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5th Edition OGL by Roll20 v2.1

Dim S. said: Craven said: I've also realised that scorching ray has 3+ attack and damage rolls while still using up only one slot. Is there any ingenious ways the devs have got of doing that or is just a case of doing spell slot management myself for that one? I have them roll attack for each ray, then click the damage (only once as this removes the spell slot) and you see How many hit in a drop down (Select the # hit). Hover over the damage and you see damage for each ray. See below. ?{How Many Hit|1, 2d6|2, 2d6+2d6 [2Rays]|3, 2d6+2d6+2d6 [3 Rays]|4,2d6+2d6+2d6+2d6 [4Rays]|5, 2d6+2d6+2d6+2d6+2d6 [Rays]} Scorching ray requires attack roll for each ray. The best thing to do is to create a macro. This is the macro that I am using. Change the Player_name to your char name. I am using it with Hex spell so i have this extra thing , if you don't have or you want to remove it just delete the parts that have 1d6 necrotic . I hope it helped you &{template:default}{{name=Scorching Ray}}{{attack = + [[1d4]] on attack roll If bless is active •[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit •[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit •[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit ?{Spell Slot| 2, My 3 **Rays** do **Fire Damage** to selected targets | 3, • Attack 4 [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 4 **Rays** do **Fire Damage** to selected targets | 4, • Attack 4 [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • Attack 5 [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 5 **Rays** do **Fire Damage** to selected targets| 5, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 6 **Rays** do **Fire Damage** to selected targets| 6, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 7 **Rays** do **Fire Damage** to selected targets| 7, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 8 **Rays** do **Fire Damage** to selected targets| 8, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 9 **Rays** do **Fire Damage** to selected targets| 9, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 10 **Rays** do **Fire Damage** to selected targets }}} I have a macro I was trying to help someone else. I use power card macro !setattr --name @{selected|character_name} --modb --lvl?{Spell Slot|2}_slots_expended|-1 !power {{ --emote|** @{selected|token_name} Unleashes a spell ** --tokenid|@{selected|token_id} --titlefontshadow|none --format|Conditions --corners|10 --name|Scorching Ray | 3 Targets --leftsub|Ranged Attack spell --rightsub| 120' --Stats:| **Evocation** | **1 Action** |  **VS** --target_list|@{target|1st|token_id} | @{target|2nd|token_id} | @{target|3rd|token_id} --Attack 1|[[ [$Atk] ?{Advantage?| Normal, 1d20 + [[@{selected|wisdom_mod}]] [Wis] + [[@{selected|pb}]] [PROF]] | Advantage, 2d20KH1 + [[@{selected|wisdom_mod}]] [Wis] + [[@{selected|pb}]] [PROF]] | Disadvantage, 2d20KL1 +  [[@{selected|wisdom_mod}]] [Wis] + [[@{selected|pb}]] [PROF]]} ]] vs **AC** @{target|1st|npc_ac} **%%token_name%%** --Attack 2|[[ [$Atk2] ?{Advantage2?| Normal, 1d20 + [[@{selected|wisdom_mod}]] [Wis] + [[@{selected|pb}]] [PROF]] | Advantage, 2d20KH1 + [[@{selected|wisdom_mod}]] [Wis] + [[@{selected|pb}]] [PROF]] | Disadvantage, 2d20KL1 +  [[@{selected|wisdom_mod}]] [Wis] + [[@{selected|pb}]] [PROF]]} ]] vs **AC** @{target|2nd|npc_ac} **%%token_name%%** --Attack 3|[[ [$Atk3] ?{Advantage3?| Normal, 1d20 + [[@{selected|wisdom_mod}]] [Wis] + [[@{selected|pb}]] [PROF]] | Advantage, 2d20KH1 + [[@{selected|wisdom_mod}]] [Wis] + [[@{selected|pb}]] [PROF]] | Disadvantage, 2d20KL1 +  [[@{selected|wisdom_mod}]] [Wis] + [[@{selected|pb}]] [PROF]]} ]] vs **AC** @{target|3rd|npc_ac} **%%token_name%%** --?? $Atk >= @{target|1st|npc_ac}  ?? !Hit1:|**Ray 1  [[ [$Ray1] 2d6 ]] Fire Damage** --?? $Atk < @{target|1st|npc_ac} ?? !Missed1|**Ray 1 missed!** --?? $Atk2 >= @{target|2nd|npc_ac}  ?? !Hit2:|**Ray 2 [[ [$Ray2] 2d6 ]] Fire Damage** --?? $Atk2 < @{target|2nd|npc_ac} ?? !Missed2|**Ray 2 missed!** --?? $Atk3 >= @{target|3rd|npc_ac}  ?? !Hit3:|**Ray 3 [[ [$Ray3] 2d6 ]] Fire Damage** --?? $Atk3 < @{target|3rd|npc_ac} ?? !Missed3|**Ray 3 missed!** --Spell Desc:|^* You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. ^^ Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. }}
Hello! I hope the is the correct place but it seems the character sheets provided by roll 20 refuse to give the max spell slots for the warlocks. For example I have a 10th level warlock and it displays straight 0's for the entire page. 
