Is there a place where we can show skill in thieves tools as a finite number, particularly when we have expertise in it? Makes it easier than constantly doing the math for it...
Is there a place where we can show skill in thieves tools as a finite number, particularly when we have expertise in it? Makes it easier than constantly doing the math for it...
You can add a custom skill, then it will always show for you.
Is there a place where we can show skill in thieves tools as a finite number, particularly when we have expertise in it? Makes it easier than constantly doing the math for it...
You can add a custom skill, then it will always show for you.
That's what I did! I added "lockpicking (thieves tools)" as a custom skill. Super helpful imo.
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DM: The Cult of the Crystal Spider (Currently playing Storm King's Thunder) Player: The Knuckles of Arth - Lemire (Tiefling Rogue 5/Fighter 1)
is it possible to add a custom weapon prof? my group has houseruled that a Dagger Whip is a monk weapon as it is very much in the flavor of the class and we agree the whip doesn't really need to be changed mechanically for it just call it something else. however the sheet does not allow the addition of new weapon prof unless you take the weaponmaster feat and no way to customize the whip to make it a monk weapon or anything like that.
Tried that, however it throws an error every time I try to make a new skill. Specifically an API handler error....
Do you have any homebrew on the character? Seems like my one character with a homebrew race gives me a lot of those errors, but I hardly ever see them elsewhere.
Tried that, however it throws an error every time I try to make a new skill. Specifically an API handler error....
Do you have any homebrew on the character? Seems like my one character with a homebrew race gives me a lot of those errors, but I hardly ever see them elsewhere.
That character has a home brew feat but nothing else. And one i made myself, however now it is working. Perhaps a glitch in the matrix...
is there a way to rename existing weapons and such (as in using an existing weapon slightly reskinned to represent another weapon)? I ask because i am playing a character who's a carpenter type per his background...so his primary weapon is a framing hammer ( much larger version of a normal household hammer but nowhere near a warhammer) so we are using the handax as a template with it dealing bludgeoning rather than slashing. I was able to name my weapon Framing Hammer but not able to change damage type.
Click the weapon in the character sheet. Click customise. You will be given the option to change things including the name.
yeah i tried that only way to get it to work would be to manually put in the mod for the proficiency nothing there to make it available to other stuff. I mean i CAN do it manually no biggy was just hoping for a click it and forget it thing lol
Overall a fantastic update, but regret that we can no longer easily see a spell’s school of magic (ie Abjuration, Divination etc) when scanning a list of spells ... to see this, each spell must now be clicked on. In the previous version each spell in a list view had a color ful icon beside it indicating its type ... which made picking spells for characters like Arcane Tricksters or Eldritch Knights who’s spells are limited to certain schools very easy. Can this functionality be restored? if not by icons, then perhaps by color coding the spall’s name by school? Thanks for the consideration and thanks for the great work!
Love the update makes looking through the sheet super easy. During our last session I noticed my skill stats were off, everywhere that I should have had a +0 modifier to a skill, all of a sudden everything had a plus +1 modifier, any way to fix that?
Love the update makes looking through the sheet super easy. During our last session I noticed my skill stats were off, everywhere that I should have had a +0 modifier to a skill, all of a sudden everything had a plus +1 modifier, any way to fix that?
OH! fyi to everyone I figured my dilemma out! the trick isn't in the weapon i clicked on the sheet over in proficiencies and manually added whip to the weapons there. now it auto adds my prof bonus like it's supposed to without me doing anything more than changing the name to fit.
I'm trying to make a custom attack for sharpshooter. When making a custom weapon action you can change the value of the damage, but not the to-hit, and I don't want to carry around a second bow in my inventory just to have a variant attack. Is there a work around for this, or is it something that's going to be addressed?
I notice now that all of my characters now have Two-Weapon fighting as a bonus action on the new character sheet. Was this always a bonus for all classes? My characters are Tiefling/Fighter, Human/Monk, Halfling/Rogue and Elf/Druid.
I notice now that all of my characters now have Two-Weapon fighting as a bonus action on the new character sheet. Was this always a bonus for all classes? My characters are Tiefling/Fighter, Human/Monk, Halfling/Rogue and Elf/Druid.
Is there a place where we can show skill in thieves tools as a finite number, particularly when we have expertise in it? Makes it easier than constantly doing the math for it...
You can add a custom skill, then it will always show for you.
That's what I did! I added "lockpicking (thieves tools)" as a custom skill. Super helpful imo.
DM: The Cult of the Crystal Spider (Currently playing Storm King's Thunder)
Player: The Knuckles of Arth - Lemire (Tiefling Rogue 5/Fighter 1)
is it possible to add a custom weapon prof? my group has houseruled that a Dagger Whip is a monk weapon as it is very much in the flavor of the class and we agree the whip doesn't really need to be changed mechanically for it just call it something else. however the sheet does not allow the addition of new weapon prof unless you take the weaponmaster feat and no way to customize the whip to make it a monk weapon or anything like that.
Tried that, however it throws an error every time I try to make a new skill. Specifically an API handler error....
Do you have any homebrew on the character? Seems like my one character with a homebrew race gives me a lot of those errors, but I hardly ever see them elsewhere.
That character has a home brew feat but nothing else. And one i made myself, however now it is working. Perhaps a glitch in the matrix...
yeah i tried that only way to get it to work would be to manually put in the mod for the proficiency nothing there to make it available to other stuff. I mean i CAN do it manually no biggy was just hoping for a click it and forget it thing lol
Overall a fantastic update, but regret that we can no longer easily see a spell’s school of magic (ie Abjuration, Divination etc) when scanning a list of spells ... to see this, each spell must now be clicked on. In the previous version each spell in a list view had a color ful icon beside it indicating its type ... which made picking spells for characters like Arcane Tricksters or Eldritch Knights who’s spells are limited to certain schools very easy. Can this functionality be restored? if not by icons, then perhaps by color coding the spall’s name by school? Thanks for the consideration and thanks for the great work!
It looks great! As a new player the new character sheet takes out a lot of the confusion. It seems very cohesive, thank you!
Love the update makes looking through the sheet super easy. During our last session I noticed my skill stats were off, everywhere that I should have had a +0 modifier to a skill, all of a sudden everything had a plus +1 modifier, any way to fix that?
Are you a Bard, by chance?
Yes I am a halfling Bard
If you're level 2 or 3 it could be "Jack of all Trades" auto-applied to your skills?
~ Nelson.
I fell like a dunce that make sense, I didn't even think of that since I hadn't applied my lvls to my character till after the update. Thank you ^_^
OH! fyi to everyone I figured my dilemma out! the trick isn't in the weapon i clicked on the sheet over in proficiencies and manually added whip to the weapons there. now it auto adds my prof bonus like it's supposed to without me doing anything more than changing the name to fit.
I'm trying to make a custom attack for sharpshooter.
When making a custom weapon action you can change the value of the damage, but not the to-hit, and I don't want to carry around a second bow in my inventory just to have a variant attack.
Is there a work around for this, or is it something that's going to be addressed?
Hi
I notice now that all of my characters now have Two-Weapon fighting as a bonus action on the new character sheet. Was this always a bonus for all classes? My characters are Tiefling/Fighter, Human/Monk, Halfling/Rogue and Elf/Druid.
I'm still a newbie and learning!
Thanks.
Yes, any character can do Two-Weapon Fighting.
Thanks....that's great to know.
There's probably so much I don't know but having the character sheet helps draw attention to things :)