D&D 5E ForgedAnvil D&D 5E Character Generator

ForgedAnvil

Explorer
FYI, the text added by the sheet for a fighter's action surge is misleading. A fighter gains one additional action in addition to the action and "possible" bonus action they already have. The sheet makes it sound like when they use action surge they gain an additional bonus action as well.

Thanks for the feedback, changed and simplified the text to "On your turn, take one additional action. Regain ability after a short or long rest"
 

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ForgedAnvil

Explorer
I will add my thanks to those you have already received.

A couple suggestions for 1.61 custom subclasses:
1. A way to bump up initiative. (IE: The swashbucklers allows you to add CHA to initiative)
2. A lot of subclasses grant more than one ability at third level. Just to make things neat and tidy, is it possible to get two level 3 boxes?

Other than that, once again, thanks and keep up the good work!

Thanks for the feedback

1. Planning to add initiative adjustment
2. Let's see how this works out, if you look at the example in the beta file the Favored Soul can add multiple ability lines and also type in a formula to change the text displayed at a certain level. Play around with it and let me know you thoughts
 

ForgedAnvil

Explorer
ForgedAnvil:

Yet more great work from the master.

I have just started playing around with 1.61 Beta and its amazing.

Like Pensivetoast above me though, I do have requests (like I usually do).
1) Either under Armor Class or Armor Proficiency, could you add Unarmored Defense along with an associated dropdown to select the related ability modifier?
2) A dropdown that allows you to select an alternate spell casting ability score (possible down with Spells and bonus spells).
3) This is just an endorsement for Pensivetoast's suggestions.
- In relation to his #1 suggestion: , possibly a drop down to the allow the addition of a secondary ability modifier to Initiative (and maybe a similar dropdown for AC).
- As for his #2 suggestion: , I'd suggest at least doubling the number of ability boxes. As to where to find the space to add these additional boxes, see my last suggestion for this posting. :)

Seeing as how this is one of the more complex additions to your sheet since you first released it, I suggest that maybe you limit subclasses to just one, then spread the data entry cells and dropdowns horizontally. Maybe a column for things like class, name, dropdowns, etc.; a column for ability boxes; and a column for spellcasting related options.

Once again, great work. :)

Hey Mergon, thanks for the feedback.

1. With Unarmored Defense, this becomes challenging as is it always without armor? or only when wearing light armor? it can become complex etc. Recommend to use a formula in the base AC section like =if(OR(ArmorSelect="",ArmorSelect="none",ArmorSelect=SelectText),10+WISMod,0) as an example to set the base AC to 10 + Wisdom modifier when not wearing armor. If I take the base Monk Class example then =IF(AND(OR(ArmorSelect="",ArmorSelect="none",ArmorSelect=SelectText),OR(ShieldSelect="",ShieldSelect="none",ShieldSelect=SelectText)),10+WISMod,10)
[UPDATE] I've simplified this in v1.61 to =IF(AND(ArmorNone,ShieldNone),10+WISMod,10)
2. Note that you will not be able to change the base Class spell ability for the base class spells (even domain spells). For bonus spells, recommend use a formula also. See the Custom Race 3 example on adding spells, spell ability and DC - the formula are detailed there
3. Noted, planning to implement
3a. Adding say Charisma modifier to initiative is easy, =CHAmod and you select the level (once the initiative adjustment is implemented)
3b. Let's see how this works out, if you look at the example in the beta file the Favored Soul can add multiple ability lines and also type in a formula to change the text displayed at a certain level. Play around with it and let me know your thoughts
 
Last edited:

kalzine

First Post
Loving it!!

Hey I am loving the Character sheet. Started working with the Beta to get to try some of the new features and noticed the Renown doesn't seem to be a fillable field in the Start Screen, also the faction isn't bleeding over to the character sheet pages.

Great job on the sheet and I can't wait to see the next version.
 

ForgedAnvil

Explorer
Hey I am loving the Character sheet. Started working with the Beta to get to try some of the new features and noticed the Renown doesn't seem to be a fillable field in the Start Screen, also the faction isn't bleeding over to the character sheet pages.

Great job on the sheet and I can't wait to see the next version.

Thanks for the feedback, awesome you're loving the sheet! You'll need to enable factions in the options. I've fixed the bug on the start sheet so all should be working in v1.61
 

elandy

First Post
Ranger with No Spells

I've been playing a bit with the v1.61 beta, and as I thought it won't be useful to make the variant ranger with no spells from the UA article. Thanks anyway for the great job, this sheet is awesome (and it gets even better with each update!).

So I've been trying to use the "Additional Details" from the start sheet to put the Ranger with No Spells features and playing with some formulas and named variables to try to automatize it. And I think I got it! I leave it here if anyone is interested in it and wants to try it. Just copy the code below in the "additional details" section of the start sheet and it should work. I've got the Spanish version of excel, so I had to translate the formulas to put them here (I hope all is well translated). If you try it I would be glad to hear your feedback.