Leslie D. said: Whenever I try to make a saving throw, it doesn't work, and my death saving throw is giving me this: SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but end of input found. Can this be fixed in any way? Are you using a global save modifier by any chance? Colleen P. said: Hello! I hope the is the correct place but it seems the character sheets provided by roll 20 refuse to give the max spell slots for the warlocks. For example I have a 10th level warlock and it displays straight 0's for the entire page.  I think I remember reading somewhere that for warlocks you have to add the spell slots yourself in the cog/settings tab under the spell slot modifiers section.
So I don't know what is going on with the spells portion of the sheet, but it is not tracking spells properly at all.  This is what I have for one of my characters.  I tried replacing the spell from the compendium again but no luck.
1512965072
Loren the GM
Pro
Marketplace Creator
Cody B. said: So I don't know what is going on with the spells portion of the sheet, but it is not tracking spells properly at all.  This is what I have for one of my characters.  I tried replacing the spell from the compendium again but no luck. I think it is tracking correctly, just printing out without a space. For instance, the 11 should actually read "Spell Slot Level 1 1 of 4 Remaining"  with a break between the 1's. Still something to be fixed, but that hopefully helps interpret what you are seeing.
1513012629
Stephen Koontz
Forum Champion
Marketplace Creator
Sheet Author
API Scripter
Compendium Curator
Colleen P. said: Hello! I hope the is the correct place but it seems the character sheets provided by roll 20 refuse to give the max spell slots for the warlocks. For example I have a 10th level warlock and it displays straight 0's for the entire page.  Warlocks don't have traditional spell slots. Instead their class resource of the CORE tab is set to warlock spell slots when the class is chosen.
I've consistently had issues with character sheets as a caster, and had a friend problem solve them last night. Thought it would be worth sharing for feedback. It's not the only problem I've had (I swear the sheets are haunted), but it's something. If there's somewhere else I should submit this, just let me know.   
Lindsay O. said: I've consistently had issues with character sheets as a caster, and had a friend problem solve them last night. Thought it would be worth sharing for feedback. It's not the only problem I've had (I swear the sheets are haunted), but it's something. If there's somewhere else I should submit this, just let me know.    The picture are too small/low quality we can't read them :/
Also it would help if you described the problem you solved.
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Edited 1513314924
Ravenknight
KS Backer
Hi there, is there a new way to formulate attributes in a way that will include saving throws from both PCs and NPCs in a macro? As it now stands I have [[@{selected|dexterity_save_bonus}]] for PCs and [[@{selected|npc_dex_save} ]] for NPCs and everything is working. However that means I need to have two macros instead of one. Where, before the update to 2.0, I could use [[@{selected|dexterity_save_bonus}+@{selected|npc_dex_save}]] and use the same macro. I could of course use a dropdown menu to decide NPC or PC but that seems clunky compared to how well it worked before.
1513355473
Stephen Koontz
Forum Champion
Marketplace Creator
Sheet Author
API Scripter
Compendium Curator
Ravenknight said: Hi there, is there a new way to formulate attributes in a way that will include saving throws from both PCs and NPCs in a macro? As it now stands I have [[@{selected|dexterity_save_bonus}]] for PCs and [[@{selected|npc_dex_save} ]] for NPCs and everything is working. However that means I need to have two macros instead of one. Where, before the update to 2.0, I could use [[@{selected|dexterity_save_bonus}+@{selected|npc_dex_save}]] and use the same macro. I could of course use a dropdown menu to decide NPC or PC but that seems clunky compared to how well it worked before. NPC Saves were changed because many people requested the ability to just call npc_dex_save and get the monster's dex save it if it's set but if it's not fall back on it's dex modifier. That's why your hack of adding the PC and NPC modifiers together, assuming one will be zero, and having it work out doesn't happen anymore. There's not a way to do what you want without the extra step of either picking a separate macro or having that query, unless you wanted to use the API which could look at other fields on the character sheet to determine that for you.
