Roll20 Особенности заполнения листа персонажа 5eShaped

Введение

Полезные формулы

Формула для кантрипов (заговоров)

Кантрипы, урон которых увеличивается в зависимости от уровня персонажа

Использумая формула [[ceil((@{level} + 2) / 6)]]

Кость Bardic Inspiration

Удобная формула для определения кости Bardic Inspiration :

[[1d[[ 6 + 2*(floor((@{bard_level}) / 5)) ]] ]]

Классовые особенности

Варвар — Barbarian

Основное что необходимо учитывать у варвара так это увеличение урона и получение преимущества на проверки Силы в ярости, получение преимущества на инициативу с 7 уровня а также увеличение количества кубов оружия при определении критического урона

Урон в ярости — Rage Damage

Используя секцию MODIFIERS в листе персонажа, можно отмечать бонус к урону в ней rage_damage.png

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.).

barb_rage_damage_attacher.png

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

barb_rage_checks_save_reminder.png

А уже напоминание будет выглядеть так. barb_rage_advantage.png

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).

cleric_disciple_of_life.png

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

cleric_disciple_cure_wounds.png

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

blessed_healer_trait.png

Часть ?{Spell Level} является важной если мы хотим определять количество лечения корректно. После это получим ссылку на is макрос для этого свойства и она будет выглядеть приблизительно следующим образом. Смотрите Referencing Repeating Field Macros для подробностей. %{NAME|repeating_classfeature_-kpamr7x24byolguahs9_roll}

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.

cleric_blessed_healer_cure_wounds.png

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:

[[1d[[ 8 + 2*(floor((@{fighter_level}) / 9)) ]] ]]

Maneuvers

Шаг 1: Сначала установим это свойство (как и на рисунке ниже)

Кость Superiority

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.

fighter_maneuver_1.png fighter_maneuver_2.png fighter_maneuver_3.png

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).

Используя следующий подход %{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfep7affesi4wnmzy_roll}%{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfgmvsptfyyt7jtvz_roll}%{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfkcw59avan-eauzx_roll} мы потом сконвертируем их в ability buttons заменяя скобки {} на () скобки и с помощью ( ~bracket, removing the % and adding [text] in front of them. Converted they look like:

[Trip Attack](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfep7affesi4wnmzy_roll),[Pushing Attack](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfgmvsptfyyt7jtvz_roll),[Commanders Strike](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfkcw59avan-eauzx_roll)

Шаг 4: Добавьте эти ability command buttons в поле freetext или freeform свойства Superiority. Тем не менее , при заполнении freeform использовался стиль {{text_big=}} в шаблоне.

fighter_dice_linked.png

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

fighter_dice_output.png

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](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbeu4j6n3xrwn886x3_roll)

Также вы можете добавить ее в секцми freetext или freeform для каждого оружия или использовать подход с аттачером.

fighter_attacher.png

Alt 0

Maneuvers as Class Features

Battlemaster maneuvers buttons

BM buttons final view

Альтернативный вариант

Создать Class Feature c названием Maneuvers и следующим содержимым:

?{Select maneuver|Goading, Goading description **Superiority Roll**: [[1d[[ 8 + 2*(floor((@{fighter_level}) / 9)) ]]]]|Trip, Trip description **Superiority Roll**: [[1d[[ 8 + 2*(floor((@{fighter_level}) / 9)) ]] ]]|Parry, Parry description AC bonus [[1d[[ 8 + 2*(floor((@{fighter_level}) / 9)) ]]+@{dexterity_mod}]]  }

BM maneuvers alternative

Monk

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

[Stunning Strike](~-KpBU_gfHySx6uBOLOw-|repeating_classfeature_-kpbud4ixlcwtjrvz6a9_roll)

You can then apply this to the freetext/content or freeform fields of each attack or as an attacher as seen here.

monk_stunning_strike.png

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](~-KpBU_gfHySx6uBOLOw-|repeating_classfeature_-kpbvnzeyjw0gvzkq1zs_roll)

После этого вы можете вставить этот макрос или в секцию freetext/content или в секцию freeform или в offense section или используя attacher. Ниже показана кнопка вызова этой способности в секции content оружия, для примера с attacher посмотрите способность монахов stunning strike выше.

paladin_divine_smite.png

Альтернативные подходы были реализованы при подготовке способностей монахов stunning strike, рейнджера colossus slayer, или смертоносной атаки авантюриста (rogue’s sneak attacl) .

