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

ForgedAnvil

Explorer
Trying to work with custom worksheets.
I had found the complete list of spells as named variable (like SpellListAll1stLevel), but not the actual spell list of the character.
I could not find the named variables to the spells that the character has in his spell book.
The list for cantrips, then for each level that I can see in the first column of CSIII.
I can access the spell names directly in the "spell casting" tab, like cells AQ29 to AQ53, for 1st level spells, but not as a named variable.
I am also hoping that such access to CSIII spells with named variables, will allow me with the same index number, to access the other CSIII parameters of that spell, like range, duration and details.

I had also could not find the named variable for the list of equipment that the character actually has. I can access the list directly in CSII B14:B134, but not as a list of named variable with their matching quantity and weight.

Hi asagar, thanks for the feedback. I'm currently reworking all named variables and have added a heap to v1.65. As part of redesigning CSI in a high density format I'm simplifying and "cleaning" the named variables at the same time (though it take a lot of work to do this). The equipment is something I've been thinking about, to get this done neatly the equipment stuff would need to be moved to the Start sheet (as a single reference location), however in doing this you lose the direct data entry to CSII (all data and changes would need to be done in the Start sheet). Personally I like to be able to enter data directly into CSII but would like to get some feedback on whether to keep this as is or change to the Start sheet. Spells are also planned to be included as named variables in future versions (there are quite a few so will take some effort to do this)

v2.00 will be the version with a more complete set of named variables that you can access and use in your custom design.
 

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Rustman

First Post
Probably the best way to do this is to create a line in your Equipment list called Dropped Backpack, assign a qty of 0. Then in the weight override type

PHP:
=SUMIF(BU14:CP150,"Backpack",CR14:DA150)

When the backpack is dropped, change the qty value to -1 (representing a dropped backpack) and done.

Unfortunately you cannot do this in the current v1.63, you'll need to wait for v1.64!

Awesome! Thanks!
 

skoorb

First Post
Found a couple more potential issues while working/theory crafting the future of my character.

1) Character Sheet III - Scorching Ray details shows +1 ray and the end of the description. Character is only Level 3. The +1 Ray should not be active until Warlock Level 5 when 3rd level spell slots become available.
2) Character Sheet III - Multi-classing seems to cause an error in Spell Slots tracking properly. In this example, I created Warlock 5/Sorcerer 3. At Warlock Level 5, it should read as 3rd Spell Slot - 2 Spells. Instead the 2 spells are still tracked in the 2nd slot. I checked to see if the error persisted when not multi-classing and it seems to work fine then. (This is assuming I understand multi-classing properly.)
3) Character Sheet I - Multi-classing error. Warlock 5/Sorcerer 3. Constitution proficiency bonus not added to saving throws column for the Sorcerers base Constitution saves trait. (Again this is assuming I understand multi-classing properly.)

I know I've posted a few things now to help out w/bugs, but I also wanted to say THANK YOU for this character sheet. It has made life so much easier for me in tracking my character.

*Edit: Added #3
 
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vecna00

Speculation Specialist Wizard
3) Character Sheet I - Multi-classing error. Warlock 5/Sorcerer 3. Constitution proficiency bonus not added to saving throws column for the Sorcerers base Constitution saves trait. (Again this is assuming I understand multi-classing properly.)

Which class did you take first? That is what determines your save proficiencies.
 
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ForgedAnvil

Explorer
Found a couple more potential issues while working/theory crafting the future of my character.

1) Character Sheet III - Scorching Ray details shows +1 ray and the end of the description. Character is only Level 3. The +1 Ray should not be active until Warlock Level 5 when 3rd level spell slots become available.
2) Character Sheet III - Multi-classing seems to cause an error in Spell Slots tracking properly. In this example, I created Warlock 5/Sorcerer 3. At Warlock Level 5, it should read as 3rd Spell Slot - 2 Spells. Instead the 2 spells are still tracked in the 2nd slot. I checked to see if the error persisted when not multi-classing and it seems to work fine then. (This is assuming I understand multi-classing properly.)
3) Character Sheet I - Multi-classing error. Warlock 5/Sorcerer 3. Constitution proficiency bonus not added to saving throws column for the Sorcerers base Constitution saves trait. (Again this is assuming I understand multi-classing properly.)

