ролл 20 как создать лист персонажа
Руководство по Roll20
Руководство по Roll20
Для проведения сессий в кампании «Проклятые земли» используется виртуальный игровой стол Roll20.net. Ниже приведено краткое руководство по основным функциями Roll20. Чтобы получить к ним доступ, нужно зарегистрироваться в Roll20 (бесплатно) и войти в любую кампанию.
Основы бросков кубиков в чате:
Все броски кубиков выполняются в чат, командой /r xdy Где X-число кубиков, Y-Число граней Например, бросок двадцатигранного кубика записывается следующим образом:
Можно также добавлять к броску бонусы и штрафы, например: /r 1d20+2
Основные броски, которые могут понадобиться вам на сессии:
Основные команды чата:
Чтобы общаться в чате, достаточно просто вводить сообщения и нажимать Enter, но желательно на сессии не «флудить».
Также удобно использовать следующие команды:
Получить доступ к параметрам токена можно дважды кликнув его или нажав на шестерёнку возле выделенного токена.
Ещё один значок возле токена используется для выставления иконок, отображающих особые состояния (оглушение, паралич, действие заклинаний и т.п.):
К примеру на Картера сейчас три раунда действует Сон. Чтобы выставить числовое значение возле иконки, нужно навести курсор на значок и нажать цифры на клавиатуре.
Основы движения в бою
И вот настал момент, вы попали в ваш первый бой. Разные персонажи, имеют разную скорость перемещения в бою. Чтобы учитывать этот фактор и отображать траекторию перемещения токена, есть специальная функция.
Вы выбираете токен, и зажимая левую кнопку мыши переносите его на какой-нибудь квадрат, затем, не отпуская кнопку мыши, жмёте на клавиатуре пробел. Вы увидите точку, со значением расстояния на ней. И в дальнейшем, нажимая пробел и передвигая персонажа, вы отмечаете траекторию его перемещения.
Выглядит примерно так: Картер, имея скорость в 40фт, движется в лесу между деревьев:
Чтобы создать макрос, нужно кликнуть на шестерёнку в правом верхнем углу экрана (1). Кнопка Add (2) позволяет создать пустой макрос.
После нажатия на Add, сразу откроется следующее окно, показывающее содержимое будущего макроса:
Вместо прописывания команды в чат /me и текста, можно вставить её в макрос и в дальнейшем при нажатии на макрос, в чат будет выводиться его содержание.
В макрос можно ввести и броски. К примеру, если внести команду /r 1d20+(ваше значение инициативы), бросок на проверку инициативы будет производиться автоматически.
Нажатием на (3) мы снова можем вернуться во внутренние настройки макроса. Если отмечен пункт In Bar (4), макрос будет отображаться на главном экране (и при этом стоит галочка на (5) Show macro quick bar). Если всё сделали правильно, то должны увидеть на главном экране следующее:
Нажатие на кнопку макроса запускает его и в чате появляется результат прописанных в нем бросков и других команд.
Внутристрочные броски/Inline Rolls (они же «Красивые броски»)
На скриншоте показаны два способа отображения бросков:
В первом случае были использованы команды: :/me изучает природу :/r 1d20+2″
Выглядит не очень красиво, требует ввода двух строк, и, к тому же, загромождает чат.
Во втором случае используется внутристрочный бросок (Inline Roll):
/me изучает природу [[1d20+2]]
Для более аккуратного оформления бросков и сообщений в чате Roll20, используются шаблоны (Tamplates). На скриншоте ниже вы можете видеть как визуальное отображение, так и «начинку» нашего макроса:
Давайте внимательнее рассмотрим код макроса (обратите внимание, он вводится без переноса строки):
Примеры шаблонов на все случаи жизни
1. Бросок атаки с дальнобойным оружием:
Команда в текстовом виде:
Команда в текстовом виде:
3. Атака воина ближнего боя с двуручным мечом, с превращением ББА в урон*1,5 (фит Power Attack):
Команда в текстовом виде:
4. Универсальный макрос для бросков XdY+Z
Формулы в Roll20 для макросов (будет дополняться)
Формула выводит диалоговое окно, в которое пользователь может ввести свое значение.
После введения числа в диалоговое окно будет совершён бросок 1d20+значение переменной Количество монет.
Сделать это можно в Настройках игры выбрав Custom в Character Sheet Template.
Сделать сам лист с нуля у меня не хватает терпения, а вот перевести оставшиеся не переведёнными части мне по силам.
Итак, берете вот отсюда текст из 5eShaped.html и вставляете в HTML Layout
Далее берете текст из 5eShaped.css и вставляете в CSS Styling
Далее берете текст из translations/ru.json и вставляете в Translation
Жмете сохранить, открываете игру и наслаждаетесь почти полностью (Изобретателя пока не перевел) переведённым на русский листом персонажа под 5-ую редакцию.
Кстати по ссылке много и других листов, и многие тоже частично переведены.
Лига Ролевиков
2.6K постов 8K подписчиков
Правила сообщества
• За агрессивные, грубые, оскорбительные, а также провокационные комментарии следует бан.
•На сообщество расспространяются общие правила Пикабу.
Перед тем как постить загляните туда (особое внимание уделите пункту о рекламе).
• Истории про фекалии, члены, совращения единорогов и другая чернуха — это не тот контент который мы здесь ждём.
Не приветствуются посты слабо соприкасающиеся с темой сообщества.
Да, компьютерные RPG тоже ролевые, но к тематике нашего сообщества они не относятся. (Однако НРИ по вселенным этих игр вполне подходят).
Такие посты будут вынесены в общую ленту.
• Не создавайте посты о поиске игроков.
(Эти посты однотипны и засоряют ленту. В описании сообщества есть ссылки для поиска игроков. Посты будут удаляться.)
Можно создать пост о поиске игроков только если (позвать админа в комментариях под таким постом ОБЯЗАТЕЛЬНО):
1. Вы тестируете систему (должны о ней рассказать).
2. У вас спец. проект для пикабушников.
3. У вас публичный проект (расскажите как вы его создавали, о чём он, о трудностях выпавших на вашу долю. Рассказ должен быть интересен и легко читаем).
