Difference between revisions of "DnD5e Shaped Character Sheet"
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In the top middle of the tab are shaped areas representing the ''Armor Class'' [AC] and ''Initiative'' of the character. The <span style="background:#00ff00">Armor Class</span> is a calculated field based on the [[#Armor|'''Armor''']] tab and any global bonuses in the bonuses section below it. The <span style="background:#00ff00">initiative</span> shows the calculated modifier based on the character's dexterity modifier and any global bonuses in the [[#Settings|'''Settings''']] tab. To the right of ''Initiative'' is a section for adding the character's speed for several types of movement and the ability to note whether the character is currently hovering. | In the top middle of the tab are shaped areas representing the ''Armor Class'' [AC] and ''Initiative'' of the character. The <span style="background:#00ff00">Armor Class</span> is a calculated field based on the [[#Armor|'''Armor''']] tab and any global bonuses in the bonuses section below it. The <span style="background:#00ff00">initiative</span> shows the calculated modifier based on the character's dexterity modifier and any global bonuses in the [[#Settings|'''Settings''']] tab. To the right of ''Initiative'' is a section for adding the character's speed for several types of movement and the ability to note whether the character is currently hovering. | ||
− | The heart shaped section contains information about the character's ''Hit Points'' [HP]. <span style="background:#c0c0c0">Current</span> is a manually edited field for when damage is taken and is usually connected to a token. <span style="background:#00ff00">Max</span | + | The heart shaped section contains information about the character's ''Hit Points'' [HP]. <span style="background:#c0c0c0">Current</span> is a manually edited field for when damage is taken and is usually connected to a token. <span style="background:#00ff00">Max</span> is the calculated maximum value based on the ''Class Levels'' section in the [[#Class|'''Class''']] tab. It is not editable. Finally, there is a <span style="background:#c0c0c0">Temp</span> field to enter and manually adjust any temporary hit points that have been obtained. |
To the right of the heart are three rows, Proficiency Bonus which is a calculated value, Inspiration which is user toggled either present indicated by a green plus [+] or absent indicated by a purple minus [-] and Exhaustion Level which is a manually entered number. The exhaustion levels in 5th Edition are conveniently listed in the tool tip which can be shown by hovering over the small black question mark [?] in the Exhaustion Level section. | To the right of the heart are three rows, Proficiency Bonus which is a calculated value, Inspiration which is user toggled either present indicated by a green plus [+] or absent indicated by a purple minus [-] and Exhaustion Level which is a manually entered number. The exhaustion levels in 5th Edition are conveniently listed in the tool tip which can be shown by hovering over the small black question mark [?] in the Exhaustion Level section. |
Revision as of 21:20, 10 July 2015
Contents |
General Information
Author(s)
- Mark Lenser (Mark on Roll20.net, @mlenser on Twitter) - page author
- Rouby - tooltips and German translations
- Heather Lazar (HLazar on Roll20.net) - wiki content contributor
Links
Overview
The D&D 5e Shaped Character Sheet, sometimes referred to as the 5e Shaped Character Sheet, is for use in the Roll20 system during Dungeons and Dragons 5th Edition gameplay. It is based on the design of the original D&D 5e Character Sheet by John Myles. Modifications have been made to the original design to present the information in a more concise, readable way so that users can find information quickly.
Please see the Character Sheet wiki page for general information about setting and using character sheets. To use this sheet in your campaign, select Dungeons and Dragons: 5th Edition (Shaped) in your campaign settings.
The shaped sheet includes both a Player (PC) and an NPC option. The pertinent option can be toggled in the upper left of the sheet. The Player sheet is green when toggled on and the NPC sheet is purple when toggled on. Whether the PC or NPC sheet, there are various tabs in blue just below the header information and when selected will show the active tab in the window below it. The currently selected tab is a darker blue than the other tabs. The gear icon tab is a settings tab which modifies various things about the sheet as a whole. Finally, if you click on the Show All tab, every tab is shown at once and the various sections are seen by scrolling down the page.
The purpose of this wiki is to describe in detail the attributes, rolls and details of each of the PC and NPC tabs; Core Stats, Weapons, Spellbook, Background, Class, Armor, Inventory, Settings, Show All, and Traits & Actions.
There is an option in the top right of the sheet to present the sheet in English or German languages.
If you are starting fresh with the D&D 5e Shaped Character Sheet, just enter your character information as normal. If you are converting from the original D&D 5e Character Sheet, see the next section about which things have changed and will need to be edited.
