Custom proficiencies would be great. Just ran into a situation where a character learned to use tools with proficiency, but I can't add it to the actual "Proficiencies" list. Can still add it in notes, but would be nice to do it proper.
True, characters can learn languages and tool proficiency via downtime activities. It would be nice to have a place to add those.
I asked about this the other day and Bad-Eye confirmed full customization is coming soon. The ability to add things that might be custom to your game such as a spare feat, proficiency, language, etc. I'm super psyched for it.
-> I can't seem to find how can I mark a weapon as Silvered, that's especially important because I'm playing Curse of Strahd
-> When I choose to print (export) my character sheet, it's class abilities should appear in a reduced form...
Instead of a list like this: Paladin -Divine Sense -Lay on Hands Pool
Should get something like this: Paladin - Divine Senses (Action, 4/day, 60ft., detect Celestial, Fiend, Undead) [Cha+1/day] - Lay on Hands (Action, touch, [Pal Lvl x 5] point pool to heal (1:1), cure diseases or poisons (5:1))
Does the Rogue sheet not list Thieves Tools modifiers anywhere?
Not at the moment, no. It should be listed on the skills page, in my opinion, indicating which tools you have proficiency with. It's not specific to any one ability, so the "modifier" is just your proficiency bonus.
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How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
-> I can't seem to find how can I mark a weapon as Silvered, that's especially important because I'm playing Curse of Strahd
-> When I choose to print (export) my character sheet, it's class abilities should appear in a reduced form...
Instead of a list like this: Paladin -Divine Sense -Lay on Hands Pool
Should get something like this: Paladin - Divine Senses (Action, 4/day, 60ft., detect Celestial, Fiend, Undead) [Cha+1/day] - Lay on Hands (Action, touch, [Pal Lvl x 5] point pool to heal (1:1), cure diseases or poisons (5:1))
The addition of short descriptions of abilities on the exported character sheet is on the way, according to the devs. Don't know if that means days or weeks.
For 'silvered'-- There isn't a checkbox for silvered. However, you can do it pretty easily still. On the digital character sheet, click on the weapon to expand it. Then click on 'Customize' to expand that. In the text box that says 'Name', just type in 'Silvered Shorsword' (or whatever). Or 'Shortsword (silvered)'. Or whatever else!
in the items section of the character sheet could you add a way to add custom items straight from the sheet? Or a way to quickly add a home brew item so it is quickly added to the characters inventory. For example my players kill a tiger and want to collect the hide which is inexistent. At this point I have to go into homebrew, create the item and then add it to the inventory of the character. I just wonder if there is a way to do this faster like you did with the custom attack. The ability to add a custom item would be nice with just a weight addition option. If I ever add a tiger skin I probably won't use it that often to want it stored in my homebrew. It would just be nice to speed this up...
in the items section of the character sheet could you add a way to add custom items straight from the sheet? Or a way to quickly add a home brew item so it is quickly added to the characters inventory. For example my players kill a tiger and want to collect the hide which is inexistent. At this point I have to go into homebrew, create the item and then add it to the inventory of the character. I just wonder if there is a way to do this faster like you did with the custom attack. The ability to add a custom item would be nice with just a weight addition option. If I ever add a tiger skin I probably won't use it that often to want it stored in my homebrew. It would just be nice to speed this up...
Under More in the Equipment section of the character sheet, click on Possessions.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I don't know if this is still the place to post about this now that the Beta is over and you guys are live, but I'll try:
It would be great to have a place in skills that shows a rogue's thieves' tools bonus, especially if they've taken expertise in them. I get that other tools can be tricky because there isn't always an obvious ability score that a set of tools may be tied to, or there may be more than one, but with thieves' tools being such an iconic and common selection for rogues' expertise, it would be nice to see that reflected in a prime space on the character sheet.
Hello! Saw a link for this on Twitch and came to check it out. I saw that someone posted July 17, 2017 about not being able to add Path of the Totem Warrior to level 3 barb. Is there any more information about that?
Also, there doesn't seem to be an Outlander background option on the character creator.
There seems to be a bug with the character sheet. I created a homebrew item that requires attunement. When I add that item to a character, it cannot be attuned to the character.
