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Difference between revisions of "5th Edition OGL by Roll20"

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===Magic Missile Spell===
 
===Magic Missile Spell===
 
[[File:magic_missile_example.png|right]]
 
[[File:magic_missile_example.png|right]]
The Roll20 Compendium entry for the [https://roll20.net/compendium/dnd5e/Magic%20Missile#h-Magic%20Missile Magic Missile] spell uses the damage of 3d4+3 as its base. This damage output includes all three magic missiles generated at 1st level. This decision was made so that Magic Missile functions the same as all other spells, where you only have to roll the spell a single time to see the output of it's damage, rather than three times (once for each missile). If you need to determine the order of damage per missile, you can hover over the damage output in the chat pane to see what each dice rolled and in what order. This is true for the damage output as well as Higher Casting damage.
+
The Roll20 Compendium entry for the [https://roll20.net/compendium/dnd5e/Magic%20Missile#h-Magic%20Missile Magic Missile] spell uses the damage of 3d4+3 as its base. This damage output includes all three magic missiles generated at 1st level. This decision was made so that Magic Missile functions the same as all other spells, where you only have to roll the spell a single time to see the output of its damage, rather than three times (once for each missile). If you need to determine the order of damage per missile, you can hover over the damage output in the chat pane to see what each dice rolled and in what order. This is true for the damage output as well as Higher Casting damage.
  
 
If you would like the Magic Missile spell set up to roll only 1d4+1 per roll, you can set up a version of the Magic Missile spell that has a DAMAGE section of 1d4 + 1 and no HIGHER LVL CAST DMG or AT HIGHER LEVELS data.
 
If you would like the Magic Missile spell set up to roll only 1d4+1 per roll, you can set up a version of the Magic Missile spell that has a DAMAGE section of 1d4 + 1 and no HIGHER LVL CAST DMG or AT HIGHER LEVELS data.

Revision as of 01:20, 16 August 2016

Contents

Welcome to 5th Edition OGL by Roll20

The Roll20 team is proud to bring you this cutting edge Roll20 official 5th Edition character sheet. The sheet was primarily authored by Roll20 developer Steve K.. Most sheet questions can be answered by the friendly folk of the Character Sheet forum. For questions, comments, or concerns with the 5th Edition sheet you can also contact Steve K. through Roll20 or at steve@roll20.net. All other questions can be directed to team@roll20.net.

Key Features

The 5th Edition sheet has all of the functionality of a pen and paper character sheet and much more. Certain aspects of the sheet have been streamlined or automated to remove bookkeeping and speed up gameplay. The key features are auto-calculations, macro buttons, and roll templates. The sheet defaults to using the rules as printed in the 5th Edition SRD, however it's dynamic enough to allow you and your group to use whatever custom house rules you require.

Auto Calculations

Many parts of the sheet use auto calculations to fill in derived attributes with the expectation that you're using the rules as printed in the 5th Edition SRD. Many of these calculated traits can be modified from the settings menu and those set by Sheet Workers can be edited directly. Below are some examples of Sheet Worker and Auto Calculation functionality:

  • Class - Changing the character's class from the header will automatically update the character's saving throw proficiencies, their hit die type, spell casting ability, and spell save DC.
  • Level - Changing the character's level will also update their proficiency bonus, number of spells per day, and more.
  • Attributes - Changing one of the character's attributes will also update the related modifier, skills that are based on that attribute, and derived stats such as initiative or passive perception.

Roll Buttons and Roll Templates

Rollbutton example.png

Most of the stats in the game can be rolled by hovering over their name, the stat will turn red, and then left-clicking the mouse. This is true for Attributes, Saves, Skills, Hit Dice, Death Saves, Tool Proficiencies, Attacks & Spellcasting, Spell Cards, and NPC Actions. Any of these roll buttons can be dragged directly from the sheet to your Macro Quick Bar, enabled from the settings tab.

Player characters have both a simple and attack roll template that is output to the Chat Tab in the journal on the right hand side of the screen. The simple template is used for everything except for attacks. The attack template is shaped to show up to three pieces; the attack at the top, information in the middle, and damage at the bottom. Depending on your settings, the damage will not roll unless you click on the name of the attack from the roll template in the chat tab. This was designed to simulate the tabletop experience of rolling to attack and then rolling damage if necessary. You can change this behavior in the sheet Settings (gear icon at the top right of the page), tab under "Auto Damage Roll".