•Администрация сообщества, а также Ролевое комьюнити, может не разделять взгляды авторов постов.
Пожалуйста помните, что Пикабу это свободный портал.
• Не единоразовые нарушения караются банхаммером.
Спасибо мастеру за его работу. Сайт крут.
Но вот сегодня он упорно не хочет открываться, выдавая ошибку 404. Что-то случилось?
Я скажу больше. Можно предложить свой перевод на roll20, где-то раз в две недели они собирают и обновляют их все, и эти изменения доходят до всех игроков. Им не надо будет ничего делать и идти таким сложным путём.
— Пробрось на телосложение спасбросок.
— На что? нет такого!
— Ну блин, на конститушн.
— Чё?
— Да как оно там блин написано то, а телосложение!
Особенно неудобно новичкам когда в описании скилов написано спасбросок на Телосложение.
Ваншот «Кораблекрушение Морского Мефита» для D&D5e
То, что начиналось как неспешная поездка на торговом судне, превратилось в кошмар. Внезапный шторм и массивная волна разбили ваш корабль об скалы, оставив вас на необитаемом острове. Теперь, в окружении акул, вам нужно собрать воедино план побега. Вам понадобится еда, вода, дрова и чертовски много..
Roll20 Особенности заполнения листа персонажа 5eShaped
Полезные формулы
Формула для кантрипов (заговоров)
Кантрипы, урон которых увеличивается в зависимости от уровня персонажа
Использумая формула [[ceil((@
Кость Bardic Inspiration
Удобная формула для определения кости Bardic Inspiration :
Классовые особенности
Варвар — Barbarian
Урон в ярости — Rage Damage
Используя секцию MODIFIERS в листе персонажа, можно отмечать бонус к урону в ней
ПРИМЕЧАНИЕ: Поскольку этот урон будет добавляться ко всем оружиям ближнего боя, то атаки с использованием ловкости при определении бонуса на попадание также получат этот бонус к урону. Конечно, у варвара такое встречается не часто, но если Вы играете варваром который использует смесь различных оружий, то Вам, возможно, стоит рассмотреть и другие варианты, описанные ниже.
Альтернативы: Если рассматривать другие способы учитывать урон в ярости, то одним из вариантов является создание для каждого из оружий отдельного макроса на атаку, который уже будет учитывать бонус от ярости в уроне или просто добавить напоминание в виде attacher (см.рис.).
Преимущество на проверки и спас-броски по Силе — Rage Advantage on Strength Checks and Saves
Для проверок характеристики не достаточно просто добавить модификатор, как мы это сделали для урона, поэтому чаще всего это просто запоминают, но это не всегда срабатывает 🙂
Метод 1: Помнить и используя настройки листа персонажа переключаться на преимущество при проверках Силы или спас-бросках по Силе (плохой вариант).
Метод 2: Дополнить attacher напоминанием. Такой attacher будет выглядеть будет выглядеть приблизительно следующим образом
А уже напоминание будет выглядеть так.
Cleric
Life Domain
Для клерика наиболее часто возникающим вопросом является настройка способностей клерика Жизни к лечению. Основные варианты настройки показаны ниже.
Disciple of Life
Это свойство клерика Жизни позволяет добавлять при лечении дополнительно 2+уровень заклинания
Что касается бонуса +2 то это можно легко установить с использованием модификатора (modifier).
Тогда на любом лечащем заклинании необходимо будет просто добавить уровень заклинания в бонусное поле и поставить «1» в поле для определения эффекта от ячейки (слота) более высокого уровня. К примеру, следующим образом
Если же вы не хотите использовать и модификатор, то вы просто можете добавить уровень заклинания +2 в базовое поле лечения для каждого заклинания.
Blessed Healer
Хотя эту способность легко использовать без подобной настройки, вы можете его настроить следующим образом чтобы всегда видеть вылеченное количество хит-поинтов в конечном тексте в Roll20.
First setup the class feature like so
Тогда вы должны в настройках своего листа персонажа включить секцию freeform и поставить вызов этого макроса с новой строки в секцию freeform для лечащих заклинаний.
Это означает что каждый раз когда вы будете использовать это заклинание Blessed Healer будет автоматически добавляться к общему количеству вылеченных хит-поинтов.
Fighter
Battlemaster
The maneuvers of the battlemaster is a feature that commonly needs to be set up. Below is a method that should work with the companion script to auto decrease the number of uses as well.
Кость Superiority
Удобная формула для определения кости Superiority в зависимости от уровня:
Maneuvers
Шаг 1: Сначала установим это свойство (как и на рисунке ниже)
Note: Если вы хотите быть готовым и к критическим попаданиям вы можете добавить вспомогательный урон как бонус к к любому другому урону во время критического попадания.
Шаг 2:
Добавляем в классовые свойства маневры как показано в примере.
Шаг 3: Устанавливаем кнопки для выозова макроса кости превосходвства который ссылается на все доступные маневры. Сначала получим ссылку на макросы для маневров get the a macro referencs for the maneuvers (See Referencing Repeating Field Macros on how to get these).
bracket, removing the % and adding [text] in front of them. Converted they look like:
Примечание. Каждая кнопка находится на новой строке, так что они тоже будут выводиться на овой строке. И это будет выглядеть следующим образом когда Вы будете использовать Макрос Кости Superiority
Шаг 5: И последнее, мы добавляем ссылку на Кость Superiority Dice к атакам. Предположительно лучше использовать метод подобный более быстрый. Используя этот же метод мы получили Using the same method we get % <-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbeu4j6n3xrwn886x3_roll>и сконвертировали ее в кнопку [Кости Superiority](
Alt 0
Альтернативный вариант
Создать Class Feature c названием Maneuvers и следующим содержимым:
Stunning Strike
Often you want to reference the stunning strike ability on attacks after hitting level 5. Since the sheet adds the stunning strike ability already, we only need to reference the ability. See Referencing Repeating Field Macros for more on how.
First we get the ability macro reference which should look something like % <-KpBU_gfHySx6uBOLOw-|repeating_classfeature_-kpbud4ixlcwtjrvz6a9_roll>then we will covert it to a button. This should look like
You can then apply this to the freetext/content or freeform fields of each attack or as an attacher as seen here.
