If you want to get a bit complicated too, you can combine resources, attributes and abilities to make it work out. First, make a new resource (lets also assume that this resource is at Row Index 4, left), and call it "Dragon?", and set its value to either 0 or 1. Then, in Attributes and Abilities, make these Attributes: Attribute Value | Value_Max prefix @{ SoMD @{prefix}@{character_name}|SoMD@{repeating_resource_$4_resource_left}} SoMD0 (1d6 + @{strength_mod}[STR] + 1[MOD])*2 SoMD1 1d6 + @{strength_mod}[STR] + 1[MOD] Then, make these macros in the Abilities side: To Hit: Call it SoM @{wtype}&{template:atk} {{mod=+[[@{strength_mod}[STR] + @{pb}[PROF]]]}} {{rname=[Spear of Maraxian](~SoMD)}} {{rnamec=[Spear of Maraxian](~SoMD_crit)}} {{r1=[[1d20cs>20 + @{strength_mod}[STR] + @{pb}[PROF]]]}} @{rtype}cs>20 + @{strength_mod}[STR] + @{pb}[PROF]]]}} {{range=20/60ft}} {{desc=When this weapon strikes a non-dragon creature, it deals double damage}} {{globalattack=@{global_attack_mod}}} Damage Roll: Call it SoMD @{wtype}&{template:dmg} {{attack=1}} {{dmg1flag=1}} {{dmg1=[[@{SomD}]]}} {{dmg1type=Piercing}} {{globaldamage=[[@{global_damage_mod_roll}]]}} {{globaldamagetype=@{global_damage_mod_type}}} Crit Roll: Call it, SoMD_crit @{wtype}&{template:dmg} {{attack=1}} {{dmg1flag=1}} {{dmg1=[[(@{SomD})*2]]}} {{dmg1type=Piercing}} {{globaldamage=[[@{global_damage_mod_roll}]]}} {{globaldamagetype=@{global_damage_mod_type}}} The difference is that the damage is multiplied by 2, Idk if that is how you do it in your campaign though, so there may need to be a change if not) Finally, go into the Weapons Sheet itself in Core, and in its description field, put in "%{your_characters_name|SoM}", and whenever you go to roll a hit, it should run that macro instead. (not perfect, but it will work). Then to get the macro-damage, be sure to select the Purple highlight in the chat from the hit roll. What this allows you to do is, if you set the resource "Dragon?" to 1, it'll run "@{SoMD1}", which will run the damage without the *2