Running my first roll20 campaign tomorrow and these are so helpful. I'm running for almost exclusively new players so streamlining the process for them let's them focus on the fun things instead of trying to micromanage their abilities. Appreciate you!
Awesome! Glad some of this stuff is helping you get the ball rolling. I know Roll20 has made some updates since making these videos so if you find yourself stuck or something isn't working just reach out and I'll help however able.
Thanks for using the Divine Smite example. After a long time of researching online it is an incredibly hard spell to learn macros for including the undead and crit rolls
You wanna know something funny? I literally just finished filming a video just for Divine Smite which is currently processing and will go live in about 10 hours. You can have early access though haha: ruclips.net/video/qKduLvnioGE/видео.html
Just keep making stuff for the PLAYER to do on their sheets. So many other videos are for me the DM to do, but getting some tutorials on what a player can do once they have access to their sheet would be extremely helpful. I think there was one about making a bless and hex global macro on another channel but he was suggesting the DM make them so players could tick a box on the sheet.
Thinking on this are there any that allow healing spells to be upgraded? I assume not looking in roll20 at the moment, it would be adding a new level of healing instead new level of damage I.e. say healing word or a difficult one animate objects thus choosing the object sizes or say conjure animals and choosing the animal type? I mean summoning eight wolves or one dragon.
Following on from that. Conjure animals. First you need to decide on the creature. Ok, this grants you a number of animals, then you attack with said creatures but you want to split them into two wolf packs so four attack one target and four attack a second target. Likewise two wolves on four targets or all eight on one target. Just asking is it possible to do something like this? And also I suppose, adjust this macro if possible, to use for the animate object spell. :)
A solid request. Something to keep in mind is that Roll20 tends to put most of the power into the hands of the GM. Even when theres a box for a player to tick or a toggle for them to adjust, usually the GM still has to be the one to enable that.
@@majorfokker658 I've not found a Global Healing Modifier equivalent yet but can keep that in mind as I miss with things. I'm not quite sure I understand what you're wanting from the Animate Object / Conjure Animals comment. Are you wanting a dropdown of options? Once you select the option what are you wanting the macro to actually 'do' ... just tell you how many you get?
@@wakouf Not at my computer but you should be able to simply open up the weapon settings and blank out the Attribute. If you often swap hands with the weapons you could simply make one version with and one version without the bonus.
@@OneCritWonder I'm not verry good in macros but I've put in the damage type " ?{Main hand|No,1d8|Yes,1d8+@{Character Name|dexterity_mod}} " and it works but the damage shown on the weapon is now the macro.
Cure Wounds in its Damage/Type field on the Attacks & Spellcasting list says 1d8+Mod Healing but when used asks you for the spell level. I am setting up Toll the Dead (XGtE) cantrip to ask if the target is full health, to decide if it should roll a 1d8 or 1d12. I am able to do so with "?{Target Missing Health|No, 1d8|Yes, 1d12}" but now in its Damage/Type field it shows ?{Target Missin. How do I get it to show 1d8 Necrotic but still query when used like Cure Wounds?
You'll put the macro in the damage field which means its gonna show the "?{Target....." text in that field. In the the 'Type' field you'll enter Necrotic. Unfortunately theres not a good way to just show the dice while having the macro work behind the scenes. You're gonna see the macros in those field when you open up the weapon qualities.
A tutorial about how to add Global Attack Modifiers in the 5e Roll20 character sheet would be helpful too. E.g., when you have something like the new Peace Cleric's Emboldening Bond, which allows players to add a 1d4 to their attack rolls (not damage, that's pretty straightforward).
@@OneCritWonder I think maybe it is the same as Bless. I missed that earlier. But it still might be useful to show how Emboldening Bond needs all three - Global Attack modifier, Global Save modifier, and Global Skill modifier.
@@brucebowman You're looking for a way to do this outside having the GM enable the Gobal Save Modifier, Global Attack Modifier, and Global Skill Modifier options in the game?
@@brucebowman Copy. Hopefully things are usable without being too convoluted. Still gotta mess with the Hexblade stuff more after the minion goes to bed.