For an alternative setup, see the paladin’s divine smite, the ranger’s colossus slayer, or the rogue’s sneak attack for variant setups.
Паладин
Divine Smite
Многие паладины часто используют слоты заклинаний для своей способности Божественная Кара, поэтому кнопка с быстрым доступом к ней из меню атак ускоряет процесс боя.
Many paladins commonly use spells slots on divine smite so having a button on attacks to quickly use the ability is a nice way to speed things up.
Поскольку лист персонажа добавляет эту способность автоматически, нам надо просто установить связь между атаками, способностью и слотами заклинаний. Смотрите Referencing Repeating Field Macros чтобы понять как это делать.
Вы получите что-то, что будет выглядеть подобно % <-KpBU_gfHySx6uBOLOw-|repeating_classfeature_-kpbvnzeyjw0gvzkq1zs_roll>. После преобразования ее в макрос кнопки он будет выглядеть следующим образом [Divine Smite](
Ranger
Hunter
Colossus Slayer
A hunter ranger will be using one of their abilities such as colossus slayer fairly often in combat and as such, may want to reference them quicker to speed up play. There are a few ways to go about this and for the most part follow the same idea as the monk and paladin setups. However, since it is a subclass asbility you also need to add the trait in manually.
First set up the trait as seen here
Then you need to get the macro reference for the ability, see Referencing Repeating Field Macroson how.
You should get something like this % <-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbymv749hwixvfhxjk_roll>. Then you can convert it to an ability command buttons which should look like
You can then link this on the weapons in the offense section or as an attacher. The attacher method can be seen below.
For an alternative setup, see the monks stunning strike, the paladin’s divine smite, or the rogue’s sneak attack for variant setups.
Rogue
Sneak Attack
Every rogue wants to have their sneak attack go off on a hit. To speed things up we can set it to roll on any attack.
Поскольку лист персонажа добавляет эту характеристику класса автоматически, то нам остается просто на нее сослаться (см. Referencing Repeating Field Macros ).
Then, when you make a weapon attack, the sneak attack will automatically rolls as well as seen here.
For an alternative setup, see the monks stunning strike, the paladin’s divine smite, or the ranger’s colossus slayer for variant setups.
Заклинания
Some spells like booming blade and green-flame blade need a slightly different setup to work like other spells. Here is a listing of ways to setup these special cases.
Booming Blade
The booming blade cantrip is a bit different than normal cantrips for scaling so a slight change is needed. Since the number of dice on hit go from 0-3 instead of the standard 1-4, we need a small change to the cantrip formula.
On hit Damage:
This formula will scale automatically as you level for the on hit damage of the cantrip. For the damage when the target moves, you can use the standard formula.
Target moves Damage:
Then entered cantrip should look something like
Note: If you want to link the attacks/cantrip together, you can use an ability command button if the freeform of the offense section to reference the cantrip, or the freeform of the cantrip to reference the offense section. If you always use the cantrip with one attack however, it may be best to simply set up weapon attack and damage in the cantrip.
Green-Flame Blade
The Green-Flame Blade cantrip is another special case cantrip where the damage scales differently as no dice are rolled until level 5 or higher. To get the scaling cantrip formula so you don’t have the remember to adjust the damage on this cantrips as you level, we make a small change to the formula in this case.
Основной урон при попадании:
Урон вторичной цели:
[[ceil((@
Оформленный клинок зеленого пламени будет выглядеть приблизительно следующим образом (примечание: в данном случае использовалась Харизма как заклинательная характеристика, измените ее на то что будет необходимо Вам).
Примечание: Если вы хотите связать атаки и заговор (кантрип) вместе, то вы можете использовать ability command button используя freeform для секции offense для того чтобы установить ссылку на кантрип или freeform для кантрипа чтобы сослаться на секцию offense. Если же вы планируете использовать кантрип вместе с одной атакой постоянно, возможно просто следует настроить оружейную атаку и урон с учетом кантрипа.
Прочее
Использование attachers
Использование Modifiers для учета влияния усиливающих (ослабляющих) заклинаний и эффектов
Примеры
Bless
Divine Favor
Aura of Protection
Заполнение инвентаря и бонусов от магических предметов
Разделы Offense, Utility, Equipment, Armor
Offense
Utility
Equipment
Armor
Использование раздела Modifiers для внесения бонусов от магических предметов
Примеры
Staff of Power
Rod of Pact Keeper
Robe of Archimage
Ring of Protection
Referencing Attributes and Macros
When dealing with the character sheet’s attributes and macros, use the following format.
An alternative to NAME : Character ID
In most cases, the name of the character is used for the NAME section when referencing macros or attributes but if the name ever changes, all references will need to update to the new name. In most cases, a character’s name should never change, but if it would or you have other plans that name is not ideal, you may want to use the character_id of the character instead. One thing to note however, it seems at this time this ID only works for macros and not attibutes.
Referencing Attributes
Referencing Macros
Macros with an Ability Command Button
This will output a button in chart (or in a macro if uses in freetext for example) that can be clicked to execute a macro.
Referencing Repeating Sections
Repeating fields use a slightly different method to reference their attributes and macros. Detailed below are how to reference each.
Referencing Repeating Field Attributes
The attributes of a repeating section item can referenced using a format such as @
Referencing Repeating Field Macros
Sometimes you want to execute the macro of an item in a repeating section as if was clicked. Macros work using a format such as %
NOTE: Using target does not seem to work fully with repeating sections at the moment when calling macros.
For example %
Using the unique ID
Using this id means that you will always reference the specific item desired as long as it exists regardless of its position in the repeating section. It being first it the list or in the middle does not matter with this method.
Method 1
Method 2
Using list order
When using this method however, a change in the order of the list can change the macro. This means if you are referencing the first item in the section, and you delete that item or change the order, the macro of the new first item.
Roll Template
The table below describes the fields, their values, and their effect. The field and value must be set equal and enclosed in curly brackets as illustrated above. Certain fields require that other fields are present and have values. Below is a guide to what the types of values the fields can have.