I see. Thanks for the quick answer Steve. I can live with two macros. :)
Is there any way to get Elven Accuracy from Xanathar's to work with this sheet?  Either re-rolling one of your attacks when you have advantage or adding a third number that would be the Elven Accuracy roll? Elven Accuracy: "Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once."
1513535966
Silvyre
Forum Champion
John S. said: Is there any way to get Elven Accuracy from Xanathar's to work with this sheet?  Either re-rolling one of your attacks when you have advantage or adding a third number that would be the Elven Accuracy roll? Elven Accuracy: "Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once." One way to do this would be to set the "Roll Queries" option (within General Options, on the Settings Page) to "Never Roll Advantage". Then, replace the contents of the "Core Die Roll" field with a Roll Query, e.g. ?{Roll|Normal, 1d20|Advantage, 2d20kh1|Elven Accuracy, 3d20kh1|Disadvantage, 2d20kl1}
Silvyre said: John S. said: Is there any way to get Elven Accuracy from Xanathar's to work with this sheet?  Either re-rolling one of your attacks when you have advantage or adding a third number that would be the Elven Accuracy roll? Elven Accuracy: "Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once." One way to do this would be to set the "Roll Queries" option (within General Options, on the Settings Page) to "Never Roll Advantage". Then, replace the contents of the "Core Die Roll" field with a Roll Query, e.g. ?{Roll|Normal, 1d20|Advantage, 2d20kh1|Elven Accuracy, 3d20kh1|Disadvantage, 2d20kl1} This works great, thanks!
Natha said: haliphax said: Still not moving. If the sheet is "out" of the main Roll20 window, it doesn't work. Is it the case? That is the case. Any reason for that restriction? :(
The Wizard in our group is having an issue with his character sheet -- his "slots total" isn't updating for his new level. He's level 4, and should have 3 slots total for level 2 spells. However, it only shows 2. We've tried bumping him up to 5 and then dropping him back down, but it did not change anything.
Hey there folks! I've tried searching for an answer to this question but have failed terribly. I'm trying to add an item which confers a +5 bonus to Sleight of Hand checks (raising a characters Sleight of Hand check from 11 to 16). Now the documentation states that " MODS: This is a text field where you would take note if an item (likely magical) would modify your stats in some fashion such as a character's Attributes, Saves, Skills , AC, To Hit, Damage, Spell Attacks, and Spell DC ." I've managed to successfully create items before that modify attributes, which would highlight the text blue and add the asterisk. I've had no such luck with Skills, however. I've so far added a piece of equipment, and tried to add the following under "MODS": Sleight of Hand:16 Sleight_of_Hand:16 sleight of hand:16 sleight_of_hand:16 sleight_of_hand_bonus:16 None of these have successfully modified the roll at all. I'm thinking that I'm either using an incorrect skill name, or the sheet does not currently support the modification of skills like the documentation suggests. I'm out of ideas. Does anyone have a solution at all?? Thanks! 
DaeDae said: Hey there folks! I've tried searching for an answer to this question but have failed terribly. I'm trying to add an item which confers a +5 bonus to Sleight of Hand checks (raising a characters Sleight of Hand check from 11 to 16). Now the documentation states that " MODS: This is a text field where you would take note if an item (likely magical) would modify your stats in some fashion such as a character's Attributes, Saves, Skills , AC, To Hit, Damage, Spell Attacks, and Spell DC ." I've managed to successfully create items before that modify attributes, which would highlight the text blue and add the asterisk. I've had no such luck with Skills, however. I've so far added a piece of equipment, and tried to add the following under "MODS": Sleight of Hand:16 Sleight_of_Hand:16 sleight of hand:16 sleight_of_hand:16 sleight_of_hand_bonus:16 None of these have successfully modified the roll at all. I'm thinking that I'm either using an incorrect skill name, or the sheet does not currently support the modification of skills like the documentation suggests. I'm out of ideas. Does anyone have a solution at all?? Thanks!  Currently, the sheet only allows you to modify ALL skills, not individual. Until this feature is implemented though you can modify an individual skill on the settings page for that character.
1514941889
Brian C.