Core Page

There are four pages that can be selected from the buttons just underneath the header at the top of the sheet. The Core Page is selected by default and has most of the information you'll want to use on a regular basis to play your character.

Header Info

The header block at the top left of the page changes based on the page you have selected. On the Core page you can select a class from the dropdown menu. Once a class has been selected you can update the class's level by changing the number next to the class. Selecting a class will automatically mark the abilities that class has proficiency in as well as automatically selecting the dice that will be used when Hit Dice are rolled. You can change this Hit Dice setting manually from the options menu. The other fields on the Core page Header and the Bio page Header can be used to track all kinds of info about your character.

On the Spells page Header you can set the ability modifier that will be used for casting spells. Selecting the Spellcasting Ability block will allow you to select an attribute from a dropdown, and this will be used in all relevant spell rolls. This attribute will be set automatically when you select a spell casting class. The next two blocks, the Save DC and Attack Bonus will be set automatically based on the class that is selected on the Core page.

Attributes

Along the left side of the sheet is listed the 6 primary attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These attributes are used by almost every other calculation on the sheet, as they are the core definition of a character. Each attribute block has the core attribute score, which can be changed by modifying the number in the oval at the bottom of each block, and, inside the square, the attribute modifier which is auto-calculated based on the score below it. The attribute modify uses the following calculation to set the value:

[[floor((@{strength}-10)/2)]]

The attribute can be referenced by it's name, such as @{dexterity} while the attributes modifier can be referenced by adding the mod suffix, @{dexterity_mod}.

Skills

5eskill example.png

To the right of the core attributes is a list of all of the Skills. Each skill can be rolled by clicking on the skill name. If you have proficiency in a specific skill, then you would check the box next to the skill name, this will automatically add your proficiency bonus to that skill's checks. Each skill also lists the core attribute, that is used in the roll calculations, next to it in parenthesis.

You can set advanced skill options for the settings tab, such as skill expertise, flat bonuses from class archetypes or feats, as well as Jack of All Trades.

Saves

Next to the core attributes on the left side of the page is a list of the same attributes to be used in making saving throws. To mark an attribute that your character has proficiency in for saving throws you will check the box next to the appropriate attributes. When you select a class in the header section of the Core page it will automatically check the correct boxes for that class's proficiencies.

Inspiration

You can track whether or not you have inspiration by clicking the circle next to the Inspiration block at the top left of the Core page.

Proficiency Bonus

Your character's proficiency bonus is listed near the top left of the page. You cannot modify this value manually, instead it is automatically set based off your character's over-all level. You character's level can be set by changing the number next to your class name in the header at the top when on the Core page.

Armor Class, Initiative, & Speed

The Armor Class & Speed blocks at the top center of the page can be used to keep track of your Armor and Speed values. The Initiative block cannot be modified manually, but instead is auto-calculated based off your character's Dexterity. If you have any additional initiative modifiers you can add them on the Settings (gear icon) tab under Initiative Modifier in the Class Options block.

Armor Class can also be tracked automatically by using the Compendium compatible inventory, on by default.

Hit Points & Temp HP

The Current Hit Points and Temporary Hit Points blocks are used to keep track of your character's Hit Points (HP). Inside the Current HP block, at the top, is a line to keep track of your character's maximum amount of HP. When your character takes damage, if they have any, their Temp HP should take the hit first, then any remaining damage would then come off of the character's Current HP.

Hit Dice

The Hit Dice block is used to keep track of and roll your character's hit dice. Inside the Hit Dice block, at the top, is a line to keep track of the total number of dice your character can have. In the main area of the block you would keep track of the remaining hit dice. Clicking the "Hit Dice" text will roll hit dice for your selected class automatically. If you wish to change the dice that is rolled you can do so in the Class Options section of the Settings (gear icon) tab. If you are multi-classed, when roll your hit dice a pop-up will ask which of your current class's hit dice you want to roll. The total and current hit dice fields are just text fields, so you can use them to track totals for any number of multi-class configurations. Say, if your character is a Fighter/Cleric you can put "F 2 | C 1" in the field to track that you have 2 Fighter and 1 Cleric hit dice available.

