No, it doesn't. There is no drop down. That's part of the point. At some point, that was either removed in an update to the sheet, or the code was moved to hitdie_final and nothing was added to execute that code. Brian C. said: The hit dice have a drop down that lets you change the size of the die you are rolling. Saul J. said: I don't know if this is the correct place to post this or whether or not this is a known issue but... Multiclass Hit Dice on the OGL sheet is completely messed up. I have a player whose character is Wizard 4/Monk 1. When he clicks "Hit Dice", when taking a short rest, it just rolls the d6 as for the wizard class. The hitdie_final Attribute appears to be correct: ?{Hit Die Class|Wizard,@{hitdietype}|Monk,8} It looks like hitdie_final attribute is simply ignored. From what I can tell, the Charactermancer and the sheet both break on multiclass at least as far as hit dice are concerned. The CM sets the total hit dice to the correct value but sets the current hit dice to less based on the number of levels in another class. So, for example, the wizard 4/monk 1 character has a total of 5 hit dice (which is correct) but the CM sets the current hit dice to 4 (which is not correct). I think it's trying to separate out the d6 for the Wizard from the d8 of the Monk so that they can be tracked separately but failing to put whatever code is necessary into the sheet to be able to roll them separately. The code in hitdie_final looks like it's correct and should query the user to find out which die to roll, but doesn't seem to be getting called at all. I created a test character and confirmed that when I used the CM to create a Wizard 2/Monk 1, the number of total hit dice was 3, and the current hit dice was 2. When I leveled up to Wizard 2/Monk 2, the total hit dice was 4, and the current hit dice was still set to 2. I also confirmed that when I roll hit dice, as for a short rest, it only rolls a d6 and never asks about which die type I want to roll. I created another test character which was Rogue/Monk and it does the same thing. In this case, it doesn't matter all that much since they both have D8 for hit dice but the CM still sets the current hit dice to less than the total hit dice. I only created the second character to see if the hit die type was the same for both classes if it would set the total and current hit dice correctly on the sheet, but it does not. It still sets the current hit dice to less than the total hit dice based on the number of levels in the second class. As I said, it looks like the CM does set hitdie_final Attribute to the correct thing so that the user would be asked which die to roll, but that code never seems to get called or executed in anyway. At one point, I thought that perhaps if the current hit die was correct, that taking a short rest would somehow trigger the code in hitdie_final but, sadly, that didn't work either. Can this be put on the list of things to fix? Please?