As already mentioned, this is extremely helpful, but i need to ask for a extension of this macro... Is it possible to include saving throws depending on the option you select? Say i have this custom weapon, that has different types of ammunition, and when you attack and select option 3 (slime bullet), instead of more damage it requires the enemy to roll a specific saving throw.
Usually a saving throw implies the enemy needs to roll something so a single macro isnt going to cover that since it wouldn't know what you're targeting. Usually you would just have it note that it makes them save and have it roll the damage anyway then ignore it if they pass. I can play around a little next time I'm on the desktop.
Is there a way to have the weapon damage type come up with multiple choices that i can Yes/ No if they apply? So my ranger rogue gets Hunters mark, colossus slayer, sneak attack stacking all at once sometimes but not every single time? is there a way to program that into my weapon damge rolls so i can click which ones apply without having to unclick the global damge mod boxes each time?
Can you change the damage type to a prompt? Not really to my knowledge... but you can simply include a text output that says what type of damage it'll be in chat. It just wouldn't be part of the damage box like normal. Can you make a macro for Hunters Mark, Colossus Slayer, and Sneak Attack and toggle each one? Yes, i have a similar one already for a Ranger/Rogue but it has one other choice query that it'd need to edit out .
@@OneCritWonder How do you do that for the rogue ranger multiclass? everytime i try to put it in the weapon damage on the character sheet it only asks for sneak attack. it doesnt even show my other two options.
@@Buzzlightning12 You'd use a nested query where each branch has all the options--so the macro would look very redundant and have the same rear repeating. I have a similar one in Roll20 already but it has Dread Ambusher as an option and I'd need to edit that out next time I'm at my computer. You just need Sneak Attack, Colossus Slayer, and Hunters Mark? Or anything else?
@@goyasolidar Try out the following command: [[ ?{Smite At What Level?|1st, 2d8|2nd, 3d8|3rd, 4d8} ]] + ?{Is Target Undead or Fiend?|No, 0|Yes, 1d8 [Undead/Fiend!]}
@@OneCritWonder So it seems to return a messed up format in chat. What I get when I generate damage after the attack roll is a split window that correctly displays the weapon damage on the left while on the right it displays the smite damage + 1d8 [Undead/Fiend!]]]. For example, when it rolls 7 axe damage and 13 smite damage: 7 | 13 + 1d8[Undead/Fiend!]]]
So I have a level 5 Gloomstalker ranger lvl 3 Rogue Assassin. How would I add 1d8 for dreadambusher, 2d6 for sneak attack, 1d6 for hunters mark AND -5 to hit +10 DMG for Sharpshooter? Can you have it prompt for each? and... is there a way to toggle Surprise for auto crit?
I will have to work on this one from a PC once dinner and stuff is done. If you use Discord at all you might consider joining mine so I can send you the code if I figure it out. Not sure how RUclips comment might try to parse it.
I need a little more info to finish things up. Which weapon you're using or at least it's base damage otherwise I'll just have to use a placeholder for example. Sharpshooter is a little harder to do since it modifies both attack and damage roll. You can have a prompt for it to boost the damage but you might have to manually subtract 5 in your head on the attack.
