}} {{subheader=@{character_name} • Fighter Ability}} {{emote=draws on his stamina to endure}} {{Action = Bonus Action}} {{Effect=regains [[1d10 +@{fighter_level}]] additional hit points}}
&{template:5eDefault} {{ability=1}} {{title=Know Your Enemy}} {{subheader=@{character_name} • Fighter Ability}} {{emote=spends at least 1 minute observing or interacting with another creature outside combat}} {{freetext=learns certain information about its capabilities compared to his own such as whether the creature is equal, superior, or inferior in regard to the following [[2]] characteristics}} {{1 = ?{choice 1|strength score|dexterity score|constitution score|armor class|current hit points|total class levels (if any)|fighter class levels (if any)}}}{{2 = ?{choice 2|strength score|dexterity score|constitution score|armor class|current hit points|total class levels (if any)|fighter class levels (if any)}}}
&{template:5eDefault} {{attack_roll=1}} {{title=Sentinel Feat}} {{subheader=@{character_name}}} {{subheader2=Reaction Melee Attack • @{repeating_weapons_melee_0_reach}}} @{classactionmeleeweapon} @{repeating_weapons_melee_0_macro_options} {{emote=exposes his enemy's guard with @{repeating_weapons_melee_0_name}}} {{Action= Opportunity (Reaction) Attack}} {{Can take Action if=an **attack** on an ally within 5 ft of him and from an enemy within melee reach who does not have this feat}} {{ = or an enemy **disengages** and leaves his melee reach}} {{Effects=if the attack is successful, the enemy's speed becomes [[ 0 ]] for the rest of its turn}}