Ranger with No Spells
Code:
="VARIANT: Ranger with No Spells"&IF(RangerLevel>=2;"
• Combat Superiority
 - Superiority Dice - "&IF(RangerLevel<9;"4d8";IF(RangerLevel<17;"5d8";"6d8"))&"
 - "&IF(RangerLevel<5;2;IF(RangerLevel<9;3;IF(RangerLevel<13;4;IF(RangerLevel<17;5;6))))&" Maneuvers - use only one maneuver per attack (DC"&8+ProfBonus+MAX(DEXMod;STRMod)&")
»Maneuver 1
  Maneuver 1 text"&"
»Maneuver 2
  Maneuver 2 text"&IF(RangerLevel>=5;"
»Maneuver 3
  Maneuver 3 text";"")&IF(RangerLevel>=9;"
»Maneuver 4
  Maneuver 4 text";"")&IF(RangerLevel>=13;"
»Maneuver 5
  Maneuver 5 text";"")&IF(RangerLevel>=17;"
»Maneuver 6
  Maneuver 6 text";"");"")&IF(RangerLevel>=3;"
• Poultices
  Spend one hour gathering herbs to prepare "&IF(WISMod>1;WISMod;1)&" healing poultices that last 24 hours. Spend 1 minute 
  applying one poultice to a creature and it regains "&ROUNDUP(RangerLevel/2;0)&"d6 hit points";"")&IF(RangerLevel>=9;"
• Natural Antivenom
  You have advantage on saving throws against poison and have resistance to poison damage.
  Your poultices cure one poison effect in addition to restoring hit points";"")&IF(RangerLevel>=13;"
• Call Natural Allies
  When you are in a "&J110&", "&J111&" or "&J112&" you can call creatures from that terrain to
  fight on your side for 1 hour. They attack any creature hostile to you and are friendly to you and
  your comrades. DM chosses type and number of beasts in one of the following groups:"&"
 - One beasts up to CR 2
 - Two beasts up to CR1
 - Four beasts up to CR 1/2
 - Eight beasts up to CR 1/4";"")&IF(RangerBeastMasterLevel>=15;"
• Beastly Coordination (Replaces Share Spells)
  When an attacker that you can see hits your beast companion with an attack, you can call out a
  warning."&" If your beast companion can hear you, it can use its reaction to halve the attack’s
  damage against it";"")&IF(RangerLevel>=17;"
• Relentless
  When you roll initiative and have no superiority dice remaining, you regain 1 superiority die";"")

It's not optimal, and I think it would be quite long for high level rangers (but I think probably many classes won't fit completely in the CSII at high levels).

The only thing I couldn't automatize is the manuevers. They will have to be typed where it says "Maneuver 1", "Maneuver 1 text", "Maneuver 2", etc.
Regarding that: would it be possible to have the maneuvers as named variables for this purpose? Or at least could you give us a reference of the cell in witch they are typed, so we wouldn't have to type them again?


On an unrelated matter: would it be possible to add a way to introduce new fighting styles to this sheet (as the ones in the UA Underdark Characters article)? As part of the Custom Subclass, or even better in a separate part on the custom sheet. And also I think it would be nice to have some custom feats as well (because they sure will appear some in the future). I know putting the possible bonuses of those in the sheet would be quite complicate, but at least if we could have the text added and the name in the dropdown list would be nice (the rest I think we can work it out with the overrides).

Once again, congratulations for your great sheet and many thanks for your excellent work!!!!
 
Last edited:

basilforth

Explorer
Feedback for version 1.61 beta

I attempted to create a new race by editing the Race 3 Slot on the Custom tab. I changed the Name to Fey Elf. In the Spells section of Race 3 I cleared Spell 2 and Spell 3. I left a Cantrip selected for Spell 1 field. See image 1. I assume this creates a new race call Fey Elf with a bonus Cantrip for being a Fey Elf, correct?

spell slot 1.png

Image 1

I then created a character, selected the Race Fey Elf, added a few levels of Sorcerer. I then attempted to designate the racial cantrip for my Fey Elf character. But there were no cantrips available to select. See image 2.

Fey elf cantrip selection.png

Image 2

I assume the custom tab is intended for users to be able to create custom races?

thanks again for all your hard work
 

ForgedAnvil

Explorer
Feedback for version 1.61 beta

I attempted to create a new race by editing the Race 3 Slot on the Custom tab. I changed the Name to Fey Elf. In the Spells section of Race 3 I cleared Spell 2 and Spell 3. I left a Cantrip selected for Spell 1 field. See image 1. I assume this creates a new race call Fey Elf with a bonus Cantrip for being a Fey Elf, correct?

Image 1

I then created a character, selected the Race Fey Elf, added a few levels of Sorcerer. I then attempted to designate the racial cantrip for my Fey Elf character. But there were no cantrips available to select. See image 2.