Death Saves

The Death Saves block is used to keep track of your character's death save rolls once they have been knocked out. You can click the "Death Saves" text to make a death save roll. If you roll greater than 10 you would check one of the boxes next to "Successes" otherwise you would check a box next to "Failures". If your character has any modifiers to their death save rolls they can be added in the Class Options section of the Settings (gear icon) tab.

Class & Other Resources

The Class & Other Resources blocks can be used to keep track of things that don't fit into the other sections on the sheet, like a Sorcerer's Sorcery Points or a Cleric's Channel Divinity at higher levels. If the 2 blocks given by default are not enough then you can add additional blocks by hovering over the section and clicking the "Add +" button.

Freeform Textfields

There are many free-text fields on the sheet that give you a place to keep information that doesn't necessarily follow a specific format. These sections are Personality Traits, Ideals, Bonds, Flaws, Features & Trait, Other Proficiencies & Languages, and optionally Equipment (explained in the equipment section). They are all pretty self-explanatory and can be formatted however you wish.

Equipment

5e equipment example.gif

The Equipment block at the bottom of the page has 2 different versions, a free text or a more rigid "rowed" version which can be toggled on the sheet Settings (gear icon at the top right of the page) tab under "Inventory" where you can select "Simple" or "Compendium Compatible" respectively. Like the name implies, if you want to be able to copy items directly from the compendium, using drag and drop, you must use the Compendium Compatible version. To quickly add an item from the compendium create a new, blank, equipment row then drag the item from the compendium tab in the chat panel and drop it on to the new row. If the item you are adding from the Compendium is a weapon, this method will also create an attack for the item in the attack section.

You can also add items manually by hovering over the block and clicking the "Add +" button. The row, by default, show sections for quantity, name, and weight of an item. If you hover over a row and click the small "information" icon that appears at the bottom right you can also properties, mods and an item description for each item. All of these fields will be filled in automatically when adding from the compendium.

Both versions of the equipment field have the sections for each of the coins you may find on your adventures: copper, silver, electrum, gold, and platinum. The Simple version is just a plain text field where you can track all of your equipment in any format you wish. The Compendium Compatible version will automatically calculate the weight of your pack if you enter the weight value for all of your items.

Tool Proficiencies

Hovering over the Tool proficiencies window will present an "Add" button. Clicking this button will add a row to this block where you can add all of the stats for a specific tool proficiency, say Woodcarver's tools. You can set the level of proficiency with that tool and the attribute bonus you might use when rolling checks with the proficiency. The attribute used for the check will be up to the GM when it is time to make the roll. Once you finished filling out the stats for this tool you can click the gear icon at the top right of the block to hide the stats, leaving just the rollable row showing. You can reopen these stats at any time by hovering over the row and clicking the gear icon that appears. To roll this this check you can click the row, or you can drag the row down into your macro bar at the bottom of the screen. Since this is a repeating section, the macro button's name will be a bit messy, but this can be cleaned up by right-clicking and renaming the button to whatever you want.

You can also use this section to create custom skills or rolls for your campaign setting or home-brew ruleset. Check out the Advanced Use section for details.

Attacks & Spellcasting

5e attack example.gif

The Attacks & Spellcasting block in the center of the sheet will be one of the most used sections on the sheet. To start, you can manually add any attack or spell to this section by hovering over the block and clicking the "Add" button. This will open a form that can be filled out with all of the information about the specific attack/spell you are adding.

This section will automatically add attacks, with all the stats, for spells that have an attack component when they are added to your spell sheet on the Spells tab. This happen both if you add the spell manually or if you drag and drop a spell from the compendium. An attack is also automatically created if you drag and drop an item from the compendium into your equipment block (you must drop the compendium item into the equipment section, not the attack section). In both cases of copying from the compendium you must create a row first and then drag the compendium item onto the newly created row. You can drag compendium data onto any existing row, so be careful not to drag it onto a row that already has data or it will overwrite any information you already entered.

