I've created 4 custom familiars and they still can be seen in my 'Extra' tab.
The problem is that I cannot display them in Roll20 or any other VTT.
Is there any way/option to add "Beyond20" blue button or "Display in VTT"?
I am aware of the fact that character sheets within Roll20 is the other problem, but I need to know if it's even possible. I suppose it's hard to do because it would be already done.
Thanks in advance!
We noticed this on our game last week. The SIdekick was working for rolls from the NPC sheet I created but I edited it to include some special ability from a Tattoo and the Roll ability stopped working from there. Not sure it's an Extension issue though - it's more of an issue with D&D Beyond in my opinion
So, I commented on this in the Bugs forum and was told by a Moderator there that the monster statblock does not allow rolling in the first place so it has to be the plug-in that's the issue.
however, only one of the statblocks in my game is broke so I'm thinking something I added is somehow breaking the plug-in but for the life of me I can't figure out what.
Is there a limit to how many things can be in the statblock before Beyond20 just can't parse it anymore?
Rollback Post to RevisionRollBack
~~~ James E. Carlisle - "Uhnk13", "Purple Scorpion" Draco dormiens nunquam titillandus
I've created one mythic sea creature yesterday. It has got a lot of rolls on its sheet. All of them seems to be working fine. Using only Beyond20, Google Chrome (at roll20 obviously).
But regarding ability you had created before posting - for the roll to actualy appear the message about it must be in general order. Only if that's the issue for you.
First use Bold for letters.(with italics) ending with dot. So you've got Bold. then what type of attack that is: [insert damage] to hit, Reach [distance here with ft.]. [Description of the ability with roll which goes NUMBER OF DICE AND WHAT TYPE + BONUS DAMAGE (IF ANY) + KIND OF DAMAGE. Without caps of course.
You can add conditions, monsters reference (not homebrew apparently) and saving throws and it still shoud work just fine.
For example, here is my Godzilla themed skill:
Sapphire Beam.Ranged Spell Attack: +15 to hit, Reach 60 ft.Maeph finishes his concentration and unleashes sapphire beam in 60-feet cone in front of him. Each creature in that area must succeed on a DC 20 Constitution or Dexerity saving throw or take 5d8 + 15Force Damage. If the save is succesfull creatures receive 15 Force Damage . If any creature (Large and smaller) half of total hit points have been lost, due to this ability, that creature is vaporized in the blue light.
I've created one mythic sea creature yesterday. It has got a lot of rolls on its sheet. All of them seems to be working fine. Using only Beyond20, Google Chrome (at roll20 obviously).
But regarding ability you had created before posting - for the roll to actualy appear the message about it must be in general order. Only if that's the issue for you.
First use Bold for letters.(with italics) ending with dot. So you've got Bold. then what type of attack that is: [insert damage] to hit, Reach [distance here with ft.]. [Description of the ability with roll which goes NUMBER OF DICE AND WHAT TYPE + BONUS DAMAGE (IF ANY) + KIND OF DAMAGE. Without caps of course.
You can add conditions, monsters reference (not homebrew apparently) and saving throws and it still shoud work just fine.
For example, here is my Godzilla themed skill:
Sapphire Beam.Ranged Spell Attack: +15 to hit, Reach 60 ft.Maeph finishes his concentration and unleashes sapphire beam in 60-feet cone in front of him. Each creature in that area must succeed on a DC 20 Constitution or Dexerity saving throw or take 5d8 + 15Force Damage. If the save is succesfull creatures receive 15 Force Damage . If any creature (Large and smaller) half of total hit points have been lost, due to this ability, that creature is vaporized in the blue light.
It works for me, copy it and check it.
Hope it helps, even a little.
Keep rollin'
Thanks. All works fine from the statblock itself. It only is broken when my player (or I) opens the Character Sheet and attepts to pull up the SIdekick in the Extras tab - but was working before.
I'll review the entries in the statblock with your example and see if I spot any typos or entry mistakes though.