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

ranger_slayer.png

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

[Colossus Slayer](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbymv749hwixvfhxjk_roll)

You can then link this on the weapons in the offense section or as an attacher. The attacher method can be seen below.

ranger_slayer_attacher.png

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 ).

Мы получим что-то вроде %{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbzsmcxgwxdykaomof_roll}. После этого используем полученное значение в макросе атаки оружием в секции offense — включим секцию freeform и вставим вызов макроса в нее с новой строки (!!! С НОВОЙ СТРОКИ — это важный нюанс).

Rogue

Then, when you make a weapon attack, the sneak attack will automatically rolls as well as seen here.

rogue_sneak_attack_output.png

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:

[[ceil((@{level} - 4) / 6)]]

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:

[[ceil((@{level} + 2) / 6)]]

Then entered cantrip should look something like

booming_blade.png

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:

[[ceil((@{level} - 4) / 6)]]

Урон вторичной цели:

[[ceil((@{level} - 4) / 6)]] ПЛЮС spellcasting mod

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).

green_flame_blade.png

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

Bless

Divine Favor

divine favor

Aura of Protection

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

Staff of Power

Rod of Pact Keeper

Robe of Archimage

Ring of Protection

Ring of Protection

Referencing Attributes and Macros

When dealing with the character sheet’s attributes and macros, use the following format.

  • NAME — Character name
  • ATTRIBUTE — The attribute to be referenced that can be found in the tables below.
  • MACRO — The name of the macro that can be found in the tables below.

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.

To get the character_id of a character use @{NAME|character_id} which will return something like -KnejtJVnjJKGWbCEUE1 which can be used just as NAME for macros: %{-KnejtJVnjJKGWbCEUE1|shaped_charisma_saving_throw}

Referencing Attributes

@{NAME|ATTRIBUTE}

Referencing Macros

%{NAME|MACRO}

Macros with an Ability Command Button

[Any Text](~NAME|MACRO)

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 @{NAME|repeating_SECTION_ID_ATTRIBUTE}

  • NAME is the name of the character to reference (if needed)
  • SECTION defines the repeating section to reference (such as skills, attack, spell, etc.)
  • ID is the id of the repeating field item (more under ID below)
  • ATTRIBUTE is the name of the attribute you want.

For example, to get the name of the first attack on the character sheet we would use @{Bob|repeating_offense_$0_name} and this would display the name of the first item in the attack repeating section for the sheet Bob.

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 %{NAME|repeating_SECTION_ID_MACRO}

NOTE: Using target does not seem to work fully with repeating sections at the moment when calling macros.

  • NAME is the name of the character to reference (if needed)
  • SECTION defines the repeating section to reference (such as skills, attack, spell, etc.)
  • ID is the id of the repeating field item (more under ID below)
  • MACRO is the name of the macro you want to perform, almost always roll

For example %{Bob|repeating_offense_$0_roll} will roll the first offense item for the character Bob as if clicking the field on the sheet.

Using the unique ID

@{NAME|repeating_offense_-KBhs8D0JovTXIUmcSyb_name}

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

  1. For sections that output a list to chat (such as offense, utility, traits, spells, etc) output the list to chat either through the settings page macro or the macro button on the core page.
  2. Then from the list, hit the button to output the macro
  3. Then hit “up arrow” key in the chat window to see the last output and you should see something like %{-Kp1Xd-_DkrJ2yI5igcI|repeating_offense_-konf19qt0knruztueih_roll}
  4. From this -konf19qt0knruztueih Is the unique id while the first id -Kp1Xd-_DkrJ2yI5igcI Is the CHARACTER unique ID which can be used in place of NAME.

offense.png offense output.png

Method 2

  1. Right click on a repeating item (greatsword) and choose inspect
  2. On your screen, you should see the inspect tool. Scroll up until you see a section that looks like <div class="repitem" data-reprowid="-KoNf19QT0kNruZTUeih">
  3. To copy this value double click on the id to highlight it and then copy -KoNf19QT0kNruZTUeih

inspect.jpg Inspect and id.jpg

Using list order

@{NAME|repeating_offense_$0_name}

You are able to reference an item in a repeating section by its order is the list. If you use $0, you are saying “the first item in this repeating section” with $1 being the second item, $2 being the third etc.