Value | Meaning |
---|---|
empty | value not required in order to force field presence |
1 | typically used to force field presence but can actually be anything |
any | indicates typical value is text but value can be anything |
roll | value is typically an inline die roll but value can be anything |
set | The value can be anything, but works best if one is chosen from a specified set |
The following code illustrates these values and shows the result
General Formatting Fields
Field | Value | Required Field | Effect |
---|---|---|---|
title | any | Value as template title | |
uses | any | Value as a subheader of the number of uses remaining out of uses_max. Displayed as “uses / uses_max” | |
uses_max | any | uses | The total number of uses possible for uses. |
recharge | set | When the ability recharges, normal values (TURN, SHORT_OR_LONG_REST, LONG_REST, RECHARGE_2_6, RECHARGE_3_6, RECHARGE_4_6, RECHARGE_5_6, RECHARGE_6) | |
2d20kh1 | 1 | Displays green circle in the top right of the roll template | |
2d20kl1 | 1 | Displays red circle in the top right of the roll template | |
show_character_name | 1 | Toggle on character name in banner | |
character_name | any | show_character_name | Value as a subheader in the banner |
subheader | any | Value as a subheader in the banner | |
emote | any | Framed value as an emote at the top of the template | |
text_top | any | Value as a row of text near the top in large font | |
roll1 | roll | Main d20 roll for the template | |
roll2 | roll | roll1 | Second d20 roll for the template, used for roll2 style |
death_saving_throw_successes | any | Displays value as “Successes VALUE / 3”. Use @ | |
death_saving_throw_failures | any | Displays value as “Failures VALUE / 3”. Use @ | |
content | any | Value as text in a row of the template. | |
text_center | any | Text that is centered in the roll template | |
text | any | Base left aligned text in the template | |
text_big | any | Bigger font size, left aligned text in the template | |
macros | any | A centered text in the template, great for adding ability buttons to outside of spells (spells currently uses this field for things like repeat) | |
CUSTOM_TITLE | any | Custom fields where the CUSTOM_TITLE and be anything and the value is shown next to it | |
freetext | any | Extra text towards the bottom of the template | |
hp_max | any | The max hp of the character displayed as (“/hp_max”) | |
hp | any | hp_max | The current hp of the character |
temp_hp | any | hp_max | The temp hp displayed as “VALUE Temp HP” |
hp_max_reduced | any | hp_max | The reduced max HP, displayed as “VALUE Reduced Max” |
action | 1 | Indicates the output is an action | |
spell | 1 | Indicates the output is a spell | |
ability | 1 | Indicates the output is an ability | |
saving_throw | 1 | Indicates the output is a saving throw | |
ability | 1 | Indicates the output is an ability | |
trait | 1 | Indicates the output is a trait | |
ignore | any | Ignores the value of this field and is not output to the roll template | |
hide_ability_checks | 1 | ability | Hides the roll section of an ability check |
hide_saving_throws | 1 | saving_throw | Hides the roll section of an saving throw |
hide_attack | 1 | Hides the roll section in the template, displays with custom css | |
hide_damage | 1 | Any damage section | Hides the damage section in the template, displays with custom css |
hide_saving_throw_dc | 1 | saving_throw_dc | Hides the saving throw DC section in the template, displays with custom css |
hide_spell_content | 1 | content | Hides the content section in the template, displays with custom css |
hide_freetext | 1 | freetext | Hides the freetext section in the template, displays with custom css |
hide_saving_throw_failure | 1 | saving_throw_dc | Hides the saving throw failure section in the template, displays with custom css |
hide_saving_throw_success | 1 | saving_throw_dc | Hides the saving throw success section in the template, displays with custom css |
hide_recharge | 1 | recharge | Hides the recharge section in the template, displays with custom css |
Spell Fields
Field | Value | Required Field | Effect |
---|---|---|---|
spell_level | any | spell | Value as spell level in italics as a subheader |
cast_as_level | any | spell | Value as the level the spell is cast as in the format “(as VALUE)” in italics as a subheader. Sheet uses a query for this |
school | any | spell | Value as the spell school in italics as a subheader |
ritual | 1 | spell | Display “(ritual)” next to spell school |
casting_time | any | spell | Value as the casting time of the spell |
range | any | spell | Value as the range of the spell |
components | any | spell | Value as the components of the spell |
materials | any | spell, materials | Value as the materials use in casting the spell, placed in parentheses |
duration | any | spell | Value as the duration of the spell |
higher_level | any | spell | Text that appears after content field for what the spell does at a higher level |
For a spells attack and damage fields/heal fields, see the relevant sections below
Attack Fields
Saving Throw Fields
Field | Value | Required Field | Effect |
---|---|---|---|
saving_throw_dc | any | The DC of the saving throw | |
saving_throw_vs_ability | set | The ability to save against. Use all caps as the value to get a button for it e.g. “DEXTERITY” | |
saving_throw_success | any | What happens on a successful save | |
has_saving_throw_damage | 1 | Indicates the template has damage for the saving throw, needed for the saving throw damage to show | |
saving_throw_damage_macro | any | has_saving_throw_damage | Displays the “Save failure:” text at the top of the saving throw damage field. Also changed to an ability command button when auto roll damage is off |
saving_throw_damage | roll | has_saving_throw_damage | The damage a failed save could do |
saving_throw_damage_type | any | has_saving_throw_damage, saving_throw_damage | The type of damage of the save |
saving_throw_second_damage | roll | has_saving_throw_damage, saving_throw_damage | The second damage of the save |
saving_throw_second_damage_type | any | has_saving_throw_damage, saving_throw_damage, saving_throw_second_damage_type | The type of the second damage of the same |
targetName | any | The name of the target for the saving throw |
Other Damage Fields
Field | Value | Required Field | Effect |
---|---|---|---|
other_damage | roll | The damage to roll for a damage field not tied to an attack or saving throw | |
other_damage_type | any | other_damage | The type of the damage |
other_damage_crit | roll | other_damage | The damage to roll on a crit |
other_second_damage | roll | other_damage | The secondary damage |
other_second_damage_type | any | Other_damage, other_second_damage | The type of the secondary damage |
other_second_damage_crit | roll | Other_damage, other_second_damage | The crit damage of the secondary damage |
Field | Value | Required Field | Effect |
---|---|---|---|
heal | roll | The amount rolled to heal a creature by |
Abilties and Attributes of Shaped CS
See Referencing Attributes, Macros, and Repeating Sections for a general overview the information found here. For attributes/marcos remember that many should use @
Note. The ⎮ character in the tables is not the | character so be aware if using copy-paste
For repeating sections, see ……
Sections
Header
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | The name of the character | ||