Rollback Post to RevisionRollBack
~~~ James E. Carlisle - "Uhnk13", "Purple Scorpion" Draco dormiens nunquam titillandus
Eldritch Maul.Hit: (1d6) force damage. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
If I add that in the Action statblock I can roll it from the statblock but from the Extras in a PC sheet it breaks all the clickable roll areas for the plugin.
Rollback Post to RevisionRollBack
~~~ James E. Carlisle - "Uhnk13", "Purple Scorpion" Draco dormiens nunquam titillandus
Since that's really not an Action/Bonus Action per se but something you can do as a Bonus Action to enhance Attack Damage, what I ended up doing was copying the normal Attack and then adding in the extra damage for when Eldritch Maul is active, like so:
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Bite with Eldritch Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) piercing damage + (1d6) force damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Rollback Post to RevisionRollBack
~~~ James E. Carlisle - "Uhnk13", "Purple Scorpion" Draco dormiens nunquam titillandus
Apparently that cannot be in the Action box. It has to stay in the Special Traits box
That's interesting, I'm not sure why it would cause that issue. Would you mind sharing with me the character sheet with the Extra which is broken so I can look at what's happening and fix it ?
Apparently that cannot be in the Action box. It has to stay in the Special Traits box
That's interesting, I'm not sure why it would cause that issue. Would you mind sharing with me the character sheet with the Extra which is broken so I can look at what's happening and fix it ?
Thanks.
I think I figured it out; it was a syntax issue for the Actions section. The item in question was:
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
I think because it's not in the order of Action Name. Attack: [bonus], Hit [dice roll] it didn't get picked up by the plug-in, although I do not know why it also broke every other die roll (including abilities).
I fixed it by creating an extra Action that simply includes the addtional damage from the BA tattoo power like so:
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Bite with Eldritch Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) piercing damage + (1d6) force damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Rollback Post to RevisionRollBack
~~~ James E. Carlisle - "Uhnk13", "Purple Scorpion" Draco dormiens nunquam titillandus
Hey all. Just a question as we have starting using Beyond20 with our Roll20 game. and sometimes numbers pop up and we are not sure what is happening....
If I might provide an example, this is one that confuses us. This character is a Half-Orc Barbarian, Great Axe, Great Weapon Master (Level 5). After rolling a CRIT (using -5+10 GWM), the following damage comes up on the display....
9 + Crit: 8 (on the left) and 2 | 10 (on the right) and then on the right is ALSO says: Crit : 11
So, the left side makes sense....rolled a crit, so we get to add an extra damage die. The first two numbers on the right make sense as well: 2 (from rage) + 10 (from using -5+10 GWM). What confuses us with this one is the extra Crit: 11 underneath. What is this "extra" one for? Does it automatically add in the "Savage Attacks" extra die?
So, here is the example (took me a bit to figure out how to share an image in Google Drive)....
So, with the "Fireforge Greataxe", I rolled with advantage, rage, and GWM hotkeys pressed down.
I assume the 9 + Crit: 8 is the base roll + extra die from the crit. The 2 | 10 is the rage and GWM. But no specifics on what the + Crit: 11 is from....
Only shows "Rolling 1d12" when I mouse over the Crit: 11
Does anyone know how to construct the Statblock to automatically take into account if an NPC/Sidekick gets a critical hit on 19-20?
Example of a regular Statblock attack action:
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
How do I (or is it possible) to write that in a way that the extension would know to Crit if the die roll is 19 or 20?
I seem to remember that not even the Champion’s ability is actually programmed this way. I was looking for same in the use of Hexblade’s Curse and did not see any “effect” within DDB’s use
That's what I was afraid of. Officially DDB does not have rolls from Statblocks - that's something that kakaroto's wonderful extension allows to happen. So I'm not surprised that there would not be a Statblock entry for it.
I guess, until DDB comes up with an official Sidekicks sheet we'll just have to remember when a Sidekick has that ability.