For example, lets say Frank has a +1 Poisoned Dagger that has the stats of a regular dagger, only it does 1d4 piercing + 1d6 poison damage.

Poisoned Dagger 5e Attack.png

Since this is a dagger, and daggers have the "Finesse" attribute I can chose either STR or DEX for my bonus attribute. Frank is quicker than he is strong, so we will pick DEX as the attribute to attack with, as well as checking the "proficient" checkbox since Frank is good with any weapon one might stab another person with. He doesn't have any other gear that might make his attacks better, so we will leave the generic bonus between the attribute and proficiency blank, or 0. But, this is a magical +1 weapon, so it gets a 1 in the magic bonus slot just below. Being a dagger, we also have the option to throw it if we want to, because who needs a magical poisoned dagger anyways, so we've added the range info to the "Range" section. All weapons will probably do some damage, or they wouldn't be a very good weapon would they, this dagger is no different so we have checked the first "Damage" checkbox and filled in the required fields. The dagger does 1d4 piercing damage + Frank's DEX mod + 0 bonus damage (this would be used for bonus damage on top of the magical +1) and it doesn't have anything to change the critical damage so we just put the same damage into the "crit" box. Unlike more boring daggers, this dagger also does poison damage, so we check the second "Damage" checkbox and fill in the info for the 2nd set of damage. The poison does a flat 1d6 poison with no extra bonuses, so we've selected "-" to say there is no attribute that adds to this damage. This damage also doesn't have anything to make the crit different so we set that to 1d6 as well. There are no extra saving throws or effects that are included with this attack, so we leave these additional sections blank.

These additional effect sections will be used more commonly with spells, like Fireball, where you would say it is a DEX save against your SPELL DC, which will be set according to your character's spell casting level. The save effect would be "half damage" and the "Description" would be something like "Hits all creatures within 20 ft of the explosion point".

After you are done modifying all of individual stats for an attack you can click the gear icon at the top right of that section and it will hide the stats for that attack. If ever you need to change these stats in the future you can hover over the row and click the gear icon that shows up to unhide the stats section.

Poisoned Dagger 5e Roll.png

The row that remains after hiding the stats can be clicked to roll this attack, you can also drag this row into the macro bar to give yourself easy access to this attack. Because this is a repeating section the macro name will be a bit messy, but you can right-click the button and rename the macro to whatever you like. By default, attacks will only roll the "attack" portion in chat. If the attack hits and you wish to roll the damage as well you can click the attack name inside the actual roll block inside of the chat window and it will roll the damage for that attack. You can change this behavior in the sheet Settings (gear icon at the top right of the page), tab under "Auto Damage Roll".

Bio Page

The bio page, opened by selecting "Bio" from the 4 buttons near the top right of the sheet, is comprised of free-form text fields that can be used to keep track of less "structured" information about your character. You can use this page to describe your character's appearance, keep track of who their allies are and what organizations they've worked for, and on this page is a section to supplement the inventory list, on the front page, with the "Treasure" section, where you can keep track of all the loot you find along your travels.

Spell Page

The Spell page, opened by selecting the "Spell" button from the four buttons near the top right of the page, is used to keep track of all of the powerful magics at your character's fingertips.

Spellcasting Ability

The Spellcasting Ability modifier will automatically update, depending on the class you select on the Core page, to the correct ability modifier for your class. If, for some reason, you need to change this value you can click on the modifier listed in this section and it will give you a drop-down list of all available ability modifiers.

Spell Save DC & Attack

The Spell Save DC and Spell Attack Bonus sections cannot be changed manually, but are just a visual output of modifiers that will be happening behind the scenes. The Spell Attack Bonus is the number that will be added to all spell attack rolls, automatically.

The Spell Save DC refers to the Save DC that enemies will have to beat when they are trying to dodge/resist your incoming spells. Say, Fred the Sorcerer casts Lightning bolt, and his Spell Save DC is 14. Any enemies hit by his attack will have to make a DEX save and try to beat 14. If they manage to beat the attack, then they are only grazed and take half of the damage. If they don't beat 14, then they take the full damage of the attack instead.