@ | % | Bard 3 | The class and levels of the character |
@ | % | The background of the character | |
@ | % | The race of the character | |
@ | % | The alignment of the character | |
@ % | The current xp and the needed xp to level | |
Core Tab (PC)
Ability Scores/Checks
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ % | The strength score of the character (strength), the modifier of that score (strength_mod), the modifier of the strength check (strength_check_mod), with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The dexterity score of the character (dexterity), the modifier of that score (dexterity_mod), the modifier of the dexterity check (dexterity_check_mod), with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The constitution score of the character (constitution), the modifier of that score (constitution_mod), the modifier of the constitution check (constitution_check_mod), with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The intelligence score of the character (intelligence), the modifier of that score (intelligence_mod), the modifier of the intelligence check (intelligence_check_mod), with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The wisdom score of the character (wisdom), the modifier of that score (wisdom_mod), the modifier of the wisdom check (wisdom_check_mod), with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The charisma score of the character (charisma), the modifier of that score (charisma_mod), the modifier of the charisma check (charisma_check_mod), with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | |
Saving Throws
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ % | The check_mod is the value added to the check before global bonus, with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The check_mod is the value added to the check before global bonus, with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The check_mod is the value added to the check before global bonus, with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The check_mod is the value added to the check before global bonus, with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The check_mod is the value added to the check before global bonus, with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | | |
@ % | The check_mod is the value added to the check before global bonus, with sign adds a + or — in front. The formula is the full formula added to a d20 for the roll. | |
Spells
The formula used in cantrip damage for scaling is [[ceil((@
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | shaped_spell_dc | The spell saving throw DC for a caster’s spells | |
@ | shaped_spell_attack | The bonus to hit with a spell attack | |
@ | The number of spells known by the character (aka, how many spells are in the spell section) | ||
@ | The current remaining spell slots the character has of a given level. Replace LEVEL with the appropriate number between 1-9 | ||
@ | The base number of spell slots of the character automatically calculated based on spellcasting classes. Replace LEVEL with the appropriate number between 1-9. Not used with NPCs | ||
@ | The bonus spell slots the character has for a given spell level.Replace LEVEL with the appropriate number between 1-9 | ||
@ | The total spell slots the character has of a given level. Replace LEVEL with the appropriate number between 1-9 | ||
@ | The current spell points the character has | ||
@ | The maximum amount of spell points the character has | ||
% | Outputs a list of spells known and prepared with clickable buttons for each along with spell slots available |
Armor
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | Base ac for unarmored |
Weight
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | The total weight of all items in the offense section currently equipped | ||
@ | The total weight of all items in the utility section currently equipped | ||
@ | The weight of all carried ammo | ||
@ | The weight of all currently equipment armor | ||
@ | The weight of all currently carried equipment | ||
@ | The weight of the coins carried by the character | ||
@ | The weight to use per coin carried | ||
@ | The total weight carried by the character by adding all the above sections together |
Carrying Capacity
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | The normal carrying capacity of the character | ||
@ | The total weight that the character can push, drag, or lift | ||
@ | The amount of weight the character can carry before becoming encumbered if using variant encumbrance rules | ||
@ | The amount of weight the character can carry before becoming heavily encumbered if using variant encumbrance rules | ||
@ | The number to multiply the base carrying weights by for a character that is larger, or smaller (or counts as) for the purpose of determining carrying weight | ||
@ | The multiplier to use to determine carrying capacity based on strength | ||
@ | The multiplier to use to determine the push, drag, or lift weight of a character based on strength | ||
@ | The multiplier to use to determine encumbered weight for the character based on strength | ||
@ | The multiplier to use to determine heavily encumbered weight for the character based on strength |
Coinage
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | % | The current amount of copper pieces the character has | |
@ | % | The current amount of silver pieces the character has | |
@ | % | The current amount of electrum pieces the character has | |
@ | % | The current amount of gold pieces the character has | |
@ | % | The current amount of platinum pieces the character has | |
@ | % | The total value of all coins the character has in gold value |
Speed
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | % | The base movement speed of the character | |
@ | % | The burrow speed of the character | |
@ | % | The climb speed of the character | |
@ | % | The fly speed of the character | |
@ | % | The swim speed of the character |
Senses
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | % | The range of the character’s blindsight (if applicable) | |
@ | % | The range of the character’s darkvision (if applicable) | |
@ | % | The range of the character’s tremorsense (if applicable) | |
@ | % | The range of the character’s trusight (if applicable) |
General
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | % | Shows if a player has inspiration (value of 1) or not (value of 0) | |
@ | % | The current proficiency bonus of the character | |
@ | % | The proficiencies of the character | |
% | Outputs a lists of saves in chat with clickable ability command buttons as if the “Saving throws” text was clicked. Uses big text | ||
% | Outputs a list of ability checks in chat with clickable ability command buttons as if the “Skills” text was clicked. Uses big text | ||
@ | % | The languages the character knows | |
@ | % | The current AC of the character | |
@ | % | The total initiative. The macros rolls initiative if a token is currently selected. | |
@ % | The current and max HP of a character | | |
@ | % | The temp hp the character currently has | |
@ % | The number of hit dice the character has and the total they could have. Replace SIDES with the die type (d2,d4,d6,d8,d10,d12,d20) | | |
@ % | The current number of successes and failures for death saving throws | | |
@ | % | The personality traits a character has | |
@ | % | The ideals of the character | |
