The new sheet is really functional. In case it has not been mentioned the one thing I missed so far though:
If you cast a spell that gives you more than one use it would be great if those could be ticked off too or if the actions/reactions given by the spell would even show in the actions section. Examples of this are Soul Cage (with different possible actions) and Crown of Stars.
DId they take the champion subclass? That subclass also gets an improvement on any DEX skill checks the character is not proficient in.
he has got the Champion Martial Archetype which gives him this:
Remarkable Athlete
You can add 2 to any STR, DEX, or CON check you make that doesn’t already use your proficiency bonus and when you make a running long jump, you add +5 ft. to the distance.
But, does initiative count as a DEX check? i thought it was a separate entity in itself that is derived from DEX but not a DEX check?
Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
I may have missed this, but was there any discussion around why the sheet now designates "Dual Wield" instead of "Off-Hand" (from pre-revamp)? Functionally, it seems to indicate the same thing, but I find the phrasing of "Dual Wield" confusing, as technically, I'm dual-wielding BOTH weapons (and if I check the box on both, they both show as Bonus Actions). I realize this is a fairly minor point, but just was curious the thought process behind this change in verbiage. Thanks!
I may have missed this, but was there any discussion around why the sheet now designates "Dual Wield" instead of "Off-Hand" (from pre-revamp)? Functionally, it seems to indicate the same thing, but I find the phrasing of "Dual Wield" confusing, as technically, I'm dual-wielding BOTH weapons (and if I check the box on both, they both show as Bonus Actions). I realize this is a fairly minor point, but just was curious the thought process behind this change in verbiage. Thanks!
Off-Hand doesn't exist in 5E, dual wield does. The change was to adhere to the rules of 5E.
I may have missed this, but was there any discussion around why the sheet now designates "Dual Wield" instead of "Off-Hand" (from pre-revamp)? Functionally, it seems to indicate the same thing, but I find the phrasing of "Dual Wield" confusing, as technically, I'm dual-wielding BOTH weapons (and if I check the box on both, they both show as Bonus Actions). I realize this is a fairly minor point, but just was curious the thought process behind this change in verbiage. Thanks!
Off-Hand doesn't exist in 5E, dual wield does. The change was to adhere to the rules of 5E.
uuuuuhhh... "dual wield/er/ing" is only mentioned in the feat. All other mentions of using two weapons in combat in the PHB uses the phrase "two-weapon fighting".
Since we're being semantic. ;P
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
I may have missed this, but was there any discussion around why the sheet now designates "Dual Wield" instead of "Off-Hand" (from pre-revamp)? Functionally, it seems to indicate the same thing, but I find the phrasing of "Dual Wield" confusing, as technically, I'm dual-wielding BOTH weapons (and if I check the box on both, they both show as Bonus Actions). I realize this is a fairly minor point, but just was curious the thought process behind this change in verbiage. Thanks!
Off-Hand doesn't exist in 5E, dual wield does. The change was to adhere to the rules of 5E.
uuuuuhhh... "dual wield/er/ing" is only mentioned in the feat. All other mentions of using two weapons in combat in the PHB uses the phrase "two-weapon fighting".
Dual wield is still more accurate than off-hand, as off-hand has no presence in 5E. :P I imagine with the space they had that "Two-Weapon Fighting" was too many words, however "Dual Wield" fits, and exists in 5E.
Off-hand implies that you have a hand that is not an active hand, but you can swap turn by turn. I can scimitar as the main attack, and dagger with the bonus action attack, and then do the opposite next turn if I want. TWF/Dual Wielding doesn't share that implication.
I may have missed this, but was there any discussion around why the sheet now designates "Dual Wield" instead of "Off-Hand" (from pre-revamp)? Functionally, it seems to indicate the same thing, but I find the phrasing of "Dual Wield" confusing, as technically, I'm dual-wielding BOTH weapons (and if I check the box on both, they both show as Bonus Actions). I realize this is a fairly minor point, but just was curious the thought process behind this change in verbiage. Thanks!
Off-Hand doesn't exist in 5E, dual wield does. The change was to adhere to the rules of 5E.
uuuuuhhh... "dual wield/er/ing" is only mentioned in the feat. All other mentions of using two weapons in combat in the PHB uses the phrase "two-weapon fighting".
Dual wield is still more accurate than off-hand, as off-hand has no presence in 5E. :P I imagine with the space they had that "Two-Weapon Fighting" was too many words, however "Dual Wield" fits, and exists in 5E.