Changes from Original 5e Sheet
While most items remain the same from John Myle's original sheet, various things have been modified and will need to be re-entered in the sheet if converting.
In the Player Character Sheet, the following will need to be altered
- Armor - will need to be completely re-entered
- Vision - will need to be completely re-entered
- Spells - allows for categorization by Prepared, Ritual, and Concentration
- Class specific
- Expertise - will need to be toggled in the skills section
- Jack of All Trades - will need to be toggled in the skills section
The NPC Character Sheet does not allow for much anything to cross over. However, the old NPC sheet is included and there is a an import script that allows for NPC characters to be imported to the NPC sheet.
Update Instructions
The character sheet will update about every week to the newest version. However, if you wish to manually update to the sheet, please follow these instructions. You must be a Roll20 mentor in order to perform these actions.
- Go to Github and open the RAW html and css files.
- Copy the html content from github.
- In your Roll20 campaign, go to the campaign settings and choose a custom character sheet.
- In the HTML tab of your campaign settings, paste the html code you just copied.
- Copy the css content from github.
- In the CSS tab of your campaign settings, paste the css code you just copied.
- Click Save.
Wiki Formatting
List of what certain text format means in this wiki
format | meaning |
---|---|
bold | character sheet tab name or other major section |
italics | tab section, usually with a black box label or shape frame |
code or formula |
code to be used in macros or formulas of calculated fields |
silver highlight | field which is editable by the user |
green highlight | calculated fields, not editable by user |
blue highlight | calculated passive fields, not editable by user |
green text | calculated attribute |
blue text | calculated passive attribute |
white text with blue highlight | macros represented by buttons in the sheet |
Character Sheet
Each of the sections below goes into detail about the information that should be placed in the various sections or tabs of the sheet. It will be noted whether the tab is particular to the individual Player sheet, NPC sheet, or common to both sheets.
In general, calculated fields within the sheet are highlighted in green and are not able to accept input by the user. The calculated passive fields representing passive skills are highlighted in a cyan blue and are also not able to accept input by the user.
Macros are represented by dark blue buttons, usually with an image of a die, a heart for saves or a check mark for skill checks. Clicking these buttons with the mouse will run the macro, complete with appropriate dice rolls and modifiers, within the chat window of the Roll20 game, utilizing the Roll Template of the Shaped Character Sheet. More details on macros and the Roll Template can be seen their appropriate sections of this wiki.
Header
The Header is a common section of the Player and NPC sheets. It is at the top of the sheet and is always shown no matter which tab is active. It allows for general information about the character including Character Name, Class, Alignment, known Languages, Race, Vision options, and Background. All of these particular entries are text only and allow for any alphanumeric text. None of the fields listed above have any bearing on any other fields in the sheet. Their textual contents can be referenced by attribute but they are not used in any other calculations within the various tabs.
The Character Name field is linked to the Journal entry of the same character. Changing the name in the Header or editing it in the Journal will replace it in both areas.
The P PERC area in the header is a calculated field representing the character's passive perception. The LEVEL field is a calculated field based on the levels entered in the Class Levels section of the Class tab, allowing for multiple classes for one character. It is the sum of all the numbers entered in that section and represents the total level of the character.
Core Stats
The Core Stats page is the first tab of the sheet and is probably where the player will spend the most time. Not only does it contain information on character abilities, health, and initiative but it also has the ability to quickly access weapon macros, spell slots, class resources, and conveniently add buffs and debuffs.
The tab is divided into three major sections. The left section contains core abilities and their relevant skills. The right section is the quick access to weapons and has textual entries for damage resistance and immunities. The middle section captures the rest including health related items, spell slots, class resources, and global bonuses. In all sections, the green highlighted fields are calculated from this or another tab and are not able to be changed by the user.
Starting from the very left, all six abilities are listed vertically. Entering a number in the small oval of each ability will generate its corresponding ability modifier in the large green highlighted area. In the next column is a small framed area at the top containing ability save and ability check information. Information about each ability can be seen in a tool tip popup if you hover over that ability. A check mark in the box at the beginning of the ability row means the character is proficient in that ability and the ability save modifiers will change accordingly. Note the macro buttons for each ability, one heart button for the ability save and one check mark button for the ability check.