There is also a problem with items that store spells and some of them do not use any charges. Wand of Winter for example. Ray of frost can be used with no charges or with one, but the editor displays an error message that the minimum charges must be > 0. So if I add a maximum of 1, it displays just 1 charge, not 0-1.
May be this was mentioned before.
EDIT: Even the Wand of Winter from the official content cannot be attuned to a character.
EDIT 2: And the Dagger of Venom shows 0 charges, although it has one, since you can use its property once a day.
Any way to set our character sheets to public visibility, where anyone with the link can view?
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Eshuvenniel Kazander Ravid,Valor Bard and Acolyte of the Goddess of Luck Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions! I'm not looking for heaven or hell... just someone to listen to stories I tell...
Does the Rogue sheet not list Thieves Tools modifiers anywhere?
Not at the moment, no. It should be listed on the skills page, in my opinion, indicating which tools you have proficiency with. It's not specific to any one ability, so the "modifier" is just your proficiency bonus.
I just realized we are technically doing Thieves Tools checks wrong.
That being said has anyone used them in a way where the ability modifier isn't DEX? I can't envision a situation where you would be using a tiny set of delicate tools with STR. Maybe trying to disarm a magic trap with WIS?
Hopefully it will be covered in the customization released soon by Curse.
This weekend at Gen Con, I finally got a chance to use the character sheet as a player (I normally DM), and I have some observations. While the header and first few boxes (Abilities, Skills, Attacks) are simple and easy to use at the table, others are have issues.
The Features box in particular is very hard to navigate in game. While checking what you can do on your turn, there is a lot of navigating back and forth between Race, Class, and Feats, and scrolling through features. While this works for building a character, I think there needs to be a different layout for play. I suggest boxes for the three pillars--Combat (with Actions, Bonus Actions, Healing, Defense, etc.), Exploration (Relevant skills, feats, and features, etc.), and Interaction (Languages, plus related skills, feats, features, etc.). Some of these might duplicate things found in other boxes.
Spells are alright, but there is room for improvement. Breaking these out by level would be nice. I found myself accidentally unprepared spells as I expanded the full text on my tablet. I think perhaps this option should be collapsed or otherwise hidden.
I realize my preferences may not match those of others, so perhaps the best solution is to allow customization on what information appears, and where.
Does the Rogue sheet not list Thieves Tools modifiers anywhere?
Not at the moment, no. It should be listed on the skills page, in my opinion, indicating which tools you have proficiency with. It's not specific to any one ability, so the "modifier" is just your proficiency bonus.
I just realized we are technically doing Thieves Tools checks wrong.
That being said has anyone used them in a way where the ability modifier isn't DEX? I can't envision a situation where you would be using a tiny set of delicate tools with STR. Maybe trying to disarm a magic trap with WIS?
Hopefully it will be covered in the customization released soon by Curse.
I've used INT for a kinda thieve's tool mechanical puzzle.
I can see INT being a thing, though I probably would have covered the intelligence part of it in an Investigation check to discover/analyze the trap before the rogue tried to disarm it, making it still a Dexterity (Thieves' Tools) check.
Glad you brought up about the sheet though. I'd like to see it on there as well.
When I export the character sheet, it only lists the prepared spells. Shouldn't it export all known spells? I could see not marking the prepared spells. This is true for both my Wizards and Paladin.
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I bet someone already did this, but anyway:
-> I can't seem to find how can I mark a weapon as Silvered, that's especially important because I'm playing Curse of Strahd
-> When I choose to print (export) my character sheet, it's class abilities should appear in a reduced form...
Instead of a list like this:
Paladin
-Divine Sense
-Lay on Hands Pool
Should get something like this:
Paladin
- Divine Senses (Action, 4/day, 60ft., detect Celestial, Fiend, Undead) [Cha+1/day]
- Lay on Hands (Action, touch, [Pal Lvl x 5] point pool to heal (1:1), cure diseases or poisons (5:1))
Does the Rogue sheet not list Thieves Tools modifiers anywhere?
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in the items section of the character sheet could you add a way to add custom items straight from the sheet? Or a way to quickly add a home brew item so it is quickly added to the characters inventory. For example my players kill a tiger and want to collect the hide which is inexistent. At this point I have to go into homebrew, create the item and then add it to the inventory of the character. I just wonder if there is a way to do this faster like you did with the custom attack. The ability to add a custom item would be nice with just a weight addition option. If I ever add a tiger skin I probably won't use it that often to want it stored in my homebrew. It would just be nice to speed this up...
