D&D 5E MPMB's D&D 5e Character Tools

1) Also, I note that the effects of exhaustion aren't fully implemented. Level 1 works, not all above Level 2+ are implemented.Speed effects aren't there, and selecting (for example) Exhaustion Level 4 should apply all the effects of exhaustion Level 1-4.
2) The 'To Hit' boxes of attacks should probably have those small Advantage/Disadvantage boxes in them.
 
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Looking very good. Is it possible to add 2 modifiers in for an attack or damage roll? As a specific example, my Warlock has Agonizing Blast and a +1 Rod of the Pact Keeper - so he gets to add 1+Cha to the damage roll. Another example would be TWF with a magical off-hand weapon without the option to add stat damage in.

Also, it would be nice to set max hp to Adventurer's League standards(max for 1st level, half of hit die+1 for every level after that) - currently, I have a 5d8+5 hp PC, which would be 8+4*5 = 28+5 = 33, but it is telling 31 for some reason is the average.
Adding 2 modifiers to attack/damage would require a bit more space, but is theoretically doable. I've decided against this for simplicity reasons and because it won't come up that often.

As with your examples:
Agonizing Blast is available as a weapon. It isn't present in the dropdown-list (but I've added it in v7.1 because more people had trouble finding this functionality :P). Now you have your Cha added by default and have the damage bonus modifier free for your "+1 Rod of the Pact Keeper".
TWF had already been implemented. This is explained in the weapon tooltip. Simply type "off-hand" or "secondary" into the weapon field and you'll see the ability modifier being removed from damage.

Then regarding HP averages. I used the dice averages to calculate this. When you want to use fixed values you don't use the dice averages, but the dice averages rounded up. I can understand the confusion! So I've added both the average HP, and the HP using fixed values to the HP tooltip.

Would love to use Paypal to buy you a drink, but my account doesn't work with the Netherlands Paypal that comes up. Do you have other options? (I'm in US) Thanks so much for these handy and gorgeous character and spell sheets! - Eric
I never knew PayPal worked with country/language settings. I just assumed Paypal would use the language of the person clicking the button, not of the person to whom the account belonged. Thank you for letting me know! I've added the link on the download page to show English. But I'm not sure if there's anything that would've stopped transactions from the US, because I've received donations from the US without any problems before.

Encumbrance, is there a way to change the Encumbrance from variant to normal? My Group will not use that section because it use the variant rule, maybe a non-printable check box that switches between the 2?
There's really nothing to switch between. When you want to use the non-variant rule, simply ignore the first two fields "Encumbered" and "Heavily Encumbered". In the 'normal' rules you're allowed to carry 15 times your strength, and push up to 30 times. This is exactly the information the "Push/Drag/Lift" field tells you :)

I just thought of something else. Have a checkbox beside the weapons to indicate if the weapon is being used in the off hand. Everybody can use off hand, but only certain classes/feats can add the damage modifier bonus to the off hand weapon. If I remember right (I don't have the book in front of me) that off hand weapons do not get the damage bonus unless you have the Two Weapon Fight ability through a class or feat feature. (Please correct me if I'm wrong).

You could also add a main hand check box as well. The last thing is if the main hand checkbox is checked on a two-handed weapon (e.g. greatsword), the off hand weapon checkbox will either not show up or be grayed out so it cannot be checked.
I feel this is kinda redundant when there's already a working implementation for two-weapon fighting (see my reply to apearlma above, and the tooltip text of the weapon fields). The main hand box would be nice if there is also an off-hand box, but I don't think it is a worthy addition on its own.


1-3) Cool

4) [...] Now that I've done the class features in this ugly way I guess I could do the feats in the same way, what do you think?

Whatever works, but I don't see the class features implementation as ugly. Personally, I usually just added it the feat name, something like "War Caster, PHB p. 35".

5) This is the only one I don't really get. What would "Current Damage" add to the sheet that "Wounds" doesn't already cover? Also, where would you put your Max HP when it has been changed by some undead out for your life-force?

Well I don't quite understand the current layout, or I least I feel there might be something someone redundant. There's a box with Max HP and Temp Max HP, then another box with Current Max HP and Wounds. Aren't Temp Max HP and Current Max HP redundant? Or is the Temp box just for Temp HP, and not Temp Max HP?

Basically, I feel the HP fields would feel a bit more organized if everything dealing with your actual HP in was one box, e.g. "Max HP, Current Max HP, Temp HP", and the other box deal purely with damage taken.