Image 2

I assume the custom tab is intended for users to be able to create custom races?

thanks again for all your hard work

Thanks for the feedback!

Hmmm, I'm not sure what happened in v1.61 beta 1. This function is working on my latest version (unreleased) of v1.61 that I just tested with the same as you mentioned above. I've been implementing all the SCAG classes, spells etc so I may have fixed the issue during that process. Next version is looking is good shape by the way
 

ForgedAnvil

Explorer
I've been playing a bit with the v1.61 beta, and as I thought it won't be useful to make the variant ranger with no spells from the UA article. Thanks anyway for the great job, this sheet is awesome (and it gets even better with each update!).

So I've been trying to use the "Additional Details" from the start sheet to put the Ranger with No Spells features and playing with some formulas and named variables to try to automatize it. And I think I got it! I leave it here if anyone is interested in it and wants to try it. Just copy the code below in the "additional details" section of the start sheet and it should work. I've got the Spanish version of excel, so I had to translate the formulas to put them here (I hope all is well translated). If you try it I would be glad to hear your feedback.

Ranger with No Spells
Code:
="VARIANT: Ranger with No Spells"&IF(RangerLevel>=2;"
• Combat Superiority
 - Superiority Dice - "&IF(RangerLevel<9;"4d8";IF(RangerLevel<17;"5d8";"6d8"))&"
 - "&IF(RangerLevel<5;2;IF(RangerLevel<9;3;IF(RangerLevel<13;4;IF(RangerLevel<17;5;6))))&" Maneuvers - use only one maneuver per attack (DC"&8+ProfBonus+MAX(DEXMod;STRMod)&")
»Maneuver 1
  Maneuver 1 text"&"
»Maneuver 2
  Maneuver 2 text"&IF(RangerLevel>=5;"
»Maneuver 3
  Maneuver 3 text";"")&IF(RangerLevel>=9;"
»Maneuver 4
  Maneuver 4 text";"")&IF(RangerLevel>=13;"
»Maneuver 5
  Maneuver 5 text";"")&IF(RangerLevel>=17;"
»Maneuver 6
  Maneuver 6 text";"");"")&IF(RangerLevel>=3;"
• Poultices
  Spend one hour gathering herbs to prepare "&IF(WISMod>1;WISMod;1)&" healing poultices that last 24 hours. Spend 1 minute 
  applying one poultice to a creature and it regains "&ROUNDUP(RangerLevel/2;0)&"d6 hit points";"")&IF(RangerLevel>=9;"
• Natural Antivenom
  You have advantage on saving throws against poison and have resistance to poison damage.
  Your poultices cure one poison effect in addition to restoring hit points";"")&IF(RangerLevel>=13;"
• Call Natural Allies
  When you are in a "&J110&", "&J111&" or "&J112&" you can call creatures from that terrain to
  fight on your side for 1 hour. They attack any creature hostile to you and are friendly to you and
  your comrades. DM chosses type and number of beasts in one of the following groups:"&"
 - One beasts up to CR 2
 - Two beasts up to CR1
 - Four beasts up to CR 1/2
 - Eight beasts up to CR 1/4";"")&IF(RangerBeastMasterLevel>=15;"
• Beastly Coordination (Replaces Share Spells)
  When an attacker that you can see hits your beast companion with an attack, you can call out a
  warning."&" If your beast companion can hear you, it can use its reaction to halve the attack’s
  damage against it";"")&IF(RangerLevel>=17;"
• Relentless
  When you roll initiative and have no superiority dice remaining, you regain 1 superiority die";"")

It's not optimal, and I think it would be quite long for high level rangers (but I think probably many classes won't fit completely in the CSII at high levels).

The only thing I couldn't automatize is the manuevers. They will have to be typed where it says "Maneuver 1", "Maneuver 1 text", "Maneuver 2", etc.
Regarding that: would it be possible to have the maneuvers as named variables for this purpose? Or at least could you give us a reference of the cell in witch they are typed, so we wouldn't have to type them again?


On an unrelated matter: would it be possible to add a way to introduce new fighting styles to this sheet (as the ones in the UA Underdark Characters article)? As part of the Custom Subclass, or even better in a separate part on the custom sheet. And also I think it would be nice to have some custom feats as well (because they sure will appear some in the future). I know putting the possible bonuses of those in the sheet would be quite complicate, but at least if we could have the text added and the name in the dropdown list would be nice (the rest I think we can work it out with the overrides).

Once again, congratulations for your great sheet and many thanks for your excellent work!!!!

Wow cool stuff! Challenging to do it that way but currently there is no work around to the base class change. I have been implementing a bunch of new named ranges so will be able to add the maneuvers and possibly monk elemental stuff. Let's see, focusing on SCAG and custom subclasses at the moment...
 

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