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5th Edition OGL by Roll20 v2.1

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Stephen Koontz
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ri_kreiner said: Ross H. said: Is anyone else having the issue of 1/2 and 1/3 caster levels rounding up instead of down (for calculating multiclass spell slots) since the update? I posted it here days ago, but it seems to have been overlooked or ignored.  We had a fight between a DM and a player because of it.  I'll be making an update to fix this issue. I overlooked that in every other condition spellcaster level is rounded up, except when multiclassing.
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xTimmyx said: STEVE, you are doing an AMAZING JOB! i love it all!   What i'm looking for especially for spell casters, pertaining to the sheet.  When ever you multi-class (Say if you're a cleric and you multi-class into a Wizard), there is still no option or addition when you cast your spell as a wizard (if your core class is cleric)   even though there's the core spellcasting attribute thats centered on your core class (Wisdom in this instance)  So when i wanna add in spells and cast them as my wizard (Int), how can i differentiate between the two?  You can manually change attacks to use the correct spell casting attributes, where important.
Is there a way to purge all of the unused attributes from the character sheets? I've noticed that all of my storm king's thunder npcs still have the both the old and new attributes in an existing game.
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Stephen Koontz
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Jeremy R. said: Is there a way to purge all of the unused attributes from the character sheets? I've noticed that all of my storm king's thunder npcs still have the both the old and new attributes in an existing game. The only way to remove attributes is from the Attributes and Abilities tab and you must do them one at a time.
I feel a bit like a fool since I've spent far too long trying to figure this out, the wiki says nothing on it, and seemingly it does nothing, but I don't think that's right so. What does this actually do?
Was there an update that hasn't been mentioned? I go into a character sheet in the Curse of Strahd game I created and I see two of the character attributes are in blue. Dexterity shows at 18* in blue. Hover over the 18* and it shows a 16. What is that about?
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Theodore S. said: Was there an update that hasn't been mentioned? I go into a character sheet in the Curse of Strahd game I created and I see two of the character attributes are in blue. Dexterity shows at 18* in blue. Hover over the 18* and it shows a 16. What is that about? You have a spell or item that is adding a +2 bonus to your Dexterity, Your modified Dexterity shows in blue with the asterisk; the 16 is your Dexterity without the magical effect.
Theodore S. said: Was there an update that hasn't been mentioned? That was a new feature when version 2.0 of the character sheet was released in the Fog and Function update.
Rabulias said: Theodore S. said: Was there an update that hasn't been mentioned? I go into a character sheet in the Curse of Strahd game I created and I see two of the character attributes are in blue. Dexterity shows at 18* in blue. Hover over the 18* and it shows a 16. What is that about? You have a spell or item that is adding a +2 bonus to your Dexterity, Your modified Dexterity shows in blue with the asterisk; the 16 is your Dexterity without the magical effect. I found it. My player used the Attribute Options in the Settings to adjust his Dexterity instead of just modifying the stat in Core.
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Craven said: New version of Firefox out, Firefox Quantum, please try game setting in the new version. Still running into the same issue with the latest version of Firefox. Edit: Here's my console log: unreachable code after return statement [Learn More] browse.js:655:3 window.controllers/Controllers is deprecated. Do not use it for UA detection. ace.js:1:18446 unreachable code after return statement [Learn More] browse.js:655:3
Lori said: Craven said: New version of Firefox out, Firefox Quantum, please try game setting in the new version. Still running into the same issue with the latest version of Firefox. Edit: Here's my console log: unreachable code after return statement [Learn More] browse.js:655:3 window.controllers/Controllers is deprecated. Do not use it for UA detection. ace.js:1:18446 unreachable code after return statement [Learn More] browse.js:655:3 I have found that, sometimes, changing the character sheet, saving, and then changing it back fixes bugs.
Is it possible to change the spellcasting ability for individual spells for things like spells gained from certain races?
I posted this on the general forum a few days ago, but since it's maybe a problem of the sheet itself I'll put it here too: the roll templates are causing problems with the chatlog <a href="https://app.roll20.net/forum/post/5795067/some-rolls-do-not-show-up-properly-on-the-log-when-using-5e-ogl" rel="nofollow">https://app.roll20.net/forum/post/5795067/some-rolls-do-not-show-up-properly-on-the-log-when-using-5e-ogl</a>
Kyle said: Is it possible to change the spellcasting ability for individual spells for things like spells gained from certain races? See Steve's response to a similar question Steve K. said: xTimmyx said: What i'm looking for especially for spell casters, pertaining to the sheet.&nbsp; When ever you multi-class (Say if you're a cleric and you multi-class into a Wizard), there is still no option or addition when you cast your spell as a wizard (if your core class is cleric)&nbsp; &nbsp;even though there's the core spellcasting attribute thats centered on your core class (Wisdom in this instance)&nbsp; So when i wanna add in spells and cast them as my wizard (Int), how can i differentiate between the two?&nbsp; You can manually change attacks to use the correct spell casting attributes, where important. TLDR. If the spell is an attack, you can change the modifier in the Attacks & Spellcasting section on the CORE page. If the spell is a spellcard, it doesn't matter since spellcasting ability is not currently used for these spells.