@ | % | The bonds the character has in the world | |
@ | % | The flaws of the character | |
@ | % | The damage types the character is vulnerable to | |
@ | % | The damage types the character is resistant to | |
@ | % | The damage types the character is immune to | |
@ | % | The conditions the character is immune to | |
@ | % | The current level of exhaustion of the character |
Core Tab (NPC)
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | The name of the NPC | ||
@ | The size of the NPC | ||
@ | The creature type of the NPC | ||
@ | The alignment of the NPC | ||
@ % | The AC and any notes about the AC of the NPC(such as “natural armor” in notes) | | |
@ | % | The initiative of the NPC | |
@ % | The current HP and the max HP of the NPC | | |
@ % | The number of hit dice that NPC has (hit_dice), the type of hit die (hit_die ex. D4, d6 etc.). The bonus to HP of the character (hp_extra) and the full formula for calculated the NPC’s health | | |
@ | % | The base movement speed of the character | |
@ | % | The burrow speed of the character | |
@ | % | The climb speed of the character | |
@ | % | The fly speed of the character | |
@ | % | The swim speed of the character | |
@ See [Ability Scores/Checks](#Ability Scores/Checks) | | ||
@ % | See [Ability Scores/Checks](#Ability Scores/Checks) | | |
@ % | See [Saving Throws](#Saving Throws) | | |
@ | % | The damage types the character is vulnerable to | |
@ | % | The damage types the character is resistant to | |
@ | % | The damage types the character is immune to | |
@ | % | The conditions the character is immune to | |
@ | % | The range of the character’s blindsight (if applicable) | |
@ | % | The range of the character’s darkvision (if applicable) | |
@ | % | The range of the character’s tremorsense (if applicable) | |
@ | % | The range of the character’s trusight (if applicable) | |
@ | % | The languages the NPC knows | |
@ % | The challenge rating of the NPC, the xp the NPC is worth, and the xp as a more readable value (using comma separation) | | |
@ | % | The proficiency bonus of the NPC | |
@ | The number of legendary actions the NPC can take |
Spells
The formula used in cantrip damage for scaling is [[ceil((@
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | shaped_spell_dc | The spell saving throw DC for a caster’s spells | |
@ | shaped_spell_attack | The bonus to hit with a spell attack | |
@ | The number of spells known by the character (aka, how many spells are in the spell section) | ||
@ | The current remaining spell slots the character has of a given level. Replace LEVEL with the appropriate number between 1-9 | ||
@ | The base number of spell slots of the character automatically calculated based on spellcasting classes. Replace LEVEL with the appropriate number between 1-9. Not used with NPCs | ||
@ | The bonus spell slots the character has for a given spell level.Replace LEVEL with the appropriate number between 1-9 | ||
@ | The total spell slots the character has of a given level. Replace LEVEL with the appropriate number between 1-9 | ||
@ | The current spell points the character has | ||
@ | The maximum amount of spell points the character has | ||
% | Outputs a list of spells known and prepared with clickable buttons for each along with spell slots available | ||
@ | The level of spellcaster the NPC | ||
@ | For the purpose for determining level for spells like cantrips. Replace @ | ||
@ | The class the NPC gets its spells from |
Character Tab
Appearance
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | The gender of the character | ||
@ | The size of the character | ||
@ | The age of the character | ||
@ | The height of the character | ||
@ | The weight of the character | ||
@ | The eyes of the character (usually just color) | ||
@ | The skin color of the character | ||
@ | The hair color of the character | ||
@ | A description of the characters appearance |
Other
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | A notes section for the characters backstory | ||
@ | Additional notes relevant to the character | ||
@ | A secondary notes section for the character |
Settings Tab
Miscelaneous
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | The maximum bonus to AC that can be gained from the character’s dexterity modifier | ||
@ | The base DC to use in saving throw DC calculations (default 8) |
Custom Gold Values
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | Copper per gold | ||
@ | Silver per gold | ||
@ | Electrum per gold | ||
@ | Platinum per gold |
Measurement System
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | A multiplier to the encumbered and heavily encumbered weights only |
Quick Chat Macros
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
% | A query to roll a chosen saving throw as normal. | ||
% | Outputs a lists of saves in chat with clickable ability command buttons. Uses settings from the settings page | ||
% | A query to roll a chosen ability check as normal | ||
% | Outputs a list of ability checks in chat with clickable ability command buttons. Uses settings from the settings page | ||
% | Outputs a list of traits of the character in chat with clickable ability command buttons | ||
% | Outputs a list of offense items from the character in chat with clickable ability command buttons | ||
% | Outputs a list of utility items from the character in chat with clickable ability command buttons | ||
% | Outputs a list of spells with clickable ability command buttons of the spells known by the character. Uses the settings from the settings page |
NPC Only Macros
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
% | Outputs a statblock of the NPC in chat with clickable ability command buttons for actions, skills, traits, etc | ||
% | Outputs a list of the NPCs actions as clickable ability command buttons | ||
% | Outputs a list of NPC reactions as clickable ability command buttons | ||
% | Outputs a list of the NPCs legendary actions as clickable ability command buttons | ||
% | Outputs a list of Lair actions of the NPC as clickable ability command buttons | ||
% | Outputs a list of the NPCs regional effects as clickable ability command buttons |
Misc Hidden Fields
General Hidden Fields
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | The total level of the character for all classes. Useful for total level based abilities such as cantrip damage | ||
@ | Pre-done ability command buttons for all ability checks of an character. Use in custom macros such as < | ||
@ | Pre-done ability command buttons for all saving throws of an character. Use in custom macros such as < | ||
@ | Pre-done ability command buttons for all the traits of an character. Use in custom macros such as < |
NPC Only Hidden Fields
Attribute(s) | Macro | Example Value | Description and Usage |
---|---|---|---|
@ | Pre-done ability command buttons for all the actions of an NPC. Use in custom macros such as < | ||
@ | Pre-done ability command buttons for all the reactions of an NPC. Use in custom macros such as < | ||
@ | Pre-done ability command buttons for all the legendary actions of an NPC. Use in custom macros such as < | ||
@ | Pre-done ability command buttons for all the lair actions of an NPC. Use in custom macros such as < | ||
@ | Pre-done ability command buttons for all the regional effects of an NPC. Use in custom macros such as < |
Repeating Fields
PC Repeating Fields