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 Shaped Character Sheet for 5e Roll Template is described by the following syntax &{template:5e-shaped} {{field=value}} {{...}} ...

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

&{template:5e-shaped} {{title=Title}} {{show_character_name=1}} {{character_name=Character Name}} 
{{uses=5}} {{uses_max=10}}  {{recharge=LONG_REST}}{{subheader=Subheader}} {{targetName=Target Name}} 
{{2d20kh1=1}} {{emote=This is the emote}} {{content=Content}} {{text_top=Text top}} {{roll1=[[1d20]]}}
{{roll2=[[1d20]]}} {{targetAC=Target AC}} {{saving_throw_dc=13}} {{saving_throw_vs_ability=DEXTERITY}}
{{saving_throw_success=Save success}} {{has_saving_throw_damage=1}} {{saving_throw_damage=[[1d8]]}} 
{{saving_throw_damage_type=Fire}} {{heal= [[20]]}} {{death_saving_throw_successes=2}} 
{{death_saving_throw_failures=1}} {{text_center=Text Center}} {{text=Text}} {{text_big=Text Big}}
{{Custom1=Custom Template Section1}} {{freetext=Freetext}}

roll_template.png

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_successes}to access sheet value
death_saving_throw_failures any Displays value as “Failures VALUE / 3”. Use @{death_saving_throw_failures}to access sheet value
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

Field Value Required Field Effect
attack1 roll The first roll for the attack
attack2 roll attack1 The second roll for the attack, using roll2 format
attack_type set attack1 The type of the attack. Values for best results: “MELEE_WEAPON_ATTACK”, “MELEE_OR_RANGE_WEAPON_ATTACK”, “RANGED_WEAPON_ATTACK”, “MELEE_SPELL_ATTACK”, “RANGED_SPELL_ATTACK”
targetName any attack1 The name of the target, to auto display, use @{target⎮token_name}
targetAC any attack1 The AC of the target, to auto display, use @{target⎮ac}
reach any attack1 The reach of the attack
range any attack1 The range of the attack
ammo any attack1 The ammo amount for the attack
ammo_name any attack1 The name of the ammo for the attack
has_attack_damage 1 Indicates the roll has attack damage, needed for the attack damage to show
attack_damage_macro any Displays the “Hit:” text at the top of the attack damage section of the template. Used for the ability command button when auto roll damage is off
attack_damage_crit_macro any Displays the “Crit:” text at the top of the attack damage section of the template in place of “Hit:” when the attack is a crit. Used for the ability command button when auto roll damage is off
attack_damage roll The damage of the attack
attack_damage_type any has_attack_damage, attack_damage The type of the damage of the attack
attack_damage_crit roll has_attack_damage, attack_damage The damage to roll on a crit
attack_second_damage roll has_attack_damage, attack_damage The second damage of the attack
attack_second_damage_type any has_attack_damage, attack_damage , attack_second_damage The type of the second damage
attack_second_damage_crit roll has_attack_damage, attack_damage , attack_second_damage The crit damage for the secondary damage
crit_name any attack1 Extra field when the attack is a crit, this is the name of that field displayed in bold
crit_text any attack1 Extra field for when the attack is a crit, this is the text displayed

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

Heal

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 @{NAME|..} or %{NAME|..} to ensure they are referenced properly.

