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

MadmanMike83

First Post
Making a Bard 3/Rogue 3 I noticed the following:

Jack of All Trades looks like its rounding up.

Expertise from multiples classes is not currently supported.

Spellcasting looks a bit weird.
 

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ForgedAnvil

Explorer
Making a Bard 3/Rogue 3 I noticed the following:

Jack of All Trades looks like its rounding up.

Expertise from multiples classes is not currently supported.

Spellcasting looks a bit weird.

Thanks for the feedback, issues found and fixing for 1.08 BETA.

For spellcasting, what looks a bit weird? Details are helpful for resolving issues.
 

MadmanMike83

First Post
RE: Spellcasting

I think it's another multiclass issue. The Bard 3/Rogue 3 has me selecting 5 cantrips when it should be 2.

Also the sample Wizard has a lot of spells. Wizards learn spells naturally at a rate 6 +2/level. An 8th level Wizard has a minimum of 20 spells. Presuming a Wizard adds only the highest level spells they have access to when they gain a level (the most cost effective approach to spellcasting, particularly for wizards who can't drop old spells when they learn new ones) that should break down to 8 @ 1st, 4 @ 2nd, 4 @ 3rd, 4 @ 4th.

The sample wizard has 32 (an additional 3 @ 1st, 4 @ 2nd, 3 @ 3rd, and 2 @ 4th above the maximum possible). Since it costs 50 gp/level and 2 hours/level to add other spells by my math the sample wizard has spent 1,400 GP on spells and 56 hours copying new spells to his spell book.
 

ForgedAnvil

Explorer
RE: Spellcasting

I think it's another multiclass issue. The Bard 3/Rogue 3 has me selecting 5 cantrips when it should be 2.

Also the sample Wizard has a lot of spells. Wizards learn spells naturally at a rate 6 +2/level. An 8th level Wizard has a minimum of 20 spells. Presuming a Wizard adds only the highest level spells they have access to when they gain a level (the most cost effective approach to spellcasting, particularly for wizards who can't drop old spells when they learn new ones) that should break down to 8 @ 1st, 4 @ 2nd, 4 @ 3rd, 4 @ 4th.

The sample wizard has 32 (an additional 3 @ 1st, 4 @ 2nd, 3 @ 3rd, and 2 @ 4th above the maximum possible). Since it costs 50 gp/level and 2 hours/level to add other spells by my math the sample wizard has spent 1,400 GP on spells and 56 hours copying new spells to his spell book.

Issue found with Rogue (Arcane Trickster) and Fighter (Eldritch Knight), fixed in 1.08 BETA

For the spells for Wizard, I don't see an issue. Each Subclass has a "savant" feature that allows half the time and cost for spells from their school. Is there a maximum number of known spells for a Wizard?
 
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ForgedAnvil

Explorer
johnsolo said:
Awesome tool, thanks for all the hard work.

The Warlock in the beta 1.08 version doesn't have the right spells lists for Cantrips, Spells, etc. (missing True Strike and others) there seem to be some spells there too that aren't even in the player's handbook (like Frostbite). Also it doesn't add spells from the Patron to the lists or number of spells known.

Like the previous comment, I too noticed that Feats don't translate to opening up skills, abilities, spells, etc. but really that is the last thing that needs attention, but would be nice (like Magic Initiate, Spell Sniper, etc.)

Thanks for the feedback.

The spell list contains all spell from the PHB and the Elemental Evil Player's Companion (free download)

On the Spellcasting sheet: for class spells you can select from the dropdown list (e.g. True Strike should appear in the Cantrips dropdown list for the Warlock class). For spells not in your class list, you must type the name of the spell in the cell.

For the feats implementation, I'm looking into it.
 



dragon3y3

First Post
Looks great. Took it to my first Adventure league and worked perfectly. Only problem I have encountered so far is that I have not figured out how to enter the class for "magic initiate" feat so I can enter cantrips and spell for that class.
 

ForgedAnvil

Explorer
Looks great. Took it to my first Adventure league and worked perfectly. Only problem I have encountered so far is that I have not figured out how to enter the class for "magic initiate" feat so I can enter cantrips and spell for that class.

Thanks for the feedback, currently Magic Initiate enables two additional cantrips to be selected on the Spellcasting sheet. You can type the cantrip name into the cell if it is not in your class list. This is also true for any level of spell that is not in your class list.
 
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SilverPuppeteer

First Post
Best 5th edition sheet by far.

I noticed one minor problem. The Archery fighting style gives +2 to hit and +2 to damage with ranged weapons; it should only give +2 to hit.
 

Jeff Moulton

First Post
My biggest complaint? Entering the same character with each new version of the sheet. Arrgggghhhhhh....... But it's excel, no way around it.

Worth it, and it gets easier every time.

Just so you know, the bard spells for level two and higher aren't in the drop-down lists.

This is for version 1.11.
 
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ForgedAnvil

Explorer
My biggest complaint? Entering the same character with each new version of the sheet. Arrgggghhhhhh....... But it's excel, no way around it.

Worth it, and it gets easier every time.

Just so you know, the bard spells for level two and higher aren't in the drop-down lists.

This is for version 1.11.

Thanks for the feedback. For the bard spells, do you mean the feature magical secrets, all class spells are not shown? If so, this is by design, any spell that is not in the class list (for any class/subclass) is not shown otherwise it is difficult to see which spells are from the class list (or subclass).

You must also be able to cast the level of spell for the dropdown to become visible.

if this is not what you meant, will need further details as I am observing the correct bard spells in the dropdown list for all spell levels in the spellcasting sheet
 
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Jeff Moulton

First Post
Thanks for the feedback. For the bard spells, do you mean the feature magical secrets, all class spells are not shown? If so, this is by design, any spell that is not in the class list (for any class/subclass) is not shown otherwise it is difficult to see which spells are from the class list (or subclass).

You must also be able to cast the level of spell for the dropdown to become visible.

if this is not what you meant, will need further details as I am observing the correct bard spells in the dropdown list for all spell levels in the spellcasting sheet

Sorry, this was a user error problem. I was giving my PC the higher XP to test, but then I wasn't actually choosing the class for each new level so the spells never loaded to the drop down lists.
 


Jeff Moulton

First Post
This isn't a bug but more of a request, and frankly I don't have an idea of how to fix this problem other than to make the print even smaller. With the spells, 20 slots isn't enough to cover the number of spells available to many classes, particularly at 1st and 2nd levels. I had thought possibly shrinking the 8th and 9th level lists, but that just moves the problem onto the Wizard class. Is there a way to change the spell list area so that I can list ALL of the spells of each level?
 

dragon3y3

First Post
Looking Great! Well done. Just would like to comment that it would be nice to have a version number, say under your Anvil logo so I can keep straight which characters I have and haven't upgraded to the latest sheet.
 

designbot

Explorer
  • Under Carrying Capacity on Character Sheet I, the second Encumbered should be Heavily Encumbered.
  • The suggested calculations for character weight are incorrect. (Understandable, because the table on pg. 121 of the PHB is pretty confusing.) The weight and height are both supposed to be affected by the same die roll, making them proportional to each other. For example, to determine the height and weight of a human, you roll 2d10. If we call the result of that roll t, the height of a human is 4'8" + t inches, and the weight of a human is 110 + (t * 2d4) pounds. This results in a range of 4'10" - 6'4" and 114 - 270 pounds. Your sheet simply suggests 110 * 2d4, which would put the normal range of humans at 220 - 880 pounds. It might also be nice to include a generator for this.
 

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