Below is a table of the repeating sections that exist on the PC sheet and the name of the section and macro to use in macros such as SECTION and MACRO in %
Repeating Section | SECTION | MACRO |
---|---|---|
Skills | skill | skill |
Offense | offense | roll |
Utility | utility | roll |
Ammo | ammo | ammo |
Features & Traits | trait | trait |
Spells | spell | spell |
Armor | armor | armor |
Equipment | equipment | equipment |
Class | class | |
Attacher | attacher |
Repeating Field Attributes
Belows are lists of the attributes that can be referenced from each repeated section. Replace ATTRIBUTE in @
Skills
Attribute | Description and Usage |
---|---|
name | The name of the skill |
proficiency | The level of proficiency of the character, returns a string of unproficient, proficient, or expertise |
bonus | The bonus the character has to a given skill |
formula | The full formula that is added to the skill roll |
total | The total value added to the roll without a sign |
total_with_sign | The total value that is added to the skill check, has a «+» or «-» in front of the value so one does not need to be added if adding it |
passive | The passive score of the skill |
Offense
For the [attack](#Attack Fields) and [saving throw fields](#Saving Throw Fields), see the General Repeating Fields section
Attribute | Description and Usage |
---|---|
name | The name of the attack |
uses | The current number of remaining uses of the attack |
uses⎮max | The maximum amount uses for the attack |
per_use | The number of “charges” to use (aka the number of usages per use) |
recharge | When the current number of uses recharges |
content | A text field for a description of the attack |
Ammo | |
ammo_field_name | The name of the ammo repeating section to use for the ammo |
ammo_per_use | The number of ammo used per attack |
Other Fields | |
emote | An emote for the attack |
freetext | The freetext of the attack, normally a full description of the attack if needed |
freeform | The freeform section of the ability. Freeform allows for adding sections to the macro as if using a custom macro. For example, adding < |
qty | The number carried, usually of the weapon |
weight | The weight of the attack |
Attribute | Description and Usage |
---|---|
name | The name of the ammo type |
qty | The quantity carried of the given ammo |
weight | The weight per piece of ammo |
Feature and Traits
Racial Features
Class Features
Feats Example format:
Traits
For the [saving throw](#Saving throw Fields), [Other Damage](#Other Damage Fields), and Heal fields, see the General Repeating Fields section
Attribute | Description and Usage |
---|---|
name | The name of the trait |
uses | The current number of remaining uses of the feature |
uses⎮max | The maximum amount uses for the ability |
per_use | The number of “charges” used per use |
recharge | The condition for the trait to recharge |
Other | |
emote | An emote for the trait |
freetext | The freetext of the trait, normally a full description of the trait if needed |
freeform | The freeform section of the ability. Freeform allows for adding sections to the macro as if using a custom macro. For example, adding < |
Spells
Replace LEVEL with the level of the spell, use zero for cantrips so a value between 0-9
The formula used in cantrip damage for scaling is
For the [attack](#Attack Fields), [saving throw](#Saving Throw Fields), [Other Damage](#Other Damage Fields), and Heal fields, see the General Repeating Fields section
Attribute | Description and Usage |
---|---|
name | The name of the spell |
spell_level | The level of the spell |
ritual | Denotes if the spell is a ritual |
is_prepared | Denoted if the spell is prepared |
casting_time | The casting time of the spell |
range | The range of the spells |
components | The components for casting the spell (V,S,M) |
materials | The materials needed to cast the spell |
duration | The duration of the spell |
content | The content of the spell, normally the description of the spell |
higher_level | Text saying what the spell does at higher levels |
Other | |
emote | An emote for the trait |
freetext | The freetext of the trait, normally a full description of the attack if needed |
freeform | The freeform section of the ability. Freeform allows for adding sections to the macro as if using a custom macro. For example, adding < |
Armor
Attribute | Description and Usage |
---|---|
name | The name of the armor |
uses | The current number of uses remaining on the armor |
uses⎮max | The total number of uses for the armor |
ac_total | The total AC of the armor worn |
weight | The weight of the armor |
type | The type of the armor (Light, Medium, Heavy, etc.) |
ac_base | The base AC of the armor, the number before dex or the bonus to AC depending on armor type |
ac_total | The total AC of the armor (include base, bonus and DEX if appropriate) |
strength_requirements | The required strength score to use the armor without disadvantages |
stealth | If the armor gives disadvantage to stealth |
content | A description of the armor |
Equipment
Attribute | Description and Usage |
---|---|
name | The name of the equipment entry |
uses | The current number of uses remained for the equipment |
uses⎮max | The maximum number of uses for the equipment |
qty | The quantity of the equipment carried |
weight | The weight of the equipment |
weight_total | The total weight of all of the given equipment carried (qty * weight) |
content | A description of the equipment |
Class
Attribute | Description and Usage |
---|---|
name | The name of the class |
level | The level of the class |
hd | The hit dice type the class uses (d6,d8,d10,etc.) |
spellcasting | The type of spellcasting of the class (none, full, half, third, or warlock) |
custom_name | The name of the custom class |
*Level: The level of a class can be accessed with a secondary method not involving repeating sections. To access this level, use the format @ |
Attachers
Attribute | Description and Usage |
---|---|
name | The name of the attacher |
freetext | The freetext of the attacher, normally the description or important information to add to anything using the attacher |
freeform | The freeform section of the ability. Freeform allows for adding sections to the macro as if using a custom macro. For example, adding < |
Referencing attachers for a given option | |
attacher_ABILITY_check | The attacher fields added to a given ability check (replace ABILITY with the name of the ability “strength, dexterity, etc.) |
attacher_initiative | The attacher fields added to the initiative |
attacher_ABILITY_saving_throw | The attacher fields added to abilities saving throw (replace ABILITY with the name of the ability “strength, dexterity, etc.) |
attacher_death_saving_throw | The attacher fields added to death saving throws |
attacher_hit_dice | The attacher fields added to hit dice rolls |
attacher_offense | The attacher fields added to offense |
attacher_utility | The attacher fields added to utility |
attacher_spell | The attacher fields added to spells |
attacher_skill | The attacher fields added to skill checks |
NPC Repeating Fields