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
@{character_name} The name of the character
@{class_and_level} %{shaped_class} Bard 3 The class and levels of the character
@{background} %{shaped_background} The background of the character
@{race} %{shaped_race} The race of the character
@{alignment} %{shaped_alignment} The alignment of the character
@{xp}@{xp_next_level} %{shaped_xp} The current xp and the needed xp to level

Core Tab (PC)

Ability Scores/Checks

Attribute(s) Macro Example Value Description and Usage
@{strength}@{strength_mod}@{strength_check_mod}@{strength_check_mod_with_sign}@{strength_check_formula} %{shaped_strength_check} 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.
@{dexterity}@{dexterity_mod}@{dexterity_check_mod}@{dexterity_check_mod_with_sign}@{dexterity_check_formula} %{shaped_dexterity_check} 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.
@{constitution}@{constitution_mod}@{constitution_check_mod}@{constitution_check_mod_with_sign}@{constitution_check_formula} %{shaped_constitution_check} 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.
@{intelligence}@{intelligence_mod}@{intelligence_check_mod}@{intelligence_check_mod_with_sign}@{intelligence_check_formula} %{shaped_intelligence_check} 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.
@{wisdom}@{wisdom_mod}@{wisdom_check_mod}@{wisdom_check_mod_with_sign}@{wisdom_check_formula} %{shaped_wisdom_check} 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.
@{charisma}@{charisma_mod}@{charisma_check_mod}@{charisma_check_mod_with_sign}@{charisma_check_formula} %{shaped_charisma_check} 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
@{strength_check_mod}@{strength_check_mod_with_sign}@{strength_check_formula} %{shaped_strength_saving_throw} 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.
@{dexterity_check_mod}@{dexterity_check_mod_with_sign}@{dexterity_check_formula} %{shaped_dexterity_saving_throw} 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.
@{constitution_check_mod}@{constitution_check_mod_with_sign}@{constitution_check_formula} %{shaped_constitution_saving_throw} 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.
@{intelligence_check_mod}@{intelligence_check_mod_with_sign}@{intelligence_check_formula} %{shaped_intelligence_saving_throw} 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.
@{wisdom_check_mod}@{wisdom_check_mod_with_sign}@{wisdom_check_formula} %{shaped_wisdom_saving_throw} 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.
@{charisma_check_mod}@{charisma_check_mod_with_sign}@{charisma_check_formula} %{shaped_charisma_saving_throw} 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((@{level} + 2) / 6)]]

Attribute(s) Macro Example Value Description and Usage
@{spell_save_DC} shaped_spell_dc The spell saving throw DC for a caster’s spells
@{spell_to_hit} shaped_spell_attack The bonus to hit with a spell attack
@{spells_known} The number of spells known by the character (aka, how many spells are in the spell section)
@{spell_slots_lLEVEL} The current remaining spell slots the character has of a given level. Replace LEVEL with the appropriate number between 1-9
@{spell_slots_lLEVEL_calc} 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
@{spell_slots_lLEVEL_bonus} The bonus spell slots the character has for a given spell level.Replace LEVEL with the appropriate number between 1-9
@{spell_slots_lLEVEL⎮max} The total spell slots the character has of a given level. Replace LEVEL with the appropriate number between 1-9
@{spell_points} The current spell points the character has
@{spell_points⎮max} The maximum amount of spell points the character has
%{shaped_spells} 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} Base ac for unarmored

Weight

Attribute(s) Macro Example Value Description and Usage
@{weight_offense} The total weight of all items in the offense section currently equipped
@{weight_utility} The total weight of all items in the utility section currently equipped
@{weight_ammo} The weight of all carried ammo
@{weight_armor} The weight of all currently equipment armor
@{weight_equipment} The weight of all currently carried equipment
@{weight_coinage} The weight of the coins carried by the character
@{weight_per_coin} The weight to use per coin carried
@{weight_total} The total weight carried by the character by adding all the above sections together

Carrying Capacity

Attribute(s) Macro Example Value Description and Usage
@{carrying_capacity} The normal carrying capacity of the character
@{max_push_drag_lift} The total weight that the character can push, drag, or lift
@{encumbered} The amount of weight the character can carry before becoming encumbered if using variant encumbrance rules
@{heavily_encumbered} The amount of weight the character can carry before becoming heavily encumbered if using variant encumbrance rules
@{weight_multiplier} 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
@{carrying_capacity_multiplier} The multiplier to use to determine carrying capacity based on strength
@{max_push_drag_lift_multiplier} The multiplier to use to determine the push, drag, or lift weight of a character based on strength
@{encumbered_multiplier} The multiplier to use to determine encumbered weight for the character based on strength
@{heavily_encumbered_multiplier} The multiplier to use to determine heavily encumbered weight for the character based on strength