Pro
Marketplace Creator
Compendium Curator
Steve K. said: Colleen P. said: Hello! I hope the is the correct place but it seems the character sheets provided by roll 20 refuse to give the max spell slots for the warlocks. For example I have a 10th level warlock and it displays straight 0's for the entire page.  Warlocks don't have traditional spell slots. Instead their class resource of the CORE tab is set to warlock spell slots when the class is chosen. The sheet is not giving the spell slots for the warlock's Mystic Arcanum. Warlocks get a 6th-level slot at 11th level, 7th-level slot at 13th, 8th-level slot at 15th, and 9th-level slot at 17th. Because every full spellcaster gets their 6th-level slot at 11th level, it is safe to give the warlock their 6th- through 9th-level slots on the Spells tab.
Brian C. said: Steve K. said: Colleen P. said: Hello! I hope the is the correct place but it seems the character sheets provided by roll 20 refuse to give the max spell slots for the warlocks. For example I have a 10th level warlock and it displays straight 0's for the entire page.  Warlocks don't have traditional spell slots. Instead their class resource of the CORE tab is set to warlock spell slots when the class is chosen. The sheet is not giving the spell slots for the warlock's Mystic Arcanum. Warlocks get a 6th-level slot at 11th level, 7th-level slot at 13th, 8th-level slot at 15th, and 9th-level slot at 17th. Because every full spellcaster gets their 6th-level slot at 11th level, it is safe to give the warlock their 6th- through 9th-level slots on the Spells tab. Given that the ability states that the warlock can cast the spell without using a spell slot, I think you would still be better off by specifying these abilities as resources on the CORE page like Steve K suggests. 
1514956174

Edited 1514956969
Brian C.
Pro
Marketplace Creator
Compendium Curator
Kyle G. said: Brian C. said: Steve K. said: Colleen P. said: Hello! I hope the is the correct place but it seems the character sheets provided by roll 20 refuse to give the max spell slots for the warlocks. For example I have a 10th level warlock and it displays straight 0's for the entire page.  Warlocks don't have traditional spell slots. Instead their class resource of the CORE tab is set to warlock spell slots when the class is chosen. The sheet is not giving the spell slots for the warlock's Mystic Arcanum. Warlocks get a 6th-level slot at 11th level, 7th-level slot at 13th, 8th-level slot at 15th, and 9th-level slot at 17th. Because every full spellcaster gets their 6th-level slot at 11th level, it is safe to give the warlock their 6th- through 9th-level slots on the Spells tab. Given that the ability states that the warlock can cast the spell without using a spell slot, I think you would still be better off by specifying these abilities as resources on the CORE page like Steve K suggests.  They were actually referring to the "Class Resource" field that marks the spell slots that recharge on a short rest. I saw no indication of there being higher level spells for the Mystic Arcanum anywhere on the sheet. While the Mystic Arcanum does not technically use slots, it is marked by once a day spells that come online at fixed warlock levels. That would still fit well on the spell tab, and it cannot collide with any high-level slots from any other class.
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Edited 1515004394
Multiclass caster level is being rounded up, but it should not be. PHB 164, on the right, under Spell Slots, says (rounded down) Example:  Rogue/Trixter 4 and Wizard 1 The workaround is to manually edit that field.
Is there a shortcut on the sheet to print out the spell card for additional effects for spells that have attack rolls (e.g. the fear effects for dissonent whispers or the -10ft movement for ray of frost)? The "partial" dropdown on the description isn't implemented, correct?
Andrew M. said: Is there a shortcut on the sheet to print out the spell card for additional effects for spells that have attack rolls (e.g. the fear effects for dissonent whispers or the -10ft movement for ray of frost)? The "partial" dropdown on the description isn't implemented, correct? The partial dropdown does work. But it only outputs the spell components (i.e V, S, M, range, target, casting time, duration, etc.), not key notes from the description. For this you could use the full output mode to print the description for the spell in addition to the components. Or you could make your own key notes in the description section for the attack on the CORE page of the character sheet. Unfortunately this approach will only work for the PC sheet and not for the NPC sheet.
Andrew M. said: Is there a shortcut on the sheet to print out the spell card for additional effects for spells that have attack rolls (e.g. the fear effects for dissonent whispers or the -10ft movement for ray of frost)? The "partial" dropdown on the description isn't implemented, correct?
I know the shaped sheet has a way to add the optional honor and sanity stats from the dmg (pg 264) but there's no real option to use that variant rule on the ogl sheet (I've been making it an attack roll without damage to work around it) Any chance this a thing that will be added in the foreseeable future?
 are Default Sheet Settings on Campaign Settings page ever going to save - and if they do will they then work?