Another one that would be helpful is for the Elemental Weapon spell. This one is a little tricky, because you don't always have it. I tried it, and got the damage portion included in the result, but it doesn't tell me the type of Elemental Damage. It is a little more complicated by the fact that I have a Smite macro in there too (my char is a Hexblade Warlock/Paladin). So Initially I have this in my Longsword attack, working as desired: Longsword (one-hand) Attack: CHA + 1 Proficient Damage: 1d8 + CHA +3 Damage2: [[ ?{Smite At What Level?|No,0|1st, 2d8|2nd, 3d8|3rd, 4d8} ]] + ?{Is Target Undead or Fiend?|No, 0|Yes, 1d8 [Undead/Fiend!]} For the Elemental Weapon I modified it like this: Longsword (one-hand) Attack: CHA + 1 Proficient Damage: 1d8+ ?{Which element is the weapon?|None,0|Acid,1d4|Cold,1d4|Fire,1d4|Lightning,1d4|Thunder, 1d4} +CHA+3 Damage2: [[ ?{Smite At What Level?|No,0|1st, 2d8|2nd, 3d8|3rd, 4d8} ]] + ?{Is Target Undead or Fiend?|No, 0|Yes, 1d8 [Undead/Fiend!]} The added portion was: ?{Which element is the weapon?|None,0|Acid,1d4|Cold,1d4|Fire,1d4|Lightning,1d4|Thunder, 1d4} Each time I check the Longsword to attack it asks me, but in the result there is no separate field for the type of damage that is being done (e.g., Fire) I tried adding a Global Damage modifier, to use toggle on Elemental Weapon, but that also doesn't display the type of elemental damage. If I use the element type in [ ] like?{Which element is the weapon?|None,0|Acid,1d4[Acid] - then I get the '[Acid]' when I rollover the result with the mouse, but I would like it to be printed out with the result if possible. I also need to add Hexblade's Curse somehow. This gives +Proficiency Bonus to Damage rolls, and is a crit on a 19-20 attack roll. Not sure all that can fit into one weapon, maybe need to have a Global Damage modifier for part of it. I don't think the crit range can be set in that section though. Any ideas for a solution to these?
Dropping a quick reply to let you know I got your comment but gotta do breakfast and probably go find a Christmas tree before I have a second to sit down at the PC and experiment but will definitely get back to you
So I started to mess with it and I want to specifically address your damage type question first. The first thing to note is that each attack roll is only going to allow for two damage types to display in the chat and that those are pulled from the DAMAGE TYPE field, not from DAMAGE 1 or DAMAGE 2. So in theory, if you didn't want to have to mouse over the chat box what you'd actually need to do is to also create a macro in the DAMAGE TYPE field that prompts a question to properly output the matching damage type. However, because we're looking at shoving both Smite and Elemental weapon in there you're still going to end up getting a single number of damage even if we make the damage type read like Smith+Fire. So you'd still need to mouse over the damage to see how much was holy and how much was fire. The macro to make everything you want to do is something that should theoretically be doable but we're still shoving four outputs into two boxes essentially. It might just be best to make a second macro for elemental damage to roll independently. It's one more click, yes, but a cleaner, easier to read output.
@@OneCritWonder Thanks for taking a look, and happy Christmas. We put our tree up today too :) I came to the same conclusion for Elemental Weapon, and ended up with a Global Damage Modifier, that I have to click separately. It works, and the rollover is clear. ?{Which element is the weapon?|Acid,1d4[Acid]|Cold,1d4[Cold]|Fire,1d4[Fire]|Lightning,1d4[Lightning]|Thunder, 1d4[Thunder]} I'm not sure how to go about "create a macro in the DAMAGE TYPE field that prompts a question to properly output the matching damage type." If there's a resource for that you can point me to, I'll take a look. Did you happen to consider the Hexblade's Curse portion of my question? I'm thinking the only way to do this is to basically duplicate my weapon, change the Crit range to 19, and add the extra Damage bonus directly. Then I have to choose which weapon to use depending on whether i'm concentrating on the Hexblade's Curse or not. Would love to hear if you have a better idea/solution. Thanks again for the great video. It opened this door to macros for me, and I'm enjoying it!
@@brucebowman So what I mean is to do the following: Our elemental weapon damage only has two different options right? It's either 0 or 1d4 so let's simply make the macro be a choice between those two. Then we make a choice tree macro which is basically what you already have to use for Damage Type except we're going to change all those 1d4s to just be whatever the damage type is because we're not rolling dice, the previous macro already did that. Making Elemental Weapon a separate macro would also allow us to change the first macro's damage to scale based on level like we would with a Smite macro. So our final macro list would look like: DAMAGE 2 ?{Elemental Weapon Level?|No,0|3,1d4|4,1d4|5,2d4|6,2d4|7,3d4|8,3d4|9,3d4} DAMAGE TYPE ?{Which element?|None,None|Acid,Acid|Cold,Cold|Fire,Fire|Lightning,Lightning|Thunder,Thunder} This is of course only for our Elemental Weapon stuff and doesn't include Smite or the Hexblade curse. I'm still messing around with the Curse as I've not used it myself yet so I've got to learn. As for Smite we can include it right on the weapon and then have Elemental Weapon be separate, or we can combine both onto one weapon but then we'll need to mouse over one of the damage types to discern how much was Radiant vs Slashing or whatever.