Spell Levels & Spells Per Day

The main section of the Spells page lists 10 sections, ranging from 0 (Cantrips) to 9, representing the Cantrips and spells level 1 - 9 where the level of the spell is listed in the triangle on the left of each section header. The number in the left square of the header represents the maximum number of times a spell of this level can be cast in between long rests. This number will be set automatically depending on the level of your character, but can be modified by clicking the up or down arrow or just entering a number in the space provided. The number in the right-most box in the headers can be used for you to keep track of the number of times you've cast a spell at this level, while resetting all of these numbers back to 0 every time your character takes a long rest.

Spell Roll Buttons

Selecting the "+" under any of the Spell Level headings will present you with a blank template where you can enter all of the information about a spell. By default, the spell card only contains non-attack information about a spell. If the spell IS an attack you can change the "Output" selector from "Spellcard" to "Attack", this will show some additional input to fill out the attack information about the spell. Switching this input will also add an attack to the "Attack" section on the "Core" page so this spell attack can also be cast from the main page. All of these sections are linked, so changing information in one place will also change the corresponding information in the other location.

With the new drag & drop compendium integration you can now add spells, with all of their information directly from the compendium. To add a spell, click the "+" under the level heading under which you wish to add the spell, look up the spell within the editor's compendium tab, then drag & drop the spell from the compendium tab onto the newly created, blank, spell slot. This will copy over all corresponding information linked to the spell, as well as creating an attack if relevant.

Settings Page

The Settings page, accessed by selecting the gear icon from the 4 buttons near the top right of the sheet, is where you can make changes to some parts of your character sheet that aren't represented on the other pages.

Class Options

In the class options section is where you have access to some important parts of your character, that usually are managed in the background. They are placed here so that, if needed they can be modified as well.

Hit Dice: This section will be set automatically depending on the class chosen on the Core page, but can be changed here by selecting the value and choosing a new one from the drop-down menu. This option is used whenever the "Hit Dice" section is used on the Core page.

Initiative Modifier: Usually, your initiative modifier is just based off of your DEX modifier, but if you happen to find a magical item that enhances these rolls this is where you will put that bonus. This modifier will be used whenever the "Initiative" section is rolled on the Core page.

Death Save Modifier: A normal death save is usually just a D20 against a dc of 10, but if you're lucky enough to have a bonus to death saves, this is where you will put your bonuses. This modifier will be represented any time a "Death Save" is rolled from the Core page.

Magic Caster Level: This number can be used to keep track of your "Magic Caster Level". It is not used in calculations anywhere on the sheet, it is just used to keep track of this bit of information. It's automatically updated when you change your character's level, and can be modified manually if the need arises.

Halfling Luck: Use this checkbox if your character is a Halfling that happens take advantage of the Halfling Luck race feat. Using this feat will automatically re-roll any 1s rolled for attacks and skills or ability checks/saves.

Arcane Fighter/Rogue: These checkboxes can be used to keep track of when your fighter or rogue classed character actually has access to spells.

Multiclass Options

If you are taking advantage of the 5e multiclassing you can keep track of it in this section. Any levels to your character's additional classes must be changed here, and will then be reflected in the header portion of the sheet. Once you've added additional classes in this section, any time you roll Hit Dice from the Core page it will ask you which classes hit dice you wish to use.

Note: Be sure to not re-include your main class in this section, or your final level calculation will be incorrect.

Custom Class Options

If you are playing a class that is not part of the OGL SRD you can input the important class information in this section, and checking the "Use Custom Class" checkbox will replace the main class selection with your custom built class.

Skill Options

If your class offers the ability to achieve "Expertise" in a skill, or if you are using a Bard with the "Jack of All Trades" feat, this is where you will make these adjustments. There is also a section to add flat modifiers to any of your skills if your character has an archetype ability like Remarkable Athlete or a feat that adds a flat bonus to a skill. You can add expertise to any skill by clicking the value next to it and choosing "Expertise" from the drop-down menu. If your Bard has the Jack of All Trades feat, you can check the checkbox at the bottom of this section and it will automatically give half of your character's proficiency points to any skill check that doesn't have full proficiency.