Kyle G. said: TLDR. If the spell is an attack, you can change the modifier in the Attacks & Spellcasting section on the CORE page. If the spell is a spellcard, it doesn't matter since spellcasting ability is not currently used for these spells. I was hoping for a way to do it from the spells list for if someone switched the output to spellcard and back to attack again or, in my case, using API to do a similar thing. I imagine it's not the most necessary attribute but it would be very useful for the times it does come up. Thanks for answering anyway.
I am having difficulty with the 5E character sheet as well.&nbsp; When my players are trying to click the built in macro link for attacks, they are not seeing any rolls pop up in the chat window like it happens when I click the links on their character sheets as GM.&nbsp; Is this a bug, or am I doing something wrong?&nbsp; I haven't run a 5th edition game yet.&nbsp;&nbsp; Also... For the clickable attack links... Is there a @macro name I can use to add additional macros using the standard attack setups?&nbsp; When I hover over the clickable links, I don't see any macro names for them like I see when hovering over other areas of the character sheet. Any help is appreciated!
I don't know if this is intentional or an issue with my game but the spell tracking of the API companion script seems to only take effect when rolling spellcards or damage only spells. For spells that have an attack roll the spell slot isn't 'used' until the damage is rolled afterwards. This is a little inconvenient as if attacks don't hit I don't roll the damage but the spell slot is obviously still used up.
Kyle said: I don't know if this is intentional or an issue with my game but the spell tracking of the API companion script seems to only take effect when rolling spellcards or damage only spells. For spells that have an attack roll the spell slot isn't 'used' until the damage is rolled afterwards. This is a little inconvenient as if attacks don't hit I don't roll the damage but the spell slot is obviously still used up. This is intentional because the spell slots only count when rolling for damage. Spells cast at higher levels usually cause more damage, thus the need to know the spell level when rolling for damage. However, I can see this being an issue because you are supposed to declare the spell level for the spell when you attack, not after you know if you hit or miss the target. This scenario is as you have stated above. The easiest way to get around this is to simply use roll the damage automatically. Otherwise I can't think of a 'nice' way to be able to declare the spell level on the attack, but also have it be applied to a possible future roll. If you ask the spell level for both the attack and the damage, how do you determine when to decrement the spell slot? If it is always on the attack roll and never the damage, what about the spells that do damage but do not require an attack roll like saving throws? What about spells that simply do damage without an attack or a saving throw like Magic Missile?
Kyle G. said: The easiest way to get around this is to simply use roll the damage automatically. I think my DM is personally against this, especially in the game we're running atm, due to people being more or less likely to use things that affect attack rolls e.g. bardic inspiration if they know the damage is going to be good or not. I may just try to remember to always roll damage afterwards, hit or miss, just to use the slot. Thanks for answering though, I can understand the problems of doing it either way around.&nbsp; Otherwise I can't think of a 'nice' way to be able to declare the spell level on the attack, but also have it be applied to a possible future roll.&nbsp; Maybe a hidden attribute that changes when you declare the level with the attack roll and then is used for the higher level damage roll? But I don't know enough about making character sheets to know if that's even possible. I've also realised that scorching ray has 3+ attack and damage rolls while still using up only one slot. Is there any ingenious ways the devs have got of doing that or is just a case of doing spell slot management myself for that one?
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I've also realised that scorching ray has 3+ attack and damage rolls while still using up only one slot. Is there any ingenious ways the devs have got of doing that or is just a case of doing spell slot management myself for that one? I have them roll attack for each ray, then click the damage (only once as this removes the spell slot) and you see How many hit in a drop down (Select the # hit). Hover over the damage and you see damage for each ray. See below. ?{How Many Hit|1, 2d6|2, 2d6+2d6 [2Rays]|3, 2d6+2d6+2d6 [3 Rays]|4,2d6+2d6+2d6+2d6 [4Rays]|5, 2d6+2d6+2d6+2d6+2d6 [Rays]}
Kyle said: Kyle G. said: Otherwise I can't think of a 'nice' way to be able to declare the spell level on the attack, but also have it be applied to a possible future roll.&nbsp; Maybe a hidden attribute that changes when you declare the level with the attack roll and then is used for the higher level damage roll? But I don't know enough about making character sheets to know if that's even possible. Unfortunately chat cannot change the value of an attribute without the help of the API. So at the very least it would need to be added into the companion script, but I don't think that will happen simply because the purpose of the OGL character sheet over the Shaped character sheet is to be simple enough for any computer to use without issue.