@@seankatz3213 That's odd, but glad to hear you got it working! And thanks for the kind words about the channel, if theres any other things you have questions about I'll gladly try to find the time to record a video for it!
This and your earlier Macro video are fantastic, and eye opening. Thanks for sharing this easy-to-understand info with us.
I'm glad you found it useful! I'd like to start making more tutorials when I find the time.
This was exceptionally helpful to me, running a fighter/barb/rogue with numerous possible damage buffs. Thank you for making the video.
Awesome. If you need something specific let me know and we can see what we can do.
Running my first roll20 campaign tomorrow and these are so helpful. I'm running for almost exclusively new players so streamlining the process for them let's them focus on the fun things instead of trying to micromanage their abilities. Appreciate you!
Awesome! Glad some of this stuff is helping you get the ball rolling.
I know Roll20 has made some updates since making these videos so if you find yourself stuck or something isn't working just reach out and I'll help however able.
Thanks for using the Divine Smite example. After a long time of researching online it is an incredibly hard spell to learn macros for including the undead and crit rolls
You wanna know something funny? I literally just finished filming a video just for Divine Smite which is currently processing and will go live in about 10 hours.
You can have early access though haha: ruclips.net/video/qKduLvnioGE/видео.html
Am so happy that Beyond20 application takes care of all this for interfacing the D&D Beyond character sheet into Roll20.
I really need to mess with Beyond20. I just haven't played D&D in about 8 months now because I've been using other RPG systems.
Cool tip on the macro! This is definitely one of my favorite parts of roll20.
Glad you found it useful!
Oh my gosh! so simple and def useful. Thanks!
Awesome, glad you found it useful! Let me know if I can help with anything else.
Just keep making stuff for the PLAYER to do on their sheets. So many other videos are for me the DM to do, but getting some tutorials on what a player can do once they have access to their sheet would be extremely helpful. I think there was one about making a bless and hex global macro on another channel but he was suggesting the DM make them so players could tick a box on the sheet.
Thinking on this are there any that allow healing spells to be upgraded? I assume not looking in roll20 at the moment, it would be adding a new level of healing instead new level of damage I.e. say healing word or a difficult one animate objects thus choosing the object sizes or say conjure animals and choosing the animal type? I mean summoning eight wolves or one dragon.
Following on from that. Conjure animals. First you need to decide on the creature. Ok, this grants you a number of animals, then you attack with said creatures but you want to split them into two wolf packs so four attack one target and four attack a second target. Likewise two wolves on four targets or all eight on one target. Just asking is it possible to do something like this?
And also I suppose, adjust this macro if possible, to use for the animate object spell. :)
A solid request. Something to keep in mind is that Roll20 tends to put most of the power into the hands of the GM. Even when theres a box for a player to tick or a toggle for them to adjust, usually the GM still has to be the one to enable that.
@@majorfokker658 I've not found a Global Healing Modifier equivalent yet but can keep that in mind as I miss with things. I'm not quite sure I understand what you're wanting from the Animate Object / Conjure Animals comment. Are you wanting a dropdown of options? Once you select the option what are you wanting the macro to actually 'do' ... just tell you how many you get?
I was looking for a way to toggle my booming blade! Fantastic!
Glad to have helped!
@@OneCritWonder Is there a way to have a choice of main hand or off hand to add or not my DEX Mod?
@@wakouf Not at my computer but you should be able to simply open up the weapon settings and blank out the Attribute. If you often swap hands with the weapons you could simply make one version with and one version without the bonus.
@@OneCritWonder I'm not verry good in macros but I've put in the damage type " ?{Main hand|No,1d8|Yes,1d8+@{Character Name|dexterity_mod}} " and it works but the damage shown on the weapon is now the macro.
@@wakouf Just sat down at my PC. Let me get Roll20 going and I'll play with a few things. What do you mean by your last sentence?
This is awesome! Didn't know how to do either of those. I'm going to have to try it with the shaped character sheet.
