Did a brief search to find out if this was an already reported issue and I couldn't find anything.
It seems that homebrew spell scaling is broken. Make a copy of something like Witch Bolt. Save it. Add it to a character. Then try to scale it up to cast in another slot. All it does is give you a 'Special' line and doesn't increase the damage.
This is for my homebrew spell as an example:
That is because the "Modifier to Scale" in the "At Higher Levels" section is blank (not copied forward properly?). You need to go in and edit the "At Higher Levels" entry and select the "Damage - Lightning (1d12)" entry then save.
When creating a custom feat that allows casting a spell once per dawn, clicking the cast button results in the spell being permanently used. Clicking the button again does not revert it to unused, and no amounts of long rests result in it resetting. The only way I've discovered to revert the spell to unused is removing and readding the feat
Yes, but that only removes it from the Combat tab. It still shows up on the Actions tab -- which is probably good for most people, so you can turn it back on again, but if you have a racial feat (e.g. the Tabaxi's Cat's Claws (which now just displays as 'Claws'), that should replace the Unarmed Strike -- I see both in my Actions tab.
Strictly speaking those racial traits don't replace your normal unarmed strike; you can do both. If you're fighting something with resistance to piercing or slashing, or vulnerability to bludgeoning, or your hands are bound, or both of your hands are holding something, or your mouth is gagged, you might want to opt for the bludgeoning unarmed strike instead of a bite or claw attack.
Huh -- the description of Cat's Claws is "In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." I read that as it replacing the normal unarmed strike damage. In the old sheet, my Tabaxi displayed Cat's Claws only, so I'm not sure if the change was due to changes in how unarmed strike is displayed in the new sheet, or interpretation of the attack, such as yours.
Weight override still isnt working in the Custom Item Creator in the IManage Equipment section. Cost Override, Notes, Name, and Description all work, but the weight just doesnt show up. :/
Also, why is there no "Notes" Section on the custom attacks? You can customize notes (that show up in faded print to the right of the damage type, like "Light", "Finesse", etc) for existing weapons or unarmed strikes or whatever, but not for custom attacks.
Dont know if this has been mentioned or not but on android the HP modifier stat only has positive numbers. (I can type numbers using the keyboard but not the - symbol, resulting in 0 up numbers only)
For a Divine Soul sorcerer, I am unable to replace cure wounds on my spell list. (should be able to replace it after level 1 with a different cleric spell)
Also I noticed that the effect is not showing the addition of the spell casting modifier (only shoding the 1d8 instead of 1d8+cha mod)
The way Channel Divinity is laid out is better, but still not quite right. Now it seems like you can only use Channel Divinity for Turn Undead, and not for the ability granted by your chosen domain.
I really like these new descriptions of the players abilities. I used to make a similar sheet by hand for my players. The new PDF will save me a lot of time. But I already know that my players will be confused by the way Channel Divinity is laid out. I have mostly novice players at my games.
Magical Secrets for bard do not count towards spells known, allowing characters to pick two spells from the feature, and then two spells from the bard spell list.
regular magical secrets: The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
Additional magical secrets: The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
So the new PDF exports look great, and the traits and features snippets are a huge improvement over the previous character sheet generator.
...but with one massive, glaring problem. Unlike the old exports, the new PDFs CAN'T BE EDITED. I use D&D beyond whenever possible during play, but if I ever have a game where I won't have internet access or data, I download the PDF to my phone or tablet, so I have the sheet for offline play. But if I can't edit the PDF, it becomes useless, because now I can't even do simple things like enter current hit points or mark off spell slots. I also can't reformat anything, or add or remove text (such as in managing inventory changes). Honestly, why even have an exported PDF if you're then reduced to LESS FUNCTIONALITY THAN A PENCIL for crying out loud!! I'm not a programmer, but it seems to me like this should be a pretty easy fix, so please do fix this right away.
What OS/PDF viewer/etc? I think this may be a user-end issue, as I can edit the exported PDFs no problem.
I am on an Android tablet, using Adobe Acrobat reader. It allowed editing of the previous sheets (and still does, for the sheets I have from before the update), but will not allow editing of the new sheets. I believe it does not recognize them as form-fillable, but as static documents. I have also tried the Google Drive Viewer, and it does not allow editing either. What program/app are you using?
Not the original responder, but I use Chrome. I also open the PDF's in Chrome (Win10). I can edit them without issue.
In the character builder, Wizards of any level cannot add spells above first level?
Deleted and remade character to replicate, I think problem is actually different... leveled to 20, then downleveled to 1... still shows spells up through level 9 available. Have to exit and reenter editing character for spell list to correctly update.