Jim W. said:  are Default Sheet Settings on Campaign Settings page ever going to save - and if they do will they then work? Most likely you are using Firefox to save these settings. It is a known bug. Trying making the changes in Chrome instead.
Brian C. said: Kyle G. said: Brian C. said: Steve K. said: Colleen P. said: Hello! I hope the is the correct place but it seems the character sheets provided by roll 20 refuse to give the max spell slots for the warlocks. For example I have a 10th level warlock and it displays straight 0's for the entire page.  Warlocks don't have traditional spell slots. Instead their class resource of the CORE tab is set to warlock spell slots when the class is chosen. The sheet is not giving the spell slots for the warlock's Mystic Arcanum. Warlocks get a 6th-level slot at 11th level, 7th-level slot at 13th, 8th-level slot at 15th, and 9th-level slot at 17th. Because every full spellcaster gets their 6th-level slot at 11th level, it is safe to give the warlock their 6th- through 9th-level slots on the Spells tab. Given that the ability states that the warlock can cast the spell without using a spell slot, I think you would still be better off by specifying these abilities as resources on the CORE page like Steve K suggests.  They were actually referring to the "Class Resource" field that marks the spell slots that recharge on a short rest. I saw no indication of there being higher level spells for the Mystic Arcanum anywhere on the sheet. While the Mystic Arcanum does not technically use slots, it is marked by once a day spells that come online at fixed warlock levels. That would still fit well on the spell tab, and it cannot collide with any high-level slots from any other class. If you want to use the spell sheet to track your Mystic Arcanum spells, You are probably best off just adding them to your spell list and setting them as an "innate" spell with 1/day. Coincidently, this is also a good way to keep track of spells from magic items.
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Midnite Oil
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Hopefully this is the right place to post this question. I am trying to add NPCs from a 5e module I want to run. This is the first of many I want to add and it seems like it should be pretty simple. Here are the details: Raider (4): AC 13; HP 11 (2d8+2); Spd 30ft; Melee longsword (+4, 1d8+2 slashing), net (+4, restraint, escape DC 10 Str); Ranged shortbow (+4, 80/120ft, 1d6+2 piercing); Str +2, Dex +2, Con +1, Int +0, Con +0, Cha +0; Skills Athletics +4, Intimidation +2; AL NE; CR 1/4 (50 XP). Gear: leather, longsword, net, shortbow, The problems I am having is that if I check the NPC box, any equipment I drag and drop from the compendium doesn't show up or add an action. If I uncheck the NPC box I see the weapons listed under Attacks/Actions. If I check the box again they disappear. What is the trick for creating an NPC with equipment?
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I've been using this sheet (and it's predecessors) for about 2 years now, and this version definitely shores up some problems I had with the old one. However, there are some obvious(?) easy(?) quality of life changes, that I'd love to see. The ability to open the Core and Spells sheets side by side (or all 3?). Looking up some stats from June-December 2017, >90% of users have widescreen monitors, and >20% have 2 or more monitors. Flipping between pages feels like a waste of time/effort when most people have the screen space to display multiple sheets. Even if this was a "pop out" only option, it would GREATLY reduce having to flip between pages. (at least it would for me. Anyone else want to weigh in?) The new clickable, collapsible, and postable Features & Traits box on the Core sheet is GREAT. But because it is the ONLY box that works like this, it feels like the default box to put EVERYTHING that you need/want those features for. Would it be possible to add the same functionality to the boxes on the Bio Page? This would be really helpful to store the descriptions of magic items (without attacks) where they are clickable if they need to be posted, but not in the way when not needed. The new global Attack/Damage/Save/Skill modifiers are great. But can we have more of them? It is SO convenient to be able to check the boxes on and off when we move in and out of our Paladin's aura (saves), but we ALSO have Bless most of the time. Having to edit the box every 2-3 rounds ends up being more work than just leaving it with 1d4[BLESS] and mentally adding the +4 Paladin aura whenever relevant. While I'm on the topic of temporary modifiers that come up often enough to want a check box for them, Can we get one (or multiple?) for AC too? There are PLENTY of effects that add to AC for a few rounds. Spells Could we get a checkbox (toggle) on each spell to indicate when spells can/cannot be upcast? The spell sheet is still the best way to keep track of spells granted by magic items. However, these cannot be upcast, so having to confirm the current spell level is a (small) waste of time. 5E is all about "streamlining" right? Anything that removes in-combat clicks/delays might be worth it. An alternate solution might be to add another block to the spell sheet for "other" spells from items, racial abilities, etc. This block could have a dropdown box for each spell to specify the level this spell is always cast at. Could we get a way to assign spellcasting ability for individual spells? I've spent 2 years playing a Ranger/Wizard, and it is a NIGHTMARE to constantly have to figure out, and then modify spell attack/save DC for a caster with two differing stats. Even without being a multiclass caster, racially or feat granted spells usually key off a specific stat that may not be the same as your primary one. It could be a dropdown box that defaulted to "default", but allowed you to select a different stat if needed. That's all I can think of for now. Thanks again for working on the sheet.  EDIT: If someone can think of a better way than the spell sheet to store Mystic Disciplines, I'd love to hear it.