I've not messed with that sheet yet so I'm curious to see how it handles things.
@@OneCritWonder I'll play around with it this week and let you know how/ if it works.
Incredibly helpful. Thank you
@@themightylex Glad you found it useful. Happy gaming!
Cure Wounds in its Damage/Type field on the Attacks & Spellcasting list says 1d8+Mod Healing but when used asks you for the spell level. I am setting up Toll the Dead (XGtE) cantrip to ask if the target is full health, to decide if it should roll a 1d8 or 1d12. I am able to do so with "?{Target Missing Health|No, 1d8|Yes, 1d12}" but now in its Damage/Type field it shows ?{Target Missin. How do I get it to show 1d8 Necrotic but still query when used like Cure Wounds?
You'll put the macro in the damage field which means its gonna show the "?{Target....." text in that field. In the the 'Type' field you'll enter Necrotic.
Unfortunately theres not a good way to just show the dice while having the macro work behind the scenes. You're gonna see the macros in those field when you open up the weapon qualities.
A tutorial about how to add Global Attack Modifiers in the 5e Roll20 character sheet would be helpful too. E.g., when you have something like the new Peace Cleric's Emboldening Bond, which allows players to add a 1d4 to their attack rolls (not damage, that's pretty straightforward).
I will look into that later today and see what I can come up with and then shoot a video when I have a moment.
@@OneCritWonder I think maybe it is the same as Bless. I missed that earlier. But it still might be useful to show how Emboldening Bond needs all three - Global Attack modifier, Global Save modifier, and Global Skill modifier.
@@brucebowman You're looking for a way to do this outside having the GM enable the Gobal Save Modifier, Global Attack Modifier, and Global Skill Modifier options in the game?
@@OneCritWonder No, those are enabled for us. I think i solved this one, but it took one of each of the 3 types of modifiers.
@@brucebowman Copy. Hopefully things are usable without being too convoluted.
Still gotta mess with the Hexblade stuff more after the minion goes to bed.
As already mentioned, this is extremely helpful, but i need to ask for a extension of this macro...
Is it possible to include saving throws depending on the option you select?
Say i have this custom weapon, that has different types of ammunition, and when you attack and select option 3 (slime bullet), instead of more damage it requires the enemy to roll a specific saving throw.
Usually a saving throw implies the enemy needs to roll something so a single macro isnt going to cover that since it wouldn't know what you're targeting. Usually you would just have it note that it makes them save and have it roll the damage anyway then ignore it if they pass.
I can play around a little next time I'm on the desktop.
is there a way to stack it? with a hexblade or hexadin how would you put both your examples on one weapon?
You can nest additional queries when stacking or combining macros. You'd need to give me a specific example if I were to try to write something up.
@@OneCritWonder thanks a friend already showed me what I wanted it was a matter of adding plus
Is there a way to have the weapon damage type come up with multiple choices that i can Yes/ No if they apply? So my ranger rogue gets Hunters mark, colossus slayer, sneak attack stacking all at once sometimes but not every single time? is there a way to program that into my weapon damge rolls so i can click which ones apply without having to unclick the global damge mod boxes each time?
Can you change the damage type to a prompt? Not really to my knowledge... but you can simply include a text output that says what type of damage it'll be in chat. It just wouldn't be part of the damage box like normal.
Can you make a macro for Hunters Mark, Colossus Slayer, and Sneak Attack and toggle each one? Yes, i have a similar one already for a Ranger/Rogue but it has one other choice query that it'd need to edit out .
@@OneCritWonder How do you do that for the rogue ranger multiclass? everytime i try to put it in the weapon damage on the character sheet it only asks for sneak attack. it doesnt even show my other two options.
@@Buzzlightning12 You'd use a nested query where each branch has all the options--so the macro would look very redundant and have the same rear repeating.
I have a similar one in Roll20 already but it has Dread Ambusher as an option and I'd need to edit that out next time I'm at my computer.
You just need Sneak Attack, Colossus Slayer, and Hunters Mark? Or anything else?
@@OneCritWonder Just those currently
@@Buzzlightning12 Should be easy to edit and have back to you once im on the desktop
I'm trying to do a Divine Smite macro for a paladin but to include a query for whether the target is undead. What does that look like?