Below is a table of the repeating sections that exist on the NPC sheet and the name of the section to use in macros (as seen with SECTION in @ For the [attack](#Attack Fields), [saving throw](#Saving Throw Fields), [Other Damage](#Other Damage Fields), and Heal fields, see the General Repeating Fields section Actions Example format: Reactions For the [attack](#Attack Fields), [saving throw](#Saving Throw Fields), [Other Damage](#Other Damage Fields), and Heal fields, see the General Repeating Fields section For the [attack](#Attack Fields), [saving throw](#Saving Throw Fields), [Other Damage](#Other Damage Fields), and Heal fields, see the General Repeating Fields section Lair Actions Regional EffectsRepeating Section SECTION Macro Skills skill Yes Features & Traits trait Yes Actions action Yes Reactions reaction Yes Legendary Actions legendaryaction Yes Lair Actions lairaction Yes Regional Effects regionaleffect Yes Spells spell Yes NPC Skills
NPC Features and Traits
Attribute Description and Usage name The name of the trait uses The current number of remaining uses of the feature uses⎮max The maximum amount uses for the ability per_use The number of “charges” used per use recharge The condition for the trait to recharge Other emote An emote for the trait freetext The freetext of the trait, normally a full description of the trait if needed freeform The freeform section of the ability. Freeform allows for adding sections to the macro as if using a custom macro. For example, adding < NPC Actions and Reactions
Attribute Description and Usage name The name of the attack uses The current number of remaining uses of the attack uses⎮max The maximum amount uses for the attack per_use The number of “charges” to use (aka the number of usages per use) recharge When the current number of uses recharges content A description of the action Other emote An emote for the attack freetext The freetext of the attack, normally a full description of the attack if needed freeform The freeform section of the ability. Freeform allows for adding sections to the macro as if using a custom macro. For example, adding < Legendary Actions
Attribute Description and Usage name The name of the attack cost How much the actions costs of its possible legendary actions content A description of the action Other emote An emote for the attack freetext The freetext of the attack, normally a full description of the attack if needed freeform The freeform section of the ability. Freeform allows for adding sections to the macro as if using a custom macro. For example, adding < Lair Actions Regional Effects
Attribute Description and Usage recharge When the action recharges content A description of the action Other emote An emote for the attack freetext The freetext of the attack, normally a full description of the attack if needed freeform The freeform section of the ability. Freeform allows for adding sections to the macro as if using a custom macro. For example, adding < General Repeating Fields
Attack Fields
Attribute Description and Usage Attack Roll attack_type The type of the attack (Melee, ranged) attack_ability The ability used for the attack roll attack_bonus The bonus to the attack roll of the attack to_hit The total to hit chance range The range of the attack attack_target The target of the attack crit_range The critical range of the attack. A number equal to or higher than this value is a crit Attack Damage attack_damage_average The average damage of the attack’s main damage attack_damage_dice The number of dice to roll for the damage attack_damage_die The type of die to roll (d4,d6,d8 etc) attack_damage_ability The ability used for added damage to the attack attack_damage_bonus The bonus to add to the damage of the attack attack_damage_crit The damage to add to a critical hit attack_damage_type The damage type of the attack attack_damage_second_damage_condition If there is a second damage to the attack, returns PLUS else it returns nothing attack_second_damage_average The average of the attack’s secondary damage attack_second_damage_dice The number of dice to roll for the damage attack_second_damage_die The type of die to roll (d4,d6,d8 etc) attack_second_damage_ability The ability used for added damage to the attack attack_second_damage_bonus The bonus to add to the damage of the attack attack_second_damage_crit The damage to add to a critical hit attack_second_damage_type The damage type of the attack Spell Only attack_higher_level_dice The number of dice to roll per higher level slot above the main attack_second_higher_level_dice The number of dice to roll per higher level slot above the main Saving Throw Fields
Attribute Description and Usage Saving Throw DC saving_throw_vs_ability The ability uses to make the saving throw saving_throw_ability The ability used to calculate the saving throw DC saving_throw_bonus The bonus to the saving throw DC saving_throw_dc The final total for the DC of the saving throw (the value is a single number which already adds prof, ability mod, and bonus together) saving_throw_success What happens on a successful save (such as half damage) Saving Throw Damage saving_throw_damage_average The average damage done by the main damage of the save saving_throw_damage_dice The number of dice to roll for the saving throw damage saving_throw_damage_die The type of die to roll for the damage(d4,d6,d8 etc) saving_throw_damage_ability The ability mod that is added to the damage saving_throw_damage_bonus The bonus added to the saving throw damage saving_throw_damage_type The type of damage the saving throw deals saving_throw_second_damage_average The average damage done by the secondary damage of the save saving_throw_second_damage_dice The number of dice to roll for the saving throw damage saving_throw_second_damage_die The type of die to roll for the damage(d4,d6,d8 etc) saving_throw_second_damage_ability The ability mod that is added to the damage saving_throw_second_damage_bonus The bonus added to the saving throw damage saving_throw_second_damage_type The type of damage the saving throw deals Spell Only saving_throw_higher_level_dice The number of dice to roll per level increase saving_throw_second_higher_level_dice The number of dice to roll per level increase for the second damage Other Damage Fields
Attribute Description and Usage other_damage_average The average damage done by the main damage of the “other” damage other_damage_dice The number of dice to roll for the other damage other_damage_die The type of die to roll for the damage(d4,d6,d8 etc) other_damage_ability The ability mod that is added to the damage other_damage_bonus The bonus added to the other damage other_damage_type The type of damage the other deals other_second_damage_average The average damage done by the secondary damage of the other damage other_second_damage_dice The number of dice to roll for the other damage other_second_damage_die The type of die to roll for the damage(d4,d6,d8 etc) other_second_damage_ability The ability mod that is added to the damage other_second_damage_bonus The bonus added to the other damage other_second_damage_type The type of damage the other damage deals Spell Only other_higher_level_dice The number of dice to roll per level increase other_second_higher_level_dice The number of dice to roll per level increase Attribute Description and Usage heal_dice The number of dice to roll for the healing heal_die The type of die to roll for the healing (d4,d6,d8, etc) heal_ability The ability mod that is added to the healing roll heal_bonus The bonus to add to the healing heal_query_toggle Give you 0 or a query for a value to add to the heal roll Spell Only heal_higher_level_dice The number of dice to roll per level increase higher_level_heal The flat bonus to add per level increase Использование Player’s Menu, Player’s Tools