HTML:
 ----------------------    ----------------------------------
|          |           |  | Total| <-Update after round/fight|
|          |  Current  |  |------                            |
|          |    Max    |  |                                  |
|   Base   |-----------|  |              Wounds              |
|          |           |  |           (workspace)            |
|          |   Temp    |  |                                  |
|          |           |  |                                  |
 ----------------------    ----------------------------------

This would probably also simplify things a bit when it comes to SR/LR healing. Or at least make it could allow the Heal button to work a bit better, because right now it just resets all HP fields. A long rest should only restore full HP [correctly implemented], clear Temp HP [correctly implemented], and restore spent hit dice up to a maximum of half your hit dice [not correctly implemented], and reduce the exhaustion level by 1 [not implemented]. Current Max HP might be restored or not, depending on the cause of reduction/increase, so it's not safe to assume a long rest resets Max HP to its default value.
4) I think it is a bit too ugly. I've done the same tooltip reference for race and background, so I think it is not too much of a break in style to leave it in the tooltip for feats as well.

5) Now I understand what you mean! I'm still not convinced that there's a need for an extra field in the HP section, but I think I have implemented a solution in v7.1 that you can live with: I switched the Current Max HP and Temporary HP fields :)
Also, the heal button now no longer resets the Current Max HP, and only heals 1/2 lvl worth of HD, starting with the bigger dice. Thank you for this great suggestion! I've implemented the Heal button long ago, at a time that I was much less proficient with Javascript. Then I didn't have any clue as how to make something like this work :P
Reducing the exhaustion level by 1 would assume there was also some food and drink. Also, it would be changing things on another page that you might not be aware of when you click the button. Thus, I've decided against implementing that.

1) Also, I note that the effects of exhaustion aren't fully implemented. Level 1 works, not all above Level 2+ are implemented.Speed effects aren't there, and selecting (for example) Exhaustion Level 4 should apply all the effects of exhaustion Level 1-4.
2) The 'To Hit' boxes of attacks should probably have those small Advantage/Disadvantage boxes in them.
1) The implementation of the exhaustion effects has never been a goal for me. It was a try-out for some code when I was still learning how to do things, and I kept it because I didn't really see any harm in keeping it :) It might be something I'll do for a future update but I don't really see it as a priority. Especially the speed changes are a hassle to do because speed is a text field :P
2) I tried that, but it looks rather silly because of the boxes (and arrows) being too straight compared to the rest of the attack fields. Apart from the exhaustion-effect, would this be something that is used often? Or would it be better to but something like this next to the Attacks per Action circle?
 

WOW -- Version 7.01 is glorious! I love it!

Reckless Attack, the Barbarian 2 feature, is worded incorrectly. Here's the wording in 7.01: "Adv. on first melee weapon attack of the turn, but attacks vs. me adv. until next turn"

Here's the wording from the PHB: "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn."

So you do have to decide before the first attack of your turn, but it gives ADV on all STR-based attacks that turn.
 

Again it is time for a new version! It incorporates the things from my last post, has a redesigned Limited Features section, and offers the long-awaited Ability Score menu that lets you easily calculate ability scores :D

Character Sheet/Generator v7.1 (7-8-2015) with the following changelog:
- Replaced the “Point Buy” button with a new button named “Ability Scores”
This button gives a pop-up menu that allows you to calculate ability scores, including:
. o Point Buy amount
. o Racial bonus
. o Custom bonus
. o Magic amount that overrides the total
- Changed the HP section slightly (swapped “Temp HP” and “Current Max HP”) (as per the suggestion of Headbomb)
- Changed the ‘heal’ button to only heal half HD, and to not remove “Current Max HP” (as per the suggestion of Headbomb)
- Added the total HP when using fixed dice to the HP tooltip (as per the suggestion of apearlma)
- Changed the attack damage calculation so that off-hand weapons now do get damage added when the character has the “Two-Weapon Fighting Style” written in its Class Features
- Minor changes to the “Auto/Manual” button
- Updated the bookmarks to reflect the new buttons (forgot to do this in v7.0)
- Changed the XP calculation code to be faster for updating the level features
- Corrected the omission of limited features for Half-Orc and Goliath
- Added Agonizing Blast, Eldritch Spear, and Agonizing Spear to the weapon drop-down list (they were already detected when entered, just not visible in the list)
- Added the feature that when selecting the Agonizing Blast or Eldritch Spear Invocation, the respective weapons are updated/added to the weapons list
- Inverted the gradient of the “Combat Rules” on the right side
- Redesigned the Limited Features section
- Corrected Reckless Attack wording (thanks Aramalian for noticing)
 


Using 7.1 (Letter): Re: Sorcerer: When decreasing from level 2 to level 1 the Font of Magic under limited features is not removed.