Coinage

Attribute(s) Macro Example Value Description and Usage
@{cp} %{shaped_coinage_cp} The current amount of copper pieces the character has
@{sp} %{shaped_coinage_sp} The current amount of silver pieces the character has
@{ep} %{shaped_coinage_ep} The current amount of electrum pieces the character has
@{gp} %{shaped_coinage_gp} The current amount of gold pieces the character has
@{pp} %{shaped_coinage_pp} The current amount of platinum pieces the character has
@{total_gp} %{shaped_coinage_total_gp} The total value of all coins the character has in gold value

Speed

Attribute(s) Macro Example Value Description and Usage
@{speed} %{shaped_speed} The base movement speed of the character
@{speed_burrow} %{shaped_speed} The burrow speed of the character
@{speed_climb} %{shaped_speed} The climb speed of the character
@{speed_fly} %{shaped_speed} The fly speed of the character
@{speed_swim} %{shaped_speed} The swim speed of the character

Senses

Attribute(s) Macro Example Value Description and Usage
@{blindsight} %{shaped_senses} The range of the character’s blindsight (if applicable)
@{darkvision} %{shaped_senses} The range of the character’s darkvision (if applicable)
@{tremorsense} %{shaped_senses} The range of the character’s tremorsense (if applicable)
@{truesight} %{shaped_senses} The range of the character’s trusight (if applicable)

General

Attribute(s) Macro Example Value Description and Usage
@{inspiration} %{shaped_inspiration} Shows if a player has inspiration (value of 1) or not (value of 0)
@{pb} %{shaped_pb} The current proficiency bonus of the character
@{proficiencies} %{shaped_proficiencies} The proficiencies of the character
%{shaped_saving_throw} Outputs a lists of saves in chat with clickable ability command buttons as if the “Saving throws” text was clicked. Uses big text
%{shaped_ability_checks} Outputs a list of ability checks in chat with clickable ability command buttons as if the “Skills” text was clicked. Uses big text
@{languages} %{shaped_languages} The languages the character knows
@{AC} %{shaped_ac} The current AC of the character
@{initiative} %{shaped_initiative} The total initiative. The macros rolls initiative if a token is currently selected.
@{HP} @{HP⎮max} %{shaped_hp} The current and max HP of a character
@{temp_HP} %{shaped_temp_hp} The temp hp the character currently has
@{hd_dSIDES}@{hd_dSIDES⎮max} %{shaped_hd_dSIDES} 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)
@{death_saving_throw_successes}@{death_saving_throw_failures} %{shaped_death_saving_throw} The current number of successes and failures for death saving throws
@{personality_traits} %{shaped_personality_traits} The personality traits a character has
@{ideals} %{shaped_ideals} The ideals of the character
@{bonds} %{shaped_bonds} The bonds the character has in the world
@{flaws} %{shaped_flaws} The flaws of the character
@{damage_vulnerabilities} %{shaped_damage_vulnerabilities} The damage types the character is vulnerable to
@{damage_resistances} %{shaped_damage_resistances} The damage types the character is resistant to
@{damage_immunities} %{shaped_damage_immunities} The damage types the character is immune to
@{condition_immunities} %{shaped_condition_immunities} The conditions the character is immune to
@{exhaustion_level} %{shaped_conditions} The current level of exhaustion of the character

Core Tab (NPC)