Off-hand implies that you have a hand that is not an active hand, but you can swap turn by turn. I can scimitar as the main attack, and dagger with the bonus action attack, and then do the opposite next turn if I want. TWF/Dual Wielding doesn't share that implication.
Totally agree with all this, but can see why so many people find this confusing. Because you can switch on a round-by-round basis, you really need both weapons showing up under Action and Bonus action sections, otherwise you're diving into little sidebar checkboxes constantly.
I have a few custom items that give you limited uses of certain spells (similar to a Wand of Magic Missiles). For all of these (including Wand of Magic Missiles), the charges can be marked off on the equipment page when you pull up the sidebar. However, from the spell page, when you click on the spell, there is no option to modify the spent/available charges. I feel that if you have access to a spell via an item, it would be nice if the sidebar popup gave you information about the spell itself as well as the information regarding the item that gave you the ability (including being able to refresh/modify charges). The way it is now, you need the spell page open to be able to read the spell description, but then you need to hop over to the equipment page to mark off that you used a charge.
Note that this is only fully true if the spell granted is a cantrip; spells with levels can be cast from the spell page and I think it will mark off the charges for you. In both cases however, unchecking a charge if you accidentally pressed it requires going to the equipment page.
In the effect field for applicable spells, the character sheet does not show the bonus damage from Evocation Wizard's Empowered Evocation, Draconic Sorcerer's Elemental Affinity, or Celestial Warlock's Radiant Soul (although it does look like it adds the bonus damage for Cleric's Potent Spellcasting). You can customize the spell to add the bonus damage in manually, but it won't update automatically if your INT or CHA change because the bonus damage only accepts an integer input as far as I can tell.
The players I DM for don't have a ton of system mastery, and I bought D&D Beyond in part to replace the character sheet audits I have to do every time they level up. Because I have to double check every single attack and spell for missing interactions with other class/race features, it's hardly any easier than what I get from Roll20 for free where I drag the baseline spell or weapon from a compendium and customize it myself. I understand not being able to fully automate every calculations because of rare corner cases, but I don't think core subclass features count as rare.
At the very least, can you change the customization fields to accept an ability score mod as an input, in addition to a flat number?
Just some observations of incorrect character properties with warlocks.
1. Senses showsDarkvision 120 ft.instead of of Devil's Sight 120 ft. which is an issue because while I know the difference, GMs and new players might not realize they don't suffer from disadvantage on total darkness, that they can see in color in total darkness, and that they can see through magical darkness due to the differences between Devil 's sight and dark vision.
2. I have mentioned this before but the attack bonus from Rod of the pact Keeper is not applying to Warlock spells from Tome and Magic initiate which are warlock spells for my character and should receive the appropriate attack bonus and spell DC increase.
Thanks for any considerations. I know these are not priorities and don't expect any action on them until larger issues are resolved. I just want to put the out their to ensure they are on the list even if at the very bottom. Keep up the good work.
Rollback Post to RevisionRollBack
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
I dunno it may just be me, but where did the Hit Dice go I miss them. I'm an old player with lots of history in the games, but a new player might forget w3hen it comes to spending them during a rest to heal up.
When you hit the Short Rest button, you can spend Hit Dice. The system will show you how many you have left and you can check off how many you'd like to spend.
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Can you set one as off hand?
Check out all my important links here.
May we live in Less Interesting Times
The new sheet is really functional. In case it has not been mentioned the one thing I missed so far though:
If you cast a spell that gives you more than one use it would be great if those could be ticked off too or if the actions/reactions given by the spell would even show in the actions section. Examples of this are Soul Cage (with different possible actions) and Crown of Stars.
he has got the Champion Martial Archetype which gives him this:
You can add 2 to any STR, DEX, or CON check you make that doesn’t already use your proficiency bonus and when you make a running long jump, you add +5 ft. to the distance.
But, does initiative count as a DEX check? i thought it was a separate entity in itself that is derived from DEX but not a DEX check?
Initiative is a DEX check.
Yes.
thanks! always come down to rtfm doesn't it. ;-)
I may have missed this, but was there any discussion around why the sheet now designates "Dual Wield" instead of "Off-Hand" (from pre-revamp)? Functionally, it seems to indicate the same thing, but I find the phrasing of "Dual Wield" confusing, as technically, I'm dual-wielding BOTH weapons (and if I check the box on both, they both show as Bonus Actions). I realize this is a fairly minor point, but just was curious the thought process behind this change in verbiage. Thanks!