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I don't know if this is still the place to post about this now that the Beta is over and you guys are live, but I'll try:
It would be great to have a place in skills that shows a rogue's thieves' tools bonus, especially if they've taken expertise in them. I get that other tools can be tricky because there isn't always an obvious ability score that a set of tools may be tied to, or there may be more than one, but with thieves' tools being such an iconic and common selection for rogues' expertise, it would be nice to see that reflected in a prime space on the character sheet.
DM Jazzy Hands
Friendly Neighborhood Dungeon Master
The Last Refuge: A D&D Podcast
www.dndlastrefuge.com
patreon.com/dndlastrefuge
Twitter/Instagram: @dndlastrefuge
Hello! Saw a link for this on Twitch and came to check it out. I saw that someone posted July 17, 2017 about not being able to add Path of the Totem Warrior to level 3 barb. Is there any more information about that?
Also, there doesn't seem to be an Outlander background option on the character creator.
Thanks!
Yeah my group has been having this issue as well. It seems all of the paths at level 3 are unavailable barring one for each class.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
AH! I see. Just needed to dig further and found all the purchase options. Thanks!
There seems to be a bug with the character sheet. I created a homebrew item that requires attunement. When I add that item to a character, it cannot be attuned to the character.
There is also a problem with items that store spells and some of them do not use any charges. Wand of Winter for example. Ray of frost can be used with no charges or with one, but the editor displays an error message that the minimum charges must be > 0. So if I add a maximum of 1, it displays just 1 charge, not 0-1.
May be this was mentioned before.
EDIT: Even the Wand of Winter from the official content cannot be attuned to a character.
EDIT 2: And the Dagger of Venom shows 0 charges, although it has one, since you can use its property once a day.
Any way to set our character sheets to public visibility, where anyone with the link can view?
Eshuvenniel Kazander Ravid, Valor Bard and Acolyte of the Goddess of Luck
Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions!
I'm not looking for heaven or hell... just someone to listen to stories I tell...
Yes but the problem is if the player takes it as the Rogue's expertise then it is DEX + double proficiency.
Easy enough math but if you are a new player (as my girlfriend who is currently playing a rogue is), it is very easy to forget the mechanics.
And that is the entire purpose of this tool, to make things easier.
I am sure Curse will rectify this soon, I saw earlier in the thread that the sheet will be released as fully customizable soon.
This weekend at Gen Con, I finally got a chance to use the character sheet as a player (I normally DM), and I have some observations. While the header and first few boxes (Abilities, Skills, Attacks) are simple and easy to use at the table, others are have issues.
The Features box in particular is very hard to navigate in game. While checking what you can do on your turn, there is a lot of navigating back and forth between Race, Class, and Feats, and scrolling through features. While this works for building a character, I think there needs to be a different layout for play. I suggest boxes for the three pillars--Combat (with Actions, Bonus Actions, Healing, Defense, etc.), Exploration (Relevant skills, feats, and features, etc.), and Interaction (Languages, plus related skills, feats, features, etc.). Some of these might duplicate things found in other boxes.
Spells are alright, but there is room for improvement. Breaking these out by level would be nice. I found myself accidentally unprepared spells as I expanded the full text on my tablet. I think perhaps this option should be collapsed or otherwise hidden.
I realize my preferences may not match those of others, so perhaps the best solution is to allow customization on what information appears, and where.
I can see INT being a thing, though I probably would have covered the intelligence part of it in an Investigation check to discover/analyze the trap before the rogue tried to disarm it, making it still a Dexterity (Thieves' Tools) check.
Glad you brought up about the sheet though. I'd like to see it on there as well.
DM Jazzy Hands
Friendly Neighborhood Dungeon Master
The Last Refuge: A D&D Podcast
www.dndlastrefuge.com
patreon.com/dndlastrefuge
Twitter/Instagram: @dndlastrefuge
When I export the character sheet, it only lists the prepared spells. Shouldn't it export all known spells? I could see not marking the prepared spells. This is true for both my Wizards and Paladin.