Under the Ability Save and Check section is the Skills section. Each skill has a calculated skill modifier highlighted in green and a calculated passive skill value in blue. Note the Passive Perception value should correspond to the P PERC field in the Header. Information on the skill and its corresponding check can be seen by tool tip popup if you hover over that skill. Clicking the dash symbol at the beginning of each skill row will allow the user to chose whether the character is proficient or has expertise in the skill. Proficiency is marked by a plus [+] sign and expertise is marked by a double plus [++] sign. Their calculated skill modifiers will adjust accordingly. You may add custom skills by clicking the Custom Skills grey button at the bottom of the skill list. Checking the box by Jack of All Trades will enable this trait for the character. Each skill has a dark blue button with a white die that is used to roll the skill check.
In the top middle of the tab are shaped areas representing the Armor Class [AC] and Initiative of the character. The Armor Class is a calculated field based on the Armor tab and any global bonuses in the bonuses section below it. The initiative shows the calculated modifier based on the character's dexterity modifier and any global bonuses in the Settings tab. To the right of Initiative is a section for adding the character's speed for several types of movement and the ability to note whether the character is currently hovering.
The heart shaped section contains information about the character's Hit Points [HP]. Current is a manually edited field for when damage is taken and is usually connected to a token. Max is the calculated maximum value based on the Class Levels section in the Class tab. It is not editable. Finally, there is a Temp field to enter and manually adjust any temporary hit points that have been obtained.
To the right of the heart are three rows, Proficiency Bonus which is a calculated value, Inspiration which is user toggled either present indicated by a green plus [+] or absent indicated by a purple minus [-] and Exhaustion Level which is a manually entered number. The exhaustion levels in 5th Edition are conveniently listed in the tool tip which can be shown by hovering over the small black question mark [?] in the Exhaustion Level section.
Below the Heart is a section for Hit Dice [HD]. The available HD are shown by pressing the grey buttons in the top of this section. Selecting the appropriate HD will turn it dark green and then show a row for that die and have calculated max values based on the number of class levels the character has in the Class tab. The current value is manually entered or adjusted by the arrows to the right of the value. You can show or hide however many HD rows by toggling their buttons. There is a macro button labeled by its corresponding HD to roll for regained HP per the rules of 5th Edition. Note that the current value is not subtracted, this will have to manually be kept track.
Below the HD section is a Death Save section with a macro button to roll when a character has reached 0 HP. The number of successes and the number of failures are kept track manually by toggling the circles in this section. You can clear the saves by pressing the red x [X] after having toggled a success or failure. Successess are toggled green and Failures are toggled red.
Weapons
Spellbook
Background
The Background tab is a Player Sheet specific tab and is not available in the NPC sheet. There are four sections; Appearance, Background and Race Info, Equipment Proficiencies, and Miscellaneous. As with most of the fields in the Header tab, all of the fields in the Background section are text only. Their textual contents can be referenced by attribute but they are not used in any other calculations within the sheet. These fields are present mostly for character reference.
The Appearance section has several fields for general information to be entered about the character's visual appearance. The Background and Race Info section has large text input boxes for mimicking the Wizards of the Coast Dungeons and Dragons 5th Edition official character sheet racial and background information. The Equipment Proficiencies section allows for information to be entered on the abilities of the character to use certain armor, weapons, and tools. And finally there is a large text input box in the Miscellaneous tab to enter any information not captured in the sections above.
Class
Armor
Inventory
The Inventory tab allows for a character to keep track of money, items, and weight. There are four sections in this tab; Coin Carried, Weight, Inventory, and Treasure/Loot Inventory Notes. While there are calculated fields in this tab, the attributes of these fields are never used in further calculations in the sheet though they can be referenced.
The Coin Carried section allows tracking of all currency pieces in the Dungeons and Dragons universe; namely copper (CP), silver (SP), electrum (EP), gold (GP), and platinum (PP). The Total GP Value field is a calculated field based on the values entered in the number of coins carried in this section and the conversion values located in the bottom left of the Settings tab. If changes are not made to the conversion rates, the default 5th Edition values are present and used. The Total GP Value is normalized to the gold piece conversion rate.
The Weight section has several calculated fields based on the values entered in the Coin Carried and Inventory sections. The Inventory field is a sum of all the weight of your inventory listed in the Inventory section below. There is also a Coin weight calculated field in this section which assumes a 50 coins per pound ratio. Next to the Coin weight is a text input box labeled Other where you can add any extra weight not captured by these two categories. Also in the Weight section are calculated fields of the maximum carrying weight, the push, drag, or lifting weight, encumbered weight, and heavily encumbered (H. Encumbered) based on the 5th Edition rules. If weight does not play a role in your game, you can ignore all of these fields.
