Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Help with Mancerroll Template Macro for DnD 5e Please

I am trying to make a macro for Wild Magic Surges for the Sorcerer. Mancerroll only allows 20 options, so I figured I would have one roll a 1d5 and then roll on one of 5 tables that have 20 of the 100 options each. However, it doesn't seem to work. It only seems to roll from the last of the 5 tables, meaning that 1d5 roll doesn't seem to be doing anything. This is what I have: A Macro added to the character sheet via the Abilities tab, that includes the following: &{template:mancerroll} {{title=Wild Magic Surge}} {{c1=[[1d5]]}} {{option1=@{SELECTED|WildSurge1-20}}} {{option2=@{SELECTED|WildSurge21-40}}} {{option3=@{SELECTED|WildSurge41-60}}} {{option4=@{SELECTED|WildSurge61-80}}} {{option5=@{SELECTED|WildSurge81-100}}} And new Attributes with the following information: WildSurge1-20 &{template:mancerroll} {{title=Wild Surge}} {{c1=[[1d20]]}} {{option1=1. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.}} {{option2=2. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.}} {{option3=3. For the next minute, you can see any invisible creature if you have line of sight to it.}} {{option4=4. For the next minute, you can see any invisible creature if you have line of sight to it.}} {{option5=5. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.}} {{option6=6. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.}} {{option7=7. You cast fireball as a 3rd-level spell centered on yourself.}} {{option8=8. You cast fireball as a 3rd-level spell centered on yourself.}} {{option9=9. You cast magic missile as a 5th-level spell.}} {{option10=10. You cast magic missile as a 5th-level spell.}} {{option11=11. Roll [[1d10]]. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.}} {{option12=12. Roll [[1d10]]. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.}} {{option13=13. You cast confusion centered on yourself.}} {{option14=14. You cast confusion centered on yourself.}} {{option15=15. For the next minute, you regain 5 hit points at the start of each of your turns.}} {{option16=16. For the next minute, you regain 5 hit points at the start of each of your turns.}} {{option17=17. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.}} {{option18=18. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.}} {{option19=19. You cast grease centered on yourself.}} {{option20=20. You cast grease centered on yourself.}} WildSurge21-40 &{template:mancerroll} {{title=Wild Surge}} {{c1=[[1d20]]}} {{option1=21. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.}} {{option2=22. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.}} {{option3=23. Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.}} {{option4=24. Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.}} {{option5=25. An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.}} {{option6=26. An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.}} {{option7=27. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.}} {{option8=28. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.}} {{option9=29. You teleport up to 60 feet to an unoccupied space of your choice that you can see.}} {{option10=30. You teleport up to 60 feet to an unoccupied space of your choice that you can see.}} {{option11=31. You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.}} {{option12=32. You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.}} {{option13=33. Maximize the damage of the next damaging spell you cast within the next minute.}} {{option14=34. Maximize the damage of the next damaging spell you cast within the next minute.}} {{option15=35. Roll a [[1d10.]] Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.}} {{option16=36. Roll a [[1d10.]] Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.}} {{option17=37. A [[1d6]] flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.}} {{option18=38. A [[1d6]] flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.}} {{option19=39. You regain 2d10 hit points.}} {{option20=40. You regain 2d10 hit points.}} WildSurge41-60 &{template:mancerroll} {{title=Wild Surge}} {{c1=[[1d20]]}} {{option1=41. You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.}} {{option2=42. You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.}} {{option3=43. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.}} {{option4=44. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.}} {{option5=45. You cast levitate on yourself.}} {{option6=46. You cast levitate on yourself.}} {option7=47. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.}} {{option8=48. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.}} {option9=49. You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.}} {{option10=50. You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.}} {{option11=51. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.}} {{option12=52. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.}} {{option13=53. You are immune to being intoxicated by alcohol for the next [[5d6]] days.}} {{option14=54. You are immune to being intoxicated by alcohol for the next [[5d6]] days.}} {{option15=55. Your hair falls out but grows back within 24 hours}} {{option16=56. Your hair falls out but grows back within 24 hours}} {{option17=57. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.}} {{option18=58. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.}} {{option19=59. You regain your lowest-level expended spell slot.}} {{option20=60. You regain your lowest-level expended spell slot.}} WildSurge71-80 &{template:mancerroll} {{title=Wild Surge}} {{c1=[[1d20]]}} {{option1=61. For the next minute, you must shout when you speak.}} {{option2=62. For the next minute, you must shout when you speak.}} {{option3=63. You cast fog cloud centered on yourself.}} {{option4=64. You cast fog cloud centered on yourself.}} {{option5=65. Up to three creatures you choose within 30 feet of you take [[4d10]] lightning damage.}} {{option6=66. Up to three creatures you choose within 30 feet of you take [[4d10]] lightning damage.}} {{option7=67. You are frightened by the nearest creature until the end of your next turn.}} {{option8=68. You are frightened by the nearest creature until the end of your next turn.}} {{option9=69 NICE! Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.}} {{option10=70. Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.}} {{option11=71. You gain resistance to all damage for the next minute.}} {{option12=72. You gain resistance to all damage for the next minute.}} {{option13=73. A random creature within 60 feet of you becomes poisoned for 1d4 hours.}} {{option14=74. A random creature within 60 feet of you becomes poisoned for 1d4 hours.}} {{option15=75. You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.}} {{option16=76. You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.}} {{option17=77. You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.}} {{option18=78. You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.}} {{option19=79. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.}} {{option20=80. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.}} WildSurge81-100 &{template:mancerroll} {{title=Wild Surge}} {{c1=[[1d20]]}} {{option1=81. You can take one additional action immediately.}} {{option2=82. You can take one additional action immediately.}} {{option3=83. Each creature within 30 feet of you takes [[1d10]] necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.}} {{option4=84. Each creature within 30 feet of you takes [[1d10]] necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.}} {{option5=85. You cast mirror image.}} {{option6=86. You cast mirror image.}} {{option7=87. You cast fly on a random creature within 60 feet of you.}} {{option8=88. You cast fly on a random creature within 60 feet of you.}} {{option9=89. You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.}} {{option10=90. You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.}} {{option11=91. If you die within the next minute, you immediately come back to life as if by the reincarnate spell.}} {{option12=92. If you die within the next minute, you immediately come back to life as if by the reincarnate spell.}} {{option13=93. Your size increases by one size category for the next minute.}} {{option14=94. Your size increases by one size category for the next minute.}} {{option15=95. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.}} {{option16=96. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.}} {{option17=97. You are surrounded by faint, ethereal music for the next minute.}} {{option18=98. You are surrounded by faint, ethereal music for the next minute.}} {{option19=99. You regain all expended sorcery points.}} {{option20=100. You regain all expended sorcery points.}}
1717659997