I've recieved your message but need a few hours before I'm back at my computer. Are you in a rush?
@@OneCritWonder Not in a rush. Whenever you can find the time. Thanks for replying.
@@goyasolidar Try out the following command: [[ ?{Smite At What Level?|1st, 2d8|2nd, 3d8|3rd, 4d8} ]] + ?{Is Target Undead or Fiend?|No, 0|Yes, 1d8 [Undead/Fiend!]}
@@OneCritWonder So it seems to return a messed up format in chat. What I get when I generate damage after the attack roll is a split window that correctly displays the weapon damage on the left while on the right it displays the smite damage + 1d8 [Undead/Fiend!]]].
For example, when it rolls 7 axe damage and 13 smite damage:
7 | 13 + 1d8[Undead/Fiend!]]]
@@goyasolidar would you be willing to join my Discord so you can link screenshots?
So I have a level 5 Gloomstalker ranger lvl 3 Rogue Assassin. How would I add 1d8 for dreadambusher, 2d6 for sneak attack, 1d6 for hunters mark AND -5 to hit +10 DMG for Sharpshooter? Can you have it prompt for each? and... is there a way to toggle Surprise for auto crit?
I will have to work on this one from a PC once dinner and stuff is done.
If you use Discord at all you might consider joining mine so I can send you the code if I figure it out. Not sure how RUclips comment might try to parse it.
@@OneCritWonder Roger- I would love to - jumped on a few of your sites- but cant find the discord channel.
@@shields1207 Its the first link in the video description. But here it is again: discord.gg/XYtR2wV Working on the macro now.
I need a little more info to finish things up. Which weapon you're using or at least it's base damage otherwise I'll just have to use a placeholder for example.
Sharpshooter is a little harder to do since it modifies both attack and damage roll. You can have a prompt for it to boost the damage but you might have to manually subtract 5 in your head on the attack.
OneCritWonder it’s a longbow so 1d8.
I am working on a macro to include crit damage roll if there is a crit but I am having issues
Sent you a reply on Discord. Will be around tomorrow to assist further. Feel free to reach out either here or there!
Another one that would be helpful is for the Elemental Weapon spell. This one is a little tricky, because you don't always have it. I tried it, and got the damage portion included in the result, but it doesn't tell me the type of Elemental Damage. It is a little more complicated by the fact that I have a Smite macro in there too (my char is a Hexblade Warlock/Paladin).
So Initially I have this in my Longsword attack, working as desired:
Longsword (one-hand)
Attack: CHA + 1 Proficient
Damage: 1d8 + CHA +3
Damage2: [[ ?{Smite At What Level?|No,0|1st, 2d8|2nd, 3d8|3rd, 4d8} ]] + ?{Is Target Undead or Fiend?|No, 0|Yes, 1d8 [Undead/Fiend!]}
For the Elemental Weapon I modified it like this:
Longsword (one-hand)
Attack: CHA + 1 Proficient
Damage: 1d8+ ?{Which element is the weapon?|None,0|Acid,1d4|Cold,1d4|Fire,1d4|Lightning,1d4|Thunder, 1d4} +CHA+3
Damage2: [[ ?{Smite At What Level?|No,0|1st, 2d8|2nd, 3d8|3rd, 4d8} ]] + ?{Is Target Undead or Fiend?|No, 0|Yes, 1d8 [Undead/Fiend!]}
The added portion was: ?{Which element is the weapon?|None,0|Acid,1d4|Cold,1d4|Fire,1d4|Lightning,1d4|Thunder, 1d4}
Each time I check the Longsword to attack it asks me, but in the result there is no separate field for the type of damage that is being done (e.g., Fire)
I tried adding a Global Damage modifier, to use toggle on Elemental Weapon, but that also doesn't display the type of elemental damage.
If I use the element type in [ ] like?{Which element is the weapon?|None,0|Acid,1d4[Acid] - then I get the '[Acid]' when I rollover the result with the mouse, but I would like it to be printed out with the result if possible.