Yay! 13" Macbook Pro buddies 4lyf!
High fives Arwen'sDaughter.
Nobody likes a show-off...
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Off-Hand doesn't exist in 5E, dual wield does. The change was to adhere to the rules of 5E.
uuuuuhhh... "dual wield/er/ing" is only mentioned in the feat. All other mentions of using two weapons in combat in the PHB uses the phrase "two-weapon fighting".
Since we're being semantic. ;P
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Dual wield is still more accurate than off-hand, as off-hand has no presence in 5E. :P I imagine with the space they had that "Two-Weapon Fighting" was too many words, however "Dual Wield" fits, and exists in 5E.
Off-hand implies that you have a hand that is not an active hand, but you can swap turn by turn. I can scimitar as the main attack, and dagger with the bonus action attack, and then do the opposite next turn if I want. TWF/Dual Wielding doesn't share that implication.
I love the new exhaustion levels checkboxes :D Keeping my fingers crossed that there will be custom Conditions options.
Request: for skill customization, possibility to add custom "permanent" Advantage or Disadvantage for a given skill.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier Twitter: @benmorrier he/him
Totally agree with all this, but can see why so many people find this confusing. Because you can switch on a round-by-round basis, you really need both weapons showing up under Action and Bonus action sections, otherwise you're diving into little sidebar checkboxes constantly.
But it still shows with the ability bonus damage.
Check out all my important links here.
May we live in Less Interesting Times
My character has TWF style from Ranger. So that is as it should be. Test it on your sheet, it won't.
EDIT: To enable laziness, here it is on my Druid (who of course, does not have TWF style)
I have a few custom items that give you limited uses of certain spells (similar to a Wand of Magic Missiles). For all of these (including Wand of Magic Missiles), the charges can be marked off on the equipment page when you pull up the sidebar. However, from the spell page, when you click on the spell, there is no option to modify the spent/available charges. I feel that if you have access to a spell via an item, it would be nice if the sidebar popup gave you information about the spell itself as well as the information regarding the item that gave you the ability (including being able to refresh/modify charges). The way it is now, you need the spell page open to be able to read the spell description, but then you need to hop over to the equipment page to mark off that you used a charge.
Note that this is only fully true if the spell granted is a cantrip; spells with levels can be cast from the spell page and I think it will mark off the charges for you. In both cases however, unchecking a charge if you accidentally pressed it requires going to the equipment page.
View from the equipment tab:
View of same item from spell page:
In the effect field for applicable spells, the character sheet does not show the bonus damage from Evocation Wizard's Empowered Evocation, Draconic Sorcerer's Elemental Affinity, or Celestial Warlock's Radiant Soul (although it does look like it adds the bonus damage for Cleric's Potent Spellcasting). You can customize the spell to add the bonus damage in manually, but it won't update automatically if your INT or CHA change because the bonus damage only accepts an integer input as far as I can tell.
The players I DM for don't have a ton of system mastery, and I bought D&D Beyond in part to replace the character sheet audits I have to do every time they level up. Because I have to double check every single attack and spell for missing interactions with other class/race features, it's hardly any easier than what I get from Roll20 for free where I drag the baseline spell or weapon from a compendium and customize it myself. I understand not being able to fully automate every calculations because of rare corner cases, but I don't think core subclass features count as rare.
At the very least, can you change the customization fields to accept an ability score mod as an input, in addition to a flat number?
Just some observations of incorrect character properties with warlocks.
1. Senses shows Darkvision 120 ft. instead of of Devil's Sight 120 ft. which is an issue because while I know the difference, GMs and new players might not realize they don't suffer from disadvantage on total darkness, that they can see in color in total darkness, and that they can see through magical darkness due to the differences between Devil 's sight and dark vision.
2. I have mentioned this before but the attack bonus from Rod of the pact Keeper is not applying to Warlock spells from Tome and Magic initiate which are warlock spells for my character and should receive the appropriate attack bonus and spell DC increase.
Thanks for any considerations. I know these are not priorities and don't expect any action on them until larger issues are resolved. I just want to put the out their to ensure they are on the list even if at the very bottom. Keep up the good work.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
I dunno it may just be me, but where did the Hit Dice go I miss them. I'm an old player with lots of history in the games, but a new player might forget w3hen it comes to spending them during a rest to heal up.
When you hit the Short Rest button, you can spend Hit Dice. The system will show you how many you have left and you can check off how many you'd like to spend.