Re: Dragonborn: The choice for Draconic Ancestry does not pop up at first level.
 

Thank you SLOKnightfall and Astromath for letting me know about these omissions. I don't know why I thought Dragonborn would get Darkvision :P

As for selecting the Dragonborn's Draconic Ancestry, this is not a feature that is supported by the sheet. Dragonborn are literally the only race that require you to select something like this and I don't feel it worth the effort to write a whole bunch of code just for this race, sorry.

Having the correct (limited) features removed when you change level is still a little bit tricky. I think I got it, but it might give some weird results, so please let me know if you see something happening that is not supposed to :)

Character Sheet/Generator v7.15 (8-8-2015) with the following changelog:
- Corrected removal of (limited) features when downgrading level (thanks Astromath for noticing)
- Corrected Dragonborn to no longer have Darkvision (thanks SLOKnightfall for noticing)
- Minor graphical changes to field headers for Attacks and Limited Features
- When adding a pack, the “Backpack” is now always added to the top line
 

I don't know if this helps or not, but I think the code is already there as part of the Draconic Bloodline of the Sorcerer. All you need to do is adapt the part that chooses the Bloodline's Draconic Ancestry to the Dragonborn and leave anything else about the Bloodline out. And when choosing the type, apply that type to its Dragon Breath. Then when Dragonborn Sorcerer is chosen, just test for the Dragonborn's Draconic Ancestry so that there's no duplication in the class features section.

Choose Race: Dragonborn
Call subroutine: Choose Draconic Ancestry
Apply Ancestry to Breath Weapon

Choose Class: Sorcerer
Choose subclass: Draconic Bloodline
Call routine Draconic Bloodline

Routine: Draconic Bloodline
Test: Is race Dragonborn?
If yes, then apply Draconic Ancestry to Draconic Bloodline
If no, then call subroutine Draconic Ancestry and apply it to Draconic Bloodline

There's one small problem. It seems to be possible to have a different Bloodline than the Dragonborn's Ancestry. This means it could be possible to build a Dragonborn with two different types of ancestry. I'll be contacting WotC's customer service about that for a clarification.
 

In theory that sounds all very well, but in practice the script doesn't work like that. There is no defined test for the naming of anything. Everything is taken from predefined variables (a sort of database) and implemented from there, depending on type. The script gets its names from the features, tests it against the level and whether or not there is a choice assigned to it. This is done separately for race and class features because the class features are a lot more complex. It goes something like this:

1: Race is chosen: parse all features of the race into a global variable
2: Use global variable to populate racial features, skills, ability scores, etc. etc.
3: Check features in global variable against level requirements
4: Add features to "limited features"

Then when you change your level, the code runs again from #3.

For classes it is more like:
1: test if classes field has more than one class and if levels are attached to the class
2: for each class found, parse the class into global variable
3: for each subclass found, amend the global variable with the features of the subclass
4: Use global variable to populate proficiencies, skills, ability scores, etc. etc.
5: check features against level, for each feature, keeping in mind the possible choices that have been doen
6: for each feature that fails the test when level is subtracted, remove that feature from class features, limited features, action, saving throws, weapons, bluetext mod variables, languages
7: for each feature that passes the test when level is added, add that feature to class features, limited features, action, saving throws, weapons, bluetext mod variables, languages

Then when you press the "extra features" button:
1: look for the class features that requires a choice (like draconic ancestry) and populate a menu with those choices
2: look for the class features that give options (like invocations) and populate a menu with those choices
3: upon selecting a choice, either add replace the text in "class features" with the choice or add the choice to the third page, depending on type

If I would tell the sheet that any Dragonborn has levels in sorcerer, it would also apply all the other features of being a sorcerer. Also, the choice for what type of draconic ancestry is not made in a pop-up for sorcerers, but using the "extra features" menu. What you suggest would either not provide a choice for the dragonborn, or would use the same menu, and upon selecting apply the choice to the class features as a "Sorcerer 1" feature.
 

Spellsheet 4.011
I added Warlock level 7 and chose Great Old Ones. It then shows me my list of automatic spells. When it generates the sheet, those spells are not added.

If I tell it to manually let me select my spells, they are not "X" selected there either.
 

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