I also need to add Hexblade's Curse somehow. This gives +Proficiency Bonus to Damage rolls, and is a crit on a 19-20 attack roll. Not sure all that can fit into one weapon, maybe need to have a Global Damage modifier for part of it. I don't think the crit range can be set in that section though.
Any ideas for a solution to these?
Dropping a quick reply to let you know I got your comment but gotta do breakfast and probably go find a Christmas tree before I have a second to sit down at the PC and experiment but will definitely get back to you
So I started to mess with it and I want to specifically address your damage type question first.
The first thing to note is that each attack roll is only going to allow for two damage types to display in the chat and that those are pulled from the DAMAGE TYPE field, not from DAMAGE 1 or DAMAGE 2. So in theory, if you didn't want to have to mouse over the chat box what you'd actually need to do is to also create a macro in the DAMAGE TYPE field that prompts a question to properly output the matching damage type.
However, because we're looking at shoving both Smite and Elemental weapon in there you're still going to end up getting a single number of damage even if we make the damage type read like Smith+Fire. So you'd still need to mouse over the damage to see how much was holy and how much was fire. The macro to make everything you want to do is something that should theoretically be doable but we're still shoving four outputs into two boxes essentially.
It might just be best to make a second macro for elemental damage to roll independently. It's one more click, yes, but a cleaner, easier to read output.
@@OneCritWonder Thanks for taking a look, and happy Christmas. We put our tree up today too :)
I came to the same conclusion for Elemental Weapon, and ended up with a Global Damage Modifier, that I have to click separately. It works, and the rollover is clear. ?{Which element is the weapon?|Acid,1d4[Acid]|Cold,1d4[Cold]|Fire,1d4[Fire]|Lightning,1d4[Lightning]|Thunder, 1d4[Thunder]}
I'm not sure how to go about "create a macro in the DAMAGE TYPE field that prompts a question to properly output the matching damage type." If there's a resource for that you can point me to, I'll take a look.
Did you happen to consider the Hexblade's Curse portion of my question? I'm thinking the only way to do this is to basically duplicate my weapon, change the Crit range to 19, and add the extra Damage bonus directly. Then I have to choose which weapon to use depending on whether i'm concentrating on the Hexblade's Curse or not. Would love to hear if you have a better idea/solution.
Thanks again for the great video. It opened this door to macros for me, and I'm enjoying it!
@@brucebowman So what I mean is to do the following:
Our elemental weapon damage only has two different options right? It's either 0 or 1d4 so let's simply make the macro be a choice between those two. Then we make a choice tree macro which is basically what you already have to use for Damage Type except we're going to change all those 1d4s to just be whatever the damage type is because we're not rolling dice, the previous macro already did that. Making Elemental Weapon a separate macro would also allow us to change the first macro's damage to scale based on level like we would with a Smite macro.
So our final macro list would look like:
DAMAGE 2
?{Elemental Weapon Level?|No,0|3,1d4|4,1d4|5,2d4|6,2d4|7,3d4|8,3d4|9,3d4}
DAMAGE TYPE
?{Which element?|None,None|Acid,Acid|Cold,Cold|Fire,Fire|Lightning,Lightning|Thunder,Thunder}
This is of course only for our Elemental Weapon stuff and doesn't include Smite or the Hexblade curse. I'm still messing around with the Curse as I've not used it myself yet so I've got to learn. As for Smite we can include it right on the weapon and then have Elemental Weapon be separate, or we can combine both onto one weapon but then we'll need to mouse over one of the damage types to discern how much was Radiant vs Slashing or whatever.
Tried multiple times doesn't work. it looks like the macro get truncated when I paste it. please help
Post your macro here and let me know where in the sheet you're putting it. I'll see what I can do to help.
@@OneCritWonder thank you for your fast reply!! love your channel. after 5 or 6 tries it worked. not sure why it wasn't at first
@@seankatz3213 That's odd, but glad to hear you got it working! And thanks for the kind words about the channel, if theres any other things you have questions about I'll gladly try to find the time to record a video for it!
Is there a macro for hex blades curse
@Jeffdzr I can try to make one. I'll have to refresh myself on Roll20 and on 5e. Been a moment since I used either of them