Rollback Post to RevisionRollBack
~~~ James E. Carlisle - "Uhnk13", "Purple Scorpion" Draco dormiens nunquam titillandus
I remember them saying in a recent dev update that the Champions extended crit range is going to be under development soon. So far there's no way to do it.
That's what I was afraid of. Officially DDB does not have rolls from Statblocks - that's something that kakaroto's wonderful extension allows to happen. So I'm not surprised that there would not be a Statblock entry for it.
I guess, until DDB comes up with an official Sidekicks sheet we'll just have to remember when a Sidekick has that ability.
@Uhnk13: not for an NPC, no. The critical limit only checks for specific class features (like Improved Critical), and there's an option to override the critical limit for those using custom magic items that do it.
So, I commented on this in the Bugs forum and was told by a Moderator there that the monster statblock does not allow rolling in the first place so it has to be the plug-in that's the issue.
however, only one of the statblocks in my game is broke so I'm thinking something I added is somehow breaking the plug-in but for the life of me I can't figure out what.
Is there a limit to how many things can be in the statblock before Beyond20 just can't parse it anymore?
~~~
James E. Carlisle - "Uhnk13", "Purple Scorpion"
Draco dormiens nunquam titillandus
That's a good question.
I've created one mythic sea creature yesterday. It has got a lot of rolls on its sheet. All of them seems to be working fine. Using only Beyond20, Google Chrome (at roll20 obviously).
But regarding ability you had created before posting - for the roll to actualy appear the message about it must be in general order. Only if that's the issue for you.
First use Bold for letters. (with italics) ending with dot. So you've got Bold. then what type of attack that is: [insert damage] to hit, Reach [distance here with ft.]. [Description of the ability with roll which goes NUMBER OF DICE AND WHAT TYPE + BONUS DAMAGE (IF ANY) + KIND OF DAMAGE. Without caps of course.
You can add conditions, monsters reference (not homebrew apparently) and saving throws and it still shoud work just fine.
For example, here is my Godzilla themed skill:
Sapphire Beam. Ranged Spell Attack: +15
to hit, Reach 60 ft. Maeph finishes his concentration and unleashes sapphire beam in 60-feet cone in front of him. Each creature in that area must succeed on a DC 20 Constitution or Dexerity saving throw or take 5d8 + 15
Force Damage. If the save is succesfull creatures receive 15 Force Damage . If any creature (Large and smaller) half of total hit points have been lost, due to this ability, that creature is vaporized in the blue light.
It works for me, copy it and check it.
Hope it helps, even a little.
Keep rollin'
Thanks. All works fine from the statblock itself. It only is broken when my player (or I) opens the Character Sheet and attepts to pull up the SIdekick in the Extras tab - but was working before.
I'll review the entries in the statblock with your example and see if I spot any typos or entry mistakes though.
~~~
James E. Carlisle - "Uhnk13", "Purple Scorpion"
Draco dormiens nunquam titillandus
What seems to break it all is this:
Eldritch Maul. Hit: (1d6) force damage. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6
force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
If I add that in the Action statblock I can roll it from the statblock but from the Extras in a PC sheet it breaks all the clickable roll areas for the plugin.
~~~
James E. Carlisle - "Uhnk13", "Purple Scorpion"
Draco dormiens nunquam titillandus
Fixed it.
Apparently that cannot be in the Action box. It has to stay in the Special Traits box
~~~
James E. Carlisle - "Uhnk13", "Purple Scorpion"
Draco dormiens nunquam titillandus
Since that's really not an Action/Bonus Action per se but something you can do as a Bonus Action to enhance Attack Damage, what I ended up doing was copying the normal Attack and then adding in the extra damage for when Eldritch Maul is active, like so:
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Bite with Eldritch Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) piercing damage + (1d6) force damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
~~~
James E. Carlisle - "Uhnk13", "Purple Scorpion"
Draco dormiens nunquam titillandus
IMO there should be a way to track resources like Ki points... some kind of variable that you can export to the vtt you know.,....