The Inventory section is a list of all the items for which your character wishes to track. The section is divided into three pages noted by the red clickable page number buttons. The selected page is a deeper red than the unselected pages. If you select the Show All page then all the inventory is listed at once. With this system, a total of 45 items can be listed. At the top of the section is an option pulldown to choose whether your inventory is listed as a total weight value (ignoring quantity) or as an individual value. Choosing the weight per single row item option will multiply the row quantity by its individual weight to get the total weight. Choosing the total weight of the row option will just sum the row's total weight value. This factors into the Inventory weight field calculated in the above section. For each row, you may enter a quantity, a name, its weight either as a total or as a per row value, and a description. If the item is carried, simply check the box next to the row number. If the character has dropped or used the item, you can uncheck this box but still keep the item in the list in case your character picks up another one or you wish to remember what you once had.
Finally there is another large text input box in the Treasure/Loot/Inventory Notes section that allows for any miscellaneous information to be entered that could not be captured in the above sections.
Traits & Actions
NPC sheet only
Settings
Show All
The Show All tab allows all the previous tabs to be shown at once. Selecting this tab will stack in order from left to right the tabs and list them from top to bottom. The window can then be scrolled down to see or edit any and all the information of the various tabs.
Attributes and Macros
Using Attributes
An attribute is a reference to a value inherent to the character. The simplest example is the character's strength but a more complex example is the character's attack modifier for a particular weapon or a skill check modifier taking into account expertise. The attributes within a sheet can be used to create custom macros for or by the players. Note that not only values can be used in macros but text attributes can be used as well.
The Attributes section of the wiki has valuable information on using attributes within macros. To use the Shaped Character Sheet attributes the syntax is:
@{name|attribute}
where name is the name of the character sheet, not the token. You can also use selected or target in place of name. This is a core functionality of Roll20 and is described in their appropriate wiki sections.
If the attribute is calculated then it will need to be used within an inline roll or the attribute will be listed as its formula and not actually calculated. Incidentally, using a calculated attribute outside of an inline roll is a way to determine its parts. An example syntax of using a calculated attribute is:
[[@{name|calculated_attribute}]]
Calculated attributes are noted as such and listed as green text in the following sections.
Using Macros
The Shaped sheet has various macros available for use by the player. These are noted by dark blue clickable buttons usually containing a white image of a die but there are white heart images for saves and white check mark images for skill checks. Each of these macros has a name which can be called alone or as part of another macro. Note that the macros in the Shaped sheet are utilizing the 5e Roll Template also embedded in the sheet. Calling the macro will output the macro in its roll template format. More details about the Roll Template can be seen in its section.
The macros section of the Roll20 wiki has valuable information on using macros in general. To use the Shaped Character Sheet macros the syntax is:
%{name|macro}
where name is the name of the character sheet, not the token. You can also use selected or target in place of name. This is a core functionality of Roll20 and is described in their appropriate wiki sections.