Attribute(s) Macro Example Value Description and Usage
@{character_name} The name of the NPC
@{size} The size of the NPC
@{type} The creature type of the NPC
@{alignment} The alignment of the NPC
@{AC}@{ac_notes} %{shaped_ac} The AC and any notes about the AC of the NPC(such as “natural armor” in notes)
@{initiative} %{shaped_initiative} The initiative of the NPC
@{HP}@{HP⎮max} %{shaped_hp} The current HP and the max HP of the NPC
@{hit_dice}@{hit_die}@{hp_extra}@{hp_formula} %{shaped_npc_hp} 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
@{speed} %{shaped_speed} The base movement speed of the character
@{speed_burrow} %{shaped_speed} The burrow speed of the character
@{speed_climb} %{shaped_speed} The climb speed of the character
@{speed_fly} %{shaped_speed} The fly speed of the character
@{speed_swim} %{shaped_speed} The swim speed of the character
@{ABILITY} @{ABILITY_mod}@{ABILITY_mod_with_sign} See [Ability Scores/Checks](#Ability Scores/Checks)
@{ABILITY_check_mod}@{ABILITY_check_mod_with_sign}@{ABILITY_check_formula} %{shaped_ABILITY_check} See [Ability Scores/Checks](#Ability Scores/Checks)
@{ABILITY_saving_throw_mod}@{ABILITY_saving_throw_mod_with_sign} %{shaped_ABILITY_saving_throw} See [Saving Throws](#Saving Throws)
@{damage_vulnerabilities} %{shaped_damage_vulnerabilities} The damage types the character is vulnerable to
@{damage_resistances} %{shaped_damage_resistances} The damage types the character is resistant to
@{damage_immunities} %{shaped_damage_immunities} The damage types the character is immune to
@{condition_immunities} %{shaped_condition_immunities} The conditions the character is immune to
@{blindsight} %{shaped_senses} The range of the character’s blindsight (if applicable)
@{darkvision} %{shaped_senses} The range of the character’s darkvision (if applicable)
@{tremorsense} %{shaped_senses} The range of the character’s tremorsense (if applicable)
@{truesight} %{shaped_senses} The range of the character’s trusight (if applicable)
@{languages} %{shaped_languages} The languages the NPC knows
@{challenge}@{xp}@{xp_readable} %{shaped_challenge} The challenge rating of the NPC, the xp the NPC is worth, and the xp as a more readable value (using comma separation)
@{pb} %{shaped_pb} The proficiency bonus of the NPC
@{legendary_action_amount} The number of legendary actions the NPC can take

Spells

The formula used in cantrip damage for scaling is [[ceil((@{spellcaster_level} + 2) / 6)]]

Attribute(s) Macro Example Value Description and Usage
@{spell_save_DC} shaped_spell_dc The spell saving throw DC for a caster’s spells
@{spell_to_hit} shaped_spell_attack The bonus to hit with a spell attack
@{spells_known} The number of spells known by the character (aka, how many spells are in the spell section)
@{spell_slots_lLEVEL} The current remaining spell slots the character has of a given level. Replace LEVEL with the appropriate number between 1-9
@{spell_slots_lLEVEL_calc} 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
@{spell_slots_lLEVEL_bonus} The bonus spell slots the character has for a given spell level.Replace LEVEL with the appropriate number between 1-9
@{spell_slots_lLEVEL⎮max} The total spell slots the character has of a given level. Replace LEVEL with the appropriate number between 1-9
@{spell_points} The current spell points the character has
@{spell_points⎮max} The maximum amount of spell points the character has
%{shaped_spells} Outputs a list of spells known and prepared with clickable buttons for each along with spell slots available
@{spellcaster_level} The level of spellcaster the NPC
@{caster_level} For the purpose for determining level for spells like cantrips. Replace @{level} with @{caster_level}when using the cantrip formula for NPCs who have the spellcasting trait
@{spellcasting_class} The class the NPC gets its spells from

Character Tab

Appearance

Attribute(s) Macro Example Value Description and Usage
@{gender} The gender of the character
@{size} The size of the character
@{age} The age of the character
@{height} The height of the character
@{weight} The weight of the character
@{eyes} The eyes of the character (usually just color)
@{skin} The skin color of the character
@{hair} The hair color of the character
@{appearance} A description of the characters appearance

Other

Attribute(s) Macro Example Value Description and Usage
@{backstory} A notes section for the characters backstory
@{miscellaneous_notes} Additional notes relevant to the character
@{miscellaneous_notes_2} A secondary notes section for the character