Edited 1717660101
Gauss
Forum Champion
Hi TheHunted,  I am pretty sure this will absolutely not work. What you are basically doing is putting one template inside another.  I would suggest using a Rollable table instead. It would be some work to put all 100 options in, but it could be done.  The problem is you cannot use inline rolls inside a Rollable table, so any rolls would have to be manually generated afterwards.
I can't use a rollable table. It is for a Westmarch, so the character sheet needs its macro to be functional when imported to a bunch of gamerooms. Whatever solution I come up with has to be entirely contained on that sheet. What I have done does seem to work somewhat, it is just really funky. If I replace the  WildSurge41-60,  WildSurge61-80, and  WildSurge81-100 Attribute bodies with just something simple like 3, 4, and 5; the 1d5 roll does function somewhat. It seems to be rolling options from  WildSurge21-40 far more often than it should, but it does on occasion roll higher on the 1d5 and just display a 3, 4, or 5 from the  WildSurge41-60,  WildSurge61-80, and  WildSurge81-100 Attributes when I replace their bodies with those numbers. As best as I can tell, it actually is working, it just isn't nearly as random as it should be. The more mancerrolls there are, the less random it gets until when all of them are implemented, the 1d5 loses all of its randomness and just selects 5 every time.
1717673367
Gauss
Forum Champion
How about instead each result from the first tier roll produces an output button that rolls the second tier? That way the first one is complete, the second can fire normally. But it will require an interaction via the user. 
Great idea! Thank you. That will do the trick.
1717692452

Edited 1717693192
I've done one some time ago, i f it doesn't have to be with mancerroll . It's still very slow ( about 25 seconds) , I forgot that I wanted to fix that. I'll update this reply, if I get to it. Edit: I fixed as much, as I could. Still takes about 15 seconds. <a href="https://app.roll20.net/forum/post/11105487/macros-for-chaos-bolt-and-wild-magic-surge/?pageforid=11105487#post-11105487" rel="nofollow">https://app.roll20.net/forum/post/11105487/macros-for-chaos-bolt-and-wild-magic-surge/?pageforid=11105487#post-11105487</a>