My one concern over a wide sheet would be the that it would default ALL NPC sheets to that size. It's an issue I have with the current setup. When you open an NPC sheet, they are much wider than they need to be, as they are accommodating the width of the PC character sheets. They are opposed to having multiple character sheets within a given game system which would eliminate this issue as well.
There seems to be a problem with the OGL AC sheet calculation. When I drag/drop armor (any armor) into the sheet, the AC display has a bunch of 0 in it (e.g. 011000 or 012000):  If I change Global Armor Class Modifier from 0 to 1, the AC becomes 011001.
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Stephen Koontz
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Chris said: There seems to be a problem with the OGL AC sheet calculation. When I drag/drop armor (any armor) into the sheet, the AC display has a bunch of 0 in it (e.g. 011000 or 012000):  If I change Global Armor Class Modifier from 0 to 1, the AC becomes 011001. This seems to be an issue with it not parsing the default value for dexterity mod correctly. If you change dexterity to anything, including just to the default 10, it will actually calculate the dex mod and the issue will be resolved. I'll look into why it's treating what should be a number as a string in the next update.
1515431634
Stephen Koontz
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Midnite Oil said: The problems I am having is that if I check the NPC box, any equipment I drag and drop from the compendium doesn't show up or add an action. If I uncheck the NPC box I see the weapons listed under Attacks/Actions. If I check the box again they disappear. What is the trick for creating an NPC with equipment? Drag and drop equipment into NPCs is something I hope to include in the next version of the sheet. It's probably the most requested feature.
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Stephen Koontz
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Overwatch said: I've been using this sheet (and it's predecessors) for about 2 years now, and this version definitely shores up some problems I had with the old one. However, there are some obvious(?) easy(?) quality of life changes, that I'd love to see. 2. Dumping lots of text into the game's chat is actually very bad for its long term health, unless the GM is on top of regularly clearing out the chat archive. I don't want people clicking a button an dumping 2000 word short stories into the chat by accident or on purpose. There are better ways like Handouts of sharing that information. 3. I'm considering what the best way would be to implement this would be. 4. Higher Level Casting is only prompted on attacks if those fields are filled out in the original spell.
1515439210
Brian C.
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Overwatch said: Brian C. said: Kyle G. said: Brian C. said: Steve K. said: Colleen P. said: Hello! I hope the is the correct place but it seems the character sheets provided by roll 20 refuse to give the max spell slots for the warlocks. For example I have a 10th level warlock and it displays straight 0's for the entire page.  Warlocks don't have traditional spell slots. Instead their class resource of the CORE tab is set to warlock spell slots when the class is chosen. The sheet is not giving the spell slots for the warlock's Mystic Arcanum. Warlocks get a 6th-level slot at 11th level, 7th-level slot at 13th, 8th-level slot at 15th, and 9th-level slot at 17th. Because every full spellcaster gets their 6th-level slot at 11th level, it is safe to give the warlock their 6th- through 9th-level slots on the Spells tab. Given that the ability states that the warlock can cast the spell without using a spell slot, I think you would still be better off by specifying these abilities as resources on the CORE page like Steve K suggests.  They were actually referring to the "Class Resource" field that marks the spell slots that recharge on a short rest. I saw no indication of there being higher level spells for the Mystic Arcanum anywhere on the sheet. While the Mystic Arcanum does not technically use slots, it is marked by once a day spells that come online at fixed warlock levels. That would still fit well on the spell tab, and it cannot collide with any high-level slots from any other class. If you want to use the spell sheet to track your Mystic Arcanum spells, You are probably best off just adding them to your spell list and setting them as an "innate" spell with 1/day. Coincidently, this is also a good way to keep track of spells from magic items. That is perfect.