General Options

The General Options section has some important options that deal more with how the sheet works, rather than actual character creation. Most importantly, the NPC checkbox at the top, which will change the sheet to be the NPC version which is shaped to more easily track an NPC's information.

Roll Queries - Always/Toggle/Query/Never Roll Advantage: This option will change how advantage is rolled for all attacks. It defaults to always roll advantage, which means that every time an attack is rolled it will roll twice and present the outcome of both rolls. This is useful for both advantage and disadvantage, otherwise you can just choose either the left or the right to be the default roll. Toggle adds a set of buttons to manually switch your advantage options between rolls. If Query is chosen, every time a roll is made it will ask you whether or not it's advantage. If Never is chosen, then it will always roll just a single dice per attack roll.

Whisper Rolls to GM: Like above, you have the option to Always/Query/Never whisper rolls to the GM. When this option is chosen the attack roll be only be whispered to the GM and not made public.

Auto Damage Roll: By default, damage rolls will not be rolled automatically, but only when you click the attack in the chat window. This is useful because you can choose to only roll damage when an attack hits. Using this option you can make the character alway roll damage with every attack.

Inventory: With this option you can chose between the two versions of the inventory described in the Inventory section.

NPCs

One of the most useful parts of this sheet is the ability to switch it to a much more light-weight version, perfect for creating NPCs. You can access this version of the sheet by going to the Options page, by clicking the gear icon near the top right of the sheet, and then checking the NPC checkbox. This will switch the sheet to the NPC version, you can switch back by unchecking the NPC box on the new page.

This whole section supports Compendium drag & drop. If you want to add a new monster to your game just create a new character, switch it to NPC mode, then drag the monster from the Compendium tab in the chat panel and drop it over the new, blank, NPC sheet. This will automatically copy all of the information on that compendium page directly into the new sheet.

NPC Options

This is the area where all of the NPC's stats will be entered, it covers everything from the NPC's name, to how strong or quick or smart it is, to what languages it speaks. Once all of this information has been entered, you can click the gear at the top right to hide this section leaving just the NPC's stat block where you can make all of these rolls. Most of the fields in this section are just text fields used to keep track of information about the NPC, all of the information entered in these fields will be visible in the stat block once the NPC options are hidden.

By default no skill or ability checks will show up in the NPC's stat block. These will show up once you've added a value to the corresponding skill or ability save. If for some reason the NPC will have to make a check with a skill or ability it does not have any bonus in, you can enter a 0 as the modifier for that check and it will add it to the list in the stat block below.

If an NPC is a monster with "Legendary Actions" then you must enter the number of actions that monster has access to each turn in the "Legendary Actions" input. Once you add a number here an additional section will appear in the stat block below, where you can add, specifically, the legendary actions that the monster is able to do.

Any section of the stat block that has a corresponding roll will have click-able text. Say the NPC has to make a CON check, you can click the CON attribute to roll a CON check with all of the required modifiers automatically included. If you added a value to one of the skill modifier fields then that skill will show up in the NPC's "Saving Throws" list where you can click it to make a saving throw roll using that skill's modifier.

Traits

Traits are one piece of information about an NPC that isn't entered in the NPC options section. These are entered directly onto the NPC's stat block. If you click the "+" that appears when you hover over the blank area under the "Senses/Languages/Challenge Rating" section it will add a blank row where you can add a single trait for that NPC. You can add any number of traits for any NPC. These rows are just large text fields, so you can format the information in any way you see fit.

Actions

NPC actions can be used for any number of things. Each row offers a large text field, with the option to add some more structured data in the cases where that action is an attack. First, to add a row you will select the "+" that appears when you hover over the "Actions/Legendary Actions" section. Then, if that action happens to be an attack you will select the "Attack" checkbox, which will show some additional fields where you will insert the attack specific information like damage and attack bonus. After that you would put any other important information about the action into the large text area for the action. Once all of this is complete you can click the gear icon at the top of this row to hide the inputs, leaving just the action text. You can show this information, or roll the attack, in the chat box by clicking the text for the action. If you need to make further modifications to any action you can hover over the row you wish to edit, then select the gear that appears on doing so. This will show all of the action information inputs again.