That's interesting, I'm not sure why it would cause that issue. Would you mind sharing with me the character sheet with the Extra which is broken so I can look at what's happening and fix it ?
Thanks.
I think I figured it out; it was a syntax issue for the Actions section. The item in question was:
force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6
I think because it's not in the order of Action Name. Attack: [bonus], Hit [dice roll] it didn't get picked up by the plug-in, although I do not know why it also broke every other die roll (including abilities).
I fixed it by creating an extra Action that simply includes the addtional damage from the BA tattoo power like so:
Bite. Melee Weapon Attack: +10
to hit, reach 5 ft., one target. Hit: 7 (2d4+3
) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Bite with Eldritch Maul. Melee Weapon Attack: +10
to hit, reach 5 ft., one target. Hit: 7 (2d4+3
) piercing damage + (1d6
) force damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
~~~
James E. Carlisle - "Uhnk13", "Purple Scorpion"
Draco dormiens nunquam titillandus
Hey all. Just a question as we have starting using Beyond20 with our Roll20 game. and sometimes numbers pop up and we are not sure what is happening....
If I might provide an example, this is one that confuses us. This character is a Half-Orc Barbarian, Great Axe, Great Weapon Master (Level 5). After rolling a CRIT (using -5+10 GWM), the following damage comes up on the display....
9 + Crit: 8 (on the left) and 2 | 10 (on the right) and then on the right is ALSO says: Crit : 11
So, the left side makes sense....rolled a crit, so we get to add an extra damage die. The first two numbers on the right make sense as well: 2 (from rage) + 10 (from using -5+10 GWM). What confuses us with this one is the extra Crit: 11 underneath. What is this "extra" one for? Does it automatically add in the "Savage Attacks" extra die?
Sounds like the Savage attacks, yes. can you add a screenshot? if you hover over the extra number does the mouse-over text explain it?
So, here is the example (took me a bit to figure out how to share an image in Google Drive)....
So, with the "Fireforge Greataxe", I rolled with advantage, rage, and GWM hotkeys pressed down.
I assume the 9 + Crit: 8 is the base roll + extra die from the crit. The 2 | 10 is the rage and GWM. But no specifics on what the + Crit: 11 is from....
Only shows "Rolling 1d12" when I mouse over the Crit: 11
Looks like Savage attacks, ya
Does anyone know how to construct the Statblock to automatically take into account if an NPC/Sidekick gets a critical hit on 19-20?
Example of a regular Statblock attack action:
How do I (or is it possible) to write that in a way that the extension would know to Crit if the die roll is 19 or 20?
~~~
James E. Carlisle - "Uhnk13", "Purple Scorpion"
Draco dormiens nunquam titillandus
I seem to remember that not even the Champion’s ability is actually programmed this way. I was looking for same in the use of Hexblade’s Curse and did not see any “effect” within DDB’s use
That's what I was afraid of. Officially DDB does not have rolls from Statblocks - that's something that kakaroto's wonderful extension allows to happen. So I'm not surprised that there would not be a Statblock entry for it.
I guess, until DDB comes up with an official Sidekicks sheet we'll just have to remember when a Sidekick has that ability.
~~~
James E. Carlisle - "Uhnk13", "Purple Scorpion"
Draco dormiens nunquam titillandus
I remember them saying in a recent dev update that the Champions extended crit range is going to be under development soon. So far there's no way to do it.
Which VTT are you using if any?
@Uhnk13: not for an NPC, no. The critical limit only checks for specific class features (like Improved Critical), and there's an option to override the critical limit for those using custom magic items that do it.
@KaKaRoToDM Thanks for the confirmation.
@Oshcakes I use Roll20, why do you ask?
~~~
James E. Carlisle - "Uhnk13", "Purple Scorpion"
Draco dormiens nunquam titillandus