Settings Tab

Miscelaneous

Attribute(s) Macro Example Value Description and Usage
@{medium_armor_max_dex} The maximum bonus to AC that can be gained from the character’s dexterity modifier
@{base_dc} 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} Copper per gold
@{silver_per_gold} Silver per gold
@{electrum_per_gold} Electrum per gold
@{platinum_per_gold} Platinum per gold

Measurement System

Attribute(s) Macro Example Value Description and Usage
@{encumberance_multiplier} A multiplier to the encumbered and heavily encumbered weights only

Quick Chat Macros

Attribute(s) Macro Example Value Description and Usage
%{shaped_saving_throw_query} A query to roll a chosen saving throw as normal.
%{shaped_saving_throw} Outputs a lists of saves in chat with clickable ability command buttons. Uses settings from the settings page
%{shaped_ability_checks_query} A query to roll a chosen ability check as normal
%{shaped_ability_checks} Outputs a list of ability checks in chat with clickable ability command buttons. Uses settings from the settings page
%{shaped_traits} Outputs a list of traits of the character in chat with clickable ability command buttons
%{shaped_offense} Outputs a list of offense items from the character in chat with clickable ability command buttons
%{shaped_utility} Outputs a list of utility items from the character in chat with clickable ability command buttons
%{shaped_spells} 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
%{shaped_statblock} Outputs a statblock of the NPC in chat with clickable ability command buttons for actions, skills, traits, etc
%{shaped_actions} Outputs a list of the NPCs actions as clickable ability command buttons
%{shaped_reactions} Outputs a list of NPC reactions as clickable ability command buttons
%{shaped_legendaryactions} Outputs a list of the NPCs legendary actions as clickable ability command buttons
%{shaped_lairactions} Outputs a list of Lair actions of the NPC as clickable ability command buttons
%{shaped_regionaleffects} 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
@{level} The total level of the character for all classes. Useful for total level based abilities such as cantrip damage
@{ability_checks_macro_var} Pre-done ability command buttons for all ability checks of an character. Use in custom macros such as {{text_big=@{NAME⎮ability_checks_macro_var}}
@{saving_throw_macro_var} Pre-done ability command buttons for all saving throws of an character. Use in custom macros such as {{text_big=@{NAME⎮saving_throw_macro_var}}
@{traits_macro_var} Pre-done ability command buttons for all the traits of an character. Use in custom macros such as {{text_big=@{NAME⎮traits_macro_var}}

NPC Only Hidden Fields

Attribute(s) Macro Example Value Description and Usage
@{actions_macro_var} Pre-done ability command buttons for all the actions of an NPC. Use in custom macros such as {{text_big=@{NAME⎮actions_macro_var}}
@{reactions_macro_var} Pre-done ability command buttons for all the reactions of an NPC. Use in custom macros such as {{text_big=@{NAME⎮reactions_macro_var}}
@{legendaryactions_macro_var} Pre-done ability command buttons for all the legendary actions of an NPC. Use in custom macros such as {{text_big=@{NAME⎮legendaryactions_macro_var}}
@{lairactions_macro_var} Pre-done ability command buttons for all the lair actions of an NPC. Use in custom macros such as {{text_big=@{NAME⎮lairactions_macro_var}}
@{regionaleffects_macro_var} Pre-done ability command buttons for all the regional effects of an NPC. Use in custom macros such as {{text_big=@{NAME⎮regionaleffects_macro_var}}

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 %{NAME|repeating_SECTION_ID_MACRO}

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 @{NAME|repeating_SECTION_ID_ATTRIBUTE} with what is found in the attribute column to reference that attribute of an item in a given repeating section.