Steve K. said: 2. Dumping lots of text into the game's chat is actually very bad for its long term health, unless the GM is on top of regularly clearing out the chat archive. I don't want people clicking a button an dumping 2000 word short stories into the chat by accident or on purpose. There are better ways like Handouts of sharing that information. 3. I'm considering what the best way would be to implement this would be. 4. Higher Level Casting is only prompted on attacks if those fields are filled out in the original spell. 2. I absolutely agree. Except that the Bio page has a box for "Additional Feats & Traits" and "Treasure" (which could be equipment or items that are important enough to record, but not important enough to have on the main page). Both of which are duplicates of Core sheet boxes that DO have linking functionality. The other boxes probably shouldn't be linkable. 3. Have the 4 checkboxes on the Settings page like now. Only have X of each one. Maybe 3? 5? But have only the first of each visible to begin with. When you check a box (Ex Saves) it unhides "Saves 2" underneath it. The Core sheet behavior could be exactly the same as it is now, only with more hidden boxes below. 4.1. I honestly didn't realize the prompt was only for spells that already had the upcasting box filled in. I corrected all the spells on my sheets to behave properly. Thanks. 4.2. Any thoughts on adding a casting attribute dropdown for each spell? (with the dropdown defaulting to "Default", the attribute selected at the top of the sheet of course). Magic Initiate (feat), Gnomes, Elves, Tieflings, Firbolg, Triton, Yuan-ti Pureblood, Merfolk (Zendikar), Eladrin (UA), Gith (UA) all grant spells based on a specific stat. 
Steve K. said: Chris said: There seems to be a problem with the OGL AC sheet calculation. When I drag/drop armor (any armor) into the sheet, the AC display has a bunch of 0 in it (e.g. 011000 or 012000):  If I change Global Armor Class Modifier from 0 to 1, the AC becomes 011001. This seems to be an issue with it not parsing the default value for dexterity mod correctly. If you change dexterity to anything, including just to the default 10, it will actually calculate the dex mod and the issue will be resolved. I'll look into why it's treating what should be a number as a string in the next update. Thanks Steve. I think it's worth doing. There's a fair number of situations where a person is exploring/trying out sheet functions before updating their character's attributes. For example, when a GM is quickly setting up a the basics on a sheet to prep it for players, they will add everything else but let the player roll the attributes later.
1515521543
Stephen Koontz
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Overwatch said: 4.2. Any thoughts on adding a casting attribute dropdown for each spell? (with the dropdown defaulting to "Default", the attribute selected at the top of the sheet of course). Magic Initiate (feat), Gnomes, Elves, Tieflings, Firbolg, Triton, Yuan-ti Pureblood, Merfolk (Zendikar), Eladrin (UA), Gith (UA) all grant spells based on a specific stat.  It's only relevant for attacks, and attacks have drop downs to configure them with a speciifc attribute?
Steve K. said: Overwatch said: 4.2. Any thoughts on adding a casting attribute dropdown for each spell? (with the dropdown defaulting to "Default", the attribute selected at the top of the sheet of course). Magic Initiate (feat), Gnomes, Elves, Tieflings, Firbolg, Triton, Yuan-ti Pureblood, Merfolk (Zendikar), Eladrin (UA), Gith (UA) all grant spells based on a specific stat.  It's only relevant for attacks, and attacks have drop downs to configure them with a speciifc attribute? While that is true, we do have other attributes specified on the spell page that impact the attack information for the spell. For example the saving throw ability can be specified on the spell as well as the attack. You also allow the spellcasting ability modifier to be added to the damage for spells from the spell page without having to modify the spell in the attack section.  For me this is where the primary functionality to being able select the spellcasting ability lays. You should not have to leave the spell page to make changes to a specific  spell .
Steve K. said: It's only relevant for attacks, and attacks have drop downs to configure them with a speciifc attribute? Yes, you CAN fix it individually on attacks. However, attacks are auto-generated. And they sometimes regenerate. And that attack block on the core sheet get's MIGHTY full after a while. Sometimes it is better to remove a spell from the Core sheet attack block, and use it from the spell sheet, if you don't use it often. In this case, there is no way to specify the stats. While typing this, I thought of another tweak with the Attack/Damage/Save/Skill modifiers. If you were to add more of each, while you were at it, could we get a combined Attack + Damage one? I'm betting that a significant number of people use the Marksman/Great Weapon Master Feats. My solution at the moment (for Marksman) has been to create 2 attacks per weapon, with and without Marksman. However, this does not allow me to use the equipment box to add/remove attacks from the sheet for those weapons, since the custom attacks with Marksman are left behind. It would be nice if there was a single toggle in the attacks box that I could use to enable/disable Marksman (Or any +/- attack & +/- damage combined ability). Food for consideration
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Silvyre
Forum Champion
From another thread . Reposting for visibility: Watoni said: Hi,  I'm having a problem with the armor class on player sheets.  Every time my player equips new armor that is dropped in from the compendium, her AC rating changes to 210000.  I have to manually change it back to 15, but as soon as anything related to armor is affected on her sheet, it reverts back to 210000.  How do I fix this? Thank you.