I know I've posted a few things now to help out w/bugs, but I also wanted to say THANK YOU for this character sheet. It has made life so much easier for me in tracking my character.

*Edit: Added #3

1. Scorching Ray can be cast using a higher level spell slot denoted by the ᴴ , as it is a 2nd level spell, casting it using a 3rd level slot gives +1 ray, 4th +2, 5th +3 and so on (see point 2. below for Warlocks)

2. Warlocks use Pact Magic that can be refreshed after a short rest, this differs from Spellcasters. Technically they are not Spellcasters (for multiclassing) like Wizards, Sorcerers, Clerics, Bards, etc. When multiclassing a spellcaster with a Warlock you should see Pact Magic Level appear in CSIII with the number of slots you have and a box for used slots (Warlocks cast spells at their Pact Magic level, so for the Scorching Ray example, it will not auto calculate the higher level effect, you will need to determine this based on your warlock Pact Magic level). The Spell Slots are reserved for Spellcasters (using the multiclass spell progression table from the PH)

3. vecna00 has answered :)
 
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FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
I have not read all the pages here, so forgive me.
I love what you have done here.

How do we add custom equipment? I need to add equipment with special materials and custom weights.
 
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skoorb

First Post
Which class did you take first? That is what determines your save proficiencies.

1. Scorching Ray can be cast using a higher level spell slot denoted by the ᴴ , as it is a 2nd level spell, casting it using a 3rd level slot gives +1 ray, 4th +2, 5th +3 and so on (see point 2. below for Warlocks)

2. Warlocks use Pact Magic that can be refreshed after a short rest, this differs from Spellcasters. Technically they are not Spellcasters (for multiclassing) like Wizards, Sorcerers, Clerics, Bards, etc. When multiclassing a spellcaster with a Warlock you should see Pact Magic Level appear in CSIII with the number of slots you have and a box for used slots (Warlocks cast spells at their Pact Magic level, so for the Scorching Ray example, it will not auto calculate the higher level effect, you will need to determine this based on your warlock Pact Magic level). The Spell Slots are reserved for Spellcasters (using the multiclass spell progression table from the PH)

3. vecna00 has answered :)

1) OK, just seemed confusing that I haven't unlocked the 3rd Spell Slot yet, but the spell description appears as if I had.

2) Understood, I totally missed the Pact Magic box. >_<

3) I must have read posts about multi-classing wrong. I interpreted it as you would gain the proficiencies of both classes.

Thanks for the feedback!
 

ForgedAnvil

Explorer
1) OK, just seemed confusing that I haven't unlocked the 3rd Spell Slot yet, but the spell description appears as if I had.

2) Understood, I totally missed the Pact Magic box. >_<

3) I must have read posts about multi-classing wrong. I interpreted it as you would gain the proficiencies of both classes.

Thanks for the feedback!

You're welcome!

For point 3, the PH chapter 6 under Proficiencies is the source.

"When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table."
 

ForgedAnvil

Explorer
I have not read all the pages here, so forgive me.
I love what you have done here.

How do we add custom equipment? I need to add equipment with special materials and custom weights.

Great to hear your using the character generator! Just type in any equipment in CSII and if it exists it will add a weight, if not (or the weight is incorrect) then add the weight in the custom weight column (the cell left of the weight column), it is also possible to override the magic rarity (to the left of the qty column). Example Character Zenith has some detail as well as using formula for dropping your Backpack etc.
 

dorpond

Explorer
Hey, quick bug. I have a Paly5/Rog1/Sor3 and I am wearing Gauntlets of Ogre strength which makes my 14STR a STR19. When I add the 19 to the Temp Score field (character sheet 1) in 1.64, it won't use the Temp Modifier bonus to my Attack Bonus with all my melee attacks.

Basically it is saying that I have a +8 attack with my +2 Rapier. The way I see it, it should be:
+4 proficiency bonus, +4 STR, +2 Weapon = 10

But then I thought maybe it was a finesse bug, so I added a Maul and it still didn't calculate in that change in STR.

This works fine with 1.55 (that is my current sheet and I was hoping to upgrade to 1.64 this level up)
 

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