Skills

Example format:

Attribute: @{NAME|repeating_skill_ID_ATTRIBUTE}

Macro: %{NAME|repeating_skill_ID_roll}

Passive Macro: %{NAME|repeating_skill_ID_passive}

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

Example format:

Attribute: @{NAME|repeating_offense_ID_ATTRIBUTE}

Macro: %{NAME|repeating_offense_ID_attack}

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 {{text=}} will add the text to the roll template macro as if using custom macros
qty The number carried, usually of the weapon
weight The weight of the attack

Ammo

Example format:

Attribute: @{NAME|repeating_ammo_ID_ATTRIBUTE}

Macro: %{NAME|repeating_ammo_ID_ammo}

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

Example format:

Attribute: @{NAME|repeating_racialtraits_ID_ATTRIBUTE}

Macro: %{NAME|repeating_racialtraits_ID_roll}

Class Features

Example format:

Attribute: @{NAME|repeating_classfeature_ID_ATTRIBUTE}

Macro: %{NAME|repeating_classfeature_ID_roll}

Feats Example format:

Attribute: @{NAME|repeating_feat_ID_ATTRIBUTE}

Macro: %{NAME|repeating_feat_ID_roll}

Traits

Example format:

Attribute: @{NAME|repeating_trait_ID_ATTRIBUTE}

Macro: %{NAME|repeating_trait_ID_trait}

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 {{text=<Some text>}}will add the text to the roll template macro as if using custom macros

Spells

Example format:

Attribute: @{NAME|repeating_spellLEVEL_ID_ATTRIBUTE}

Macro: %{NAME|repeating_spellLEVEL_ID_spell}

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

[[ceil((@{level} + 2) / 6)]]

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 {{text=<Some text>}}will add the text to the roll template macro as if using custom macros

Armor

Example format:

Attribute: @{NAME|repeating_armor_ID_ATTRIBUTE}

Macro: %{NAME|repeating_armor_ID_roll}

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

Example format:

Attribute: @{NAME|repeating_equipment_ID_ATTRIBUTE}

Macro: %{NAME|repeating_equipment_ID_roll}

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

Example format:

Attribute: @{NAME|repeating_class_ID_ATTRIBUTE}

Macro: none

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 @{NAME⎮CLASS_level} . Example: to add the level of fighter to say a second wind roll, use @{NAME⎮fighter_level}.

Attachers

Example format:

Attribute: @{NAME|repeating_attacher_ID_ATTRIBUTE}

Macro: none

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 {{text=}} will add the text to the roll template macro as if using custom macros
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 @{NAME|repeating_SECTION_ID_ATTR)) as well as if that section has a macro call

Repeating 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

See PC Skills

NPC Features and Traits

Example format:

Attribute: @{NAME|repeating_trait_ID_ATTRIBUTE}

Macro: %{NAME|repeating_trait_ID_trait}

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 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 {{text=<Some text>}}will add the text to the roll template macro as if using custom macros

NPC Actions and Reactions

Actions Example format:

Attribute: @{NAME|repeating_action_ID_ATTRIBUTE}

Macro: %{NAME|repeating_action_ID_roll}

Reactions

Example format:

Attribute: @{NAME|repeating_reaction_ID_ATTRIBUTE}

Macro: %{NAME|repeating_reaction_ID_roll}

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 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 {{text=}} will add the text to the roll template macro as if using custom macros

Legendary Actions

Example format:

Attribute: @{NAME|repeating_legendaryaction_ID_ATTRIBUTE}

Macro: %{NAME|repeating_legendaryaction_ID_roll}

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 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 {{text=}} will add the text to the roll template macro as if using custom macros

Lair Actions Regional Effects

Lair Actions

Example format:

Attribute: @{NAME|repeating_lairaction_ID_ATTRIBUTE}

Macro: %{NAME|repeating_lairaction_ID_roll}

Regional Effects

Example format:

Attribute: @{NAME|repeating_regionaleffect_ID_ATTRIBUTE}

Macro: %{NAME|repeating_regionaleffect_ID_roll}

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 {{text=}} will add the text to the roll template macro as if using custom macros

General Repeating Fields

Attack Fields

Damage Macro

%{NAME|repeating_SECTION_ID_attack_damage}

Crit Damage Macro

%{NAME|repeating_SECTION_ID_attack_damage_crit}

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

Damage Macro

%{NAME|repeating_SECTION_saving_throw_damage}

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

Heal

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

Документация по 5eShaped Character Sheet

  • Вики автора листа персонажа на bitbucket — Documentation & Wiki
  • Последний тред по обсуждению листа персонажа
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