Header
Core Stats
Ability Attributes
ability | ability bonus | ability modifier (calculated) |
---|---|---|
strength | strength_bonus | strength_mod |
dexterity | dexterity_bonus | dexterity_mod |
constitution | constitution_bonus | constitution_mod |
intelligence | intelligence_bonus | intelligence_mod |
wisdom | wisdom_bonus | wisdom_mod |
charisma | charisma_bonus | charisma_mod |
Ability Check Attributes
check bonus | check modifier (calculated) | check macro |
---|---|---|
basic_strength_bonus | basic_strength_check_mod | Basic_Strength_Check |
basic_dexterity_bonus | basic_dexterity_check_mod | Basic_Dexterity_Check |
basic_constitution_bonus | basic_constitution_check_mod | Basic_Constitution_Check |
basic_intelligence_bonus | basic_intelligence_check_mod | Basic_Intelligence_Check |
basic_wisdom_bonus | basic_wisdom_check_mod | Basic_Wisdom_Check |
basic_charisma_bonus | basic_charisma_check_mod | Basic_Charisma_Check |
Ability Save Attributes
save bonus | save modifier (calculated) | save macro |
---|---|---|
strength_save_bonus | strength_save_mod | Strength_Save |
dexterity_save_bonus | dexterity_save_mod | Dexterity_Save |
constitution_save_bonus | constitution_save_mod | Constitution_Save |
intelligence_save_bonus | intelligence_save_mod | Intelligence_Save |
wisdom_save_bonus | wisdom_save_mod | Wisdom_Save |
charisma_save_bonus | charisma_save_mod | Charisma_Save |
Skill Attributes
skill modifier | skill proficiency | skill bonus | skill (calculated) | skill check macro |
---|---|---|---|---|
acrobatics_attribute | acrobatics_prof_exp | acrobatics_bonus | acrobatics | Acrobatics_Check |
animalhandling_attibute | animalhandling_prof_exp | animalhandling_bonus | animalhandling | AnimalHandling_Check |
arcana_attribute | arcana_prof_exp | arcana_bonus | arcana | Arcana_Check |
athletics_attribute | athletics_prof_exp | athletics_bonus | athletics | Athletics_Check |
deception_attribute | deception_prof_exp | deception_bonus | athletics | Deception_Check |
history_attribute | history_prof_exp | history_bonus | history | History_Check |
insight_attribute | insight_prof_exp | insight_bonus | insight | Insight_Check |
intimidation_attribute | intimidation_prof_exp | intimidation_bonus | intimidation | Intimidation_Check |
investigation_attribute | investigation_prof_exp | investigation_bonus | investigation | Investigation_Check |
medicine_attribute | medicine_prof_exp | medicine_bonus | medicine | Medicine_Check |
nature_attribute | nature_prof_exp | nature_bonus | nature | Nature_Check |
perception_attribute | perception_prof_exp | perception_bonus | perception | Perception_Check |
performance_attribute | performance_prof_exp | performance_bonus | performance | Performance_Check |
persuasion_attribute | persuasion_prof_exp | persuasion_bonus | persuasion | Persuasion_Check |
religion_attribute | religion_prof_exp | religion_bonus | religion | Religion_Check |
sleightofhand_attribute | sleightofhand_prof_exp | sleightofhand_bonus | sleightofhand | SleightOfHand_Check |
stealth_attribute | stealth_prof_exp | stealth_bonus | stealth | Stealth_Check |
survival_attribute | survival_prof_exp | survival_bonus | survival | Survival_Check |
custom_skill_1_attribute | custom_skill_1_prof_exp | custom_skill_1_bonus | custom_skill_1 | Custom_Skill_1 |
custom_skill_2_attribute | custom_skill_2_prof_exp | custom_skill_2_bonus | custom_skill_2 | Custom_Skill_2 |
custom_skill_3_attribute | custom_skill_3_prof_exp | custom_skill_3_bonus | custom_skill_3 | Custom_Skill_3 |
custom_skill_4_attribute | custom_skill_4_prof_exp | custom_skill_4_bonus | custom_skill_4 | Custom_Skill_4 |
Passive Skill Attributes
passive skill bonus | passive skill (calculated) |
---|---|
acrobatics_passive_bonus | passive_acrobatics |
animalhandling_passive_bonus | passive_animalhandling |
arcana_passive_bonus | passive_arcana |
athletics_passive_bonus | passive_athletics |
deception_passive_bonus | passive_deception |
history_passive_bonus | passive_history |
insight_passive_bonus | passive_insight |
intimidation_passive_bonus | passive_intimidation |
investigation_passive_bonus | passive_investigation |
medicine_passive_bonus | passive_medicine |
nature_passive_bonus | passive_nature |
perception_passive_bonus | passive_perception |
performance_passive_bonus | passive_performance |
persuasion_passive_bonus | passive_persuasion |
religion_passive_bonus | passive_religion |
sleightofhand_passive_bonus | passive_sleightofhand |
stealth_passive_bonus | passive_stealth |
survival_passive_bonus | passive_survival |
custom_skill_1_passive_bonus | passive_custom_skill_1 |
custom_skill_2_passive_bonus | passive_custom_skill_2 |
custom_skill_3_passive_bonus | passive_custom_skill_3 |
custom_skill_4_passive_bonus | passive_custom_skill_4 |
Initiative Attribute
initiative bonus | initiative (calculated) | initiative macro |
---|---|---|
initiative | initiative_overall | Initiative |
Weapons
Spellbook
Background
Class
Armor
Inventory
Traits & Actions
NPC sheet only
Settings
===Roll Template===