1515970785
Silvyre
Forum Champion
From another thread . Reposting for visibility: Waldo K said: Hi everyone, I just started a new game with the Master's Vault and am having an issue with a character sheet. When I roll on the sheet as the DM, the rolls work just fine, but when the player rolls on the same character sheet, he gets an error like the following: "Tiefling Bard|repeating_attack_-KHAQM8RfMqGk4pVLq4c_rollbase_dmg". Any idea on what might be causing this or how to help fix it? He and I are both using google chrome on PC for the web browser. Thank you
1516119906
Stephen Koontz
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Silvyre said: From another thread . Reposting for visibility: Watoni said: Hi,&nbsp; I'm having a problem with the armor class on player sheets.&nbsp; Every time my player equips new armor that is dropped in from the compendium, her AC rating changes to 210000.&nbsp; I have to manually change it back to 15, but as soon as anything related to armor is affected on her sheet, it reverts back to 210000.&nbsp; How do I fix this? Thank you. <a href="https://app.roll20.net/forum/post/5660323/5th-edition-ogl-by-roll20-v2-dot-1/?pageforid=5943870#post-5943870" rel="nofollow">https://app.roll20.net/forum/post/5660323/5th-edition-ogl-by-roll20-v2-dot-1/?pageforid=5943870#post-5943870</a>
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Stephen Koontz
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Silvyre said: From another thread . Reposting for visibility: Waldo K said: Hi everyone, I just started a new game with the Master's Vault and am having an issue with a character sheet. When I roll on the sheet as the DM, the rolls work just fine, but when the player rolls on the same character sheet, he gets an error like the following: "Tiefling Bard|repeating_attack_-KHAQM8RfMqGk4pVLq4c_rollbase_dmg". Any idea on what might be causing this or how to help fix it? He and I are both using google chrome on PC for the web browser. Thank you Is this for a spell specifically, are you both rolling it from the same place, I.E. the spell tab vs the attack section in the core tab?
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Edited 1516149111
Silvyre
Forum Champion
<a href="https://app.roll20.net/forum/post/5976415/5e-ogl-revisiting-sneak-attack-macro-issue-once-more" rel="nofollow">https://app.roll20.net/forum/post/5976415/5e-ogl-revisiting-sneak-attack-macro-issue-once-more</a> This user stumbled across some strange parsing issues, which I've found to occur after the Attribute call @{base_level} is added to certain fields of a compendium-dropped weapon (but not spell). After doing so, updating the character's level causes at least two fields become stripped of commas (and any characters following those commas) and at least one field to change back to its previously-set value. Here are the reproduction steps: 1. Create a new Character 2. Drag and drop a weapon from the Compendium (e.g. a dagger) 3. Open the attack created in the Attacks & Spellcasting block 4. (Optional) Change the damage field to 1,1 5. (Optional) Change the character's level 6. (Optional) Notice that 1,1 remains unchanged in the damage field, as expected 7. Change the damage field to @{base_level} 8. Change the damage field to 1,1 (optionally, additionally insert a comma into the damage type field, e.g. "Pie,rcing") 9. Change the character's level 10. Notice that the comma plus all characters following the comma have been stripped from the field(s) 11. Change the range field 12. Change the character's level 13. If the weapon initially had an empty range field, repeat steps 11 and 12 14. Notice that the range field has changed back to its previously-set value In case it helps, here is a comparison of two console logs capturing only reproduction steps 5 and 9, respectively: <a href="https://www.diffchecker.com/SK3UUXde" rel="nofollow">https://www.diffchecker.com/SK3UUXde</a>
Hey everyone, I am having issues even getting the character sheet to pull up in order to create one. Currently I am set as the GM for the campaign and have this sheet set to be the one that is used in the campaign but I cant seem to create one. I walked through the wiki and read the last few months of fourm posts and couldn't find any help.