Advanced Use

Custom Skills and Stats

You can set up any number of custom skills or rolls from the Tool Proficiencies section just underneath the skill section on the Core tab. The Resources section is also useful for tracking custom stats to your campaign, game setting, or home-brew rules.

Dynamic References to Repeating Sections

A useful way for GMs and Players to reference their abilities is by dynamically setting up a handful of macros that can be used on a token linked to a character, rather than having to roll directly from the sheet. To do this, you'll set up a global macro from the main settings tab, from the chat pane, in the upper right hand corner of the application. The example we'll be using today is setting up the 1st NPC action: %{selected|repeating_npcaction_$0_npc_action} Now whenever you use this macro it will roll the first NPC action of whichever NPC token you have selected. You can set up a roll for each action by incrementing the 0 by 1 for each action you wish to add (I.E. $1, $2, $3). Here is a list of important repeating section rolls and their formulas:

  • NPC Actions%{selected|repeating_npcaction_$0_npc_action}
  • NPC Legendary Actions%{selected|repeating_npcaction-l_$0_npc_action}
  • Player Attack/Spell%{selected|repeating_attack_$0_attack}
  • Tool/Custom Skill%{selected|repeating_tool_$0_tool}
  • Spellbook Cantrip%{selected|repeating_spell-cantrip_$0_spell}
  • Spellbook Level 1%{selected|repeating_spell-1_$0_spell}
  • Spellbook Level 2%{selected|repeating_spell-2_$0_spell}
  • Spellbook Level 3%{selected|repeating_spell-3_$0_spell}
  • Spellbook Level 4%{selected|repeating_spell-4_$0_spell}
  • Spellbook Level 5%{selected|repeating_spell-5_$0_spell}
  • Spellbook Level 6%{selected|repeating_spell-6_$0_spell}
  • Spellbook Level 7%{selected|repeating_spell-7_$0_spell}
  • Spellbook Level 8%{selected|repeating_spell-8_$0_spell}
  • Spellbook Level 9%{selected|repeating_spell-9_$0_spell}
  • Spellbook Level 9%{selected|repeating_spell-npc_$0_spell}

Directly Referencing Attributes

You can discover the name of most of the attributes in the sheet by hovering over them. After a couple of seconds a title will pop up and tell you how to referencing them. You can call attributes in a roll by adding a "@{name}" code. For example you could roll a 1d20 and add your strength modifier by rolling/r 1d20+@{strength_mod}. Here are a list of some of the more important stats: strength dexterity constitution intelligence wisdom charisma strength_mod dexterity_mod constitution_mod intelligence_mod wisdom_mod charisma_mod strength_save_bonus dexterity_save_bonus constitution_save_bonus intelligence_save_bonus wisdom_save_bonus charisma_save_bonus acrobatics_bonus animal_handling_bonus arcana_bonus deception_bonus history_bonus insight_bonus intimidation_bonus investigation_bonus medicine_bonus nature_bonus perception_bonus performance_bonus persuasion_bonus religion_bonus sleight_of_hand_bonus stealth_bonus survival_bonus pb passive_wisdom ac initiative_bonus speed hp hp_max hp_temp hit_dice hit_dice_max weighttotal spell_save_dc spell_attack_bonus

Custom AC Items

You can add pieces to your inventory and manually give them AC or magic bonuses that will figure into their calculations automatically. Inside the item options is a section for "MODS:". Add Ac +1 to add an armor class bonus.

Magic Missile Spell

Magic missile example.png

The Roll20 Compendium entry for the Magic Missile spell uses the damage of 3d4+3 as its base. This damage output includes all three magic missiles generated at 1st level. This decision was made so that Magic Missile functions the same as all other spells, where you only have to roll the spell a single time to see the output of its damage, rather than three times (once for each missile). If you need to determine the order of damage per missile, you can hover over the damage output in the chat pane to see what each dice rolled and in what order. This is true for the damage output as well as Higher Casting damage.

If you would like the Magic Missile spell set up to roll only 1d4+1 per roll, you can set up a version of the Magic Missile spell that has a DAMAGE section of 1d4 + 1 and no HIGHER LVL CAST DMG or AT HIGHER LEVELS data.