(Ludwig) Character's Spell section shows up with the following error on Desktop and mobile; other characters do not have the same issue and can access their spell sections.
A Gnome Illusionist wizard gets the Minor Illusion cantrip from both being a Gnome and an Illusion wizard. And the Improved Minor Illusion feature of Wizard says if you already know Minor Illusion you can pick a new cantrip. Except it doesn't give you a choice and it instead shows Minor Illusion twice in Cantrips Known.
You learn the minor illusion cantrip. If you already know it, you learn a different cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
If you are attuned to the Gem of Seeing, it automatically adds "Truesight 120 ft" to your Sense even though you are only granted Truesight 120 ft when you expend a charge.
Additionally, magical items that contain spells, but require attunement will still show the spell in spell lists even if you don't have the item attuned.
That is because the "Modifier to Scale" in the "At Higher Levels" section is blank (not copied forward properly?). You need to go in and edit the "At Higher Levels" entry and select the "Damage - Lightning (1d12)" entry then save.
When creating a custom feat that allows casting a spell once per dawn, clicking the cast button results in the spell being permanently used. Clicking the button again does not revert it to unused, and no amounts of long rests result in it resetting. The only way I've discovered to revert the spell to unused is removing and readding the feat
Huh -- the description of Cat's Claws is "In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." I read that as it replacing the normal unarmed strike damage. In the old sheet, my Tabaxi displayed Cat's Claws only, so I'm not sure if the change was due to changes in how unarmed strike is displayed in the new sheet, or interpretation of the attack, such as yours.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Weight override still isnt working in the Custom Item Creator in the IManage Equipment section. Cost Override, Notes, Name, and Description all work, but the weight just doesnt show up. :/
Also, why is there no "Notes" Section on the custom attacks? You can customize notes (that show up in faded print to the right of the damage type, like "Light", "Finesse", etc) for existing weapons or unarmed strikes or whatever, but not for custom attacks.
Dont know if this has been mentioned or not but on android the HP modifier stat only has positive numbers. (I can type numbers using the keyboard but not the - symbol, resulting in 0 up numbers only)
For a Divine Soul sorcerer, I am unable to replace cure wounds on my spell list. (should be able to replace it after level 1 with a different cleric spell)
Also I noticed that the effect is not showing the addition of the spell casting modifier (only shoding the 1d8 instead of 1d8+cha mod)
Shocking Grasp is not scaling right on a level 6 Celestial Warlock on the Combat Tab:

Should be 2d8 Damage and is showing as 1d8.
The way Channel Divinity is laid out is better, but still not quite right. Now it seems like you can only use Channel Divinity for Turn Undead, and not for the ability granted by your chosen domain.
I really like these new descriptions of the players abilities. I used to make a similar sheet by hand for my players. The new PDF will save me a lot of time. But I already know that my players will be confused by the way Channel Divinity is laid out. I have mostly novice players at my games.
regular magical secrets: The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
Additional magical secrets: The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
The issue is with regular. additional works fine
Not the original responder, but I use Chrome. I also open the PDF's in Chrome (Win10). I can edit them without issue.
In the character builder, Wizards of any level cannot add spells above first level?
Deleted and remade character to replicate, I think problem is actually different... leveled to 20, then downleveled to 1... still shows spells up through level 9 available. Have to exit and reenter editing character for spell list to correctly update.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
(Ludwig) Character's Spell section shows up with the following error on Desktop and mobile; other characters do not have the same issue and can access their spell sections.
Did a little digging through forums and found it is linked to a custom magic item.
Will see if it can be revised.
A Gnome Illusionist wizard gets the Minor Illusion cantrip from both being a Gnome and an Illusion wizard. And the Improved Minor Illusion feature of Wizard says if you already know Minor Illusion you can pick a new cantrip. Except it doesn't give you a choice and it instead shows Minor Illusion twice in Cantrips Known.
Heavy Armor Master is not adding +1 strength.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
If you are attuned to the Gem of Seeing, it automatically adds "Truesight 120 ft" to your Sense even though you are only granted Truesight 120 ft when you expend a charge.
Additionally, magical items that contain spells, but require attunement will still show the spell in spell lists even if you don't have the item attuned.
Half-elf variants are not allowing you to choose your extra language or skill increases. Normal Half-elf works fine.
My gnome's speed is showing as 5ft. I checked and their is no custom settings set.
You may want to look to see if they are encumbered
It’s likely that they are over-encumbered. You can disable encumbrance or stop tracking currency weight at your option.