Craven said: I've also realised that scorching ray has 3+ attack and damage rolls while still using up only one slot. Is there any ingenious ways the devs have got of doing that or is just a case of doing spell slot management myself for that one? I have them roll attack for each ray, then click the damage (only once as this removes the spell slot) and you see How many hit in a drop down (Select the # hit). Hover over the damage and you see damage for each ray. See below. ?{How Many Hit|1, 2d6|2, 2d6+2d6 [2Rays]|3, 2d6+2d6+2d6 [3 Rays]|4,2d6+2d6+2d6+2d6 [4Rays]|5, 2d6+2d6+2d6+2d6+2d6 [Rays]} This is great if you're doing Magic Missile style scorching ray where you can roll all the damages at once, but the DM for my game rules that the rays all act as separate attacks. So if the first ray kills a target with it's damage you can attack another creature with the left over rays without 'wasting' them but the AC of the second target may be different. TL;DR I need to know the damage output of the first ray before attacking with the second. Kyle G. said: Unfortunately chat cannot change the value of an attribute without the help of the API. So at the very least it would need to be added into the companion script, but I don't think that will happen simply because the purpose of the OGL character sheet over the Shaped character sheet is to be simple enough for any computer to use without issue. Well you need the companion script for spell slot tracking anyway, so I think that's a given for this problem haha. I obviously don't know how to character sheet so I'll take your word that it would overcomplicate the sheet, it would be nice if someone managed to find a way though. Also, I've recently noticed another thing where if the @{wtype} is set to whisper to someone spell slots are tracked on the sheet but the&nbsp;SPELL SLOT LEVEL X Y OF Z REMAINING isn't outputted to chat. Again I imagine this is a limitation of chat and not a bug in my game but I thought I would ask just in case.
Kyle said: Craven said: I've also realised that scorching ray has 3+ attack and damage rolls while still using up only one slot. Is there any ingenious ways the devs have got of doing that or is just a case of doing spell slot management myself for that one? I have them roll attack for each ray, then click the damage (only once as this removes the spell slot) and you see How many hit in a drop down (Select the # hit). Hover over the damage and you see damage for each ray. See below. ?{How Many Hit|1, 2d6|2, 2d6+2d6 [2Rays]|3, 2d6+2d6+2d6 [3 Rays]|4,2d6+2d6+2d6+2d6 [4Rays]|5, 2d6+2d6+2d6+2d6+2d6 [Rays]} This is great if you're doing Magic Missile style scorching ray where you can roll all the damages at once, but the DM for my game rules that the rays all act as separate attacks. So if the first ray kills a target with it's damage you can attack another creature with the left over rays without 'wasting' them but the AC of the second target may be different. TL;DR I need to know the damage output of the first ray before attacking with the second. Kyle G. said: Unfortunately chat cannot change the value of an attribute without the help of the API. So at the very least it would need to be added into the companion script, but I don't think that will happen simply because the purpose of the OGL character sheet over the Shaped character sheet is to be simple enough for any computer to use without issue. Well you need the companion script for spell slot tracking anyway, so I think that's a given for this problem haha. I obviously don't know how to character sheet so I'll take your word that it would overcomplicate the sheet, it would be nice if someone managed to find a way though. Also, I've recently noticed another thing where if the @{wtype} is set to whisper to someone spell slots are tracked on the sheet but the&nbsp;SPELL SLOT LEVEL X Y OF Z REMAINING isn't outputted to chat. Again I imagine this is a limitation of chat and not a bug in my game but I thought I would ask just in case. The spell You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. Doesn't say that you can hold the attack to pick other targets. You should be declaring the targets at the spell cast. but you can still use my method. If you casting 3 rays you roll 3 attacks then damage once using the Damage rolls you need. If you hit target one with 1st ray add damage if not dead did the second hit add damage, if not ignore that damage. If dead does the 3rd ray hit another target? apply damage if so.&nbsp; If not acceptable Roll attack and damage for first ray then manual roll for the second, third.... so on. /roll 1d20 /roll 2d6
When trying to drag and drop to create a NPC it is not working&nbsp;
trying to drag and drop a SRD character for a NPC and nothing will show up on sheet, need help
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SWADE said: When trying to drag and drop to create a NPC it is not working&nbsp; How are you doing this? You can just drag the name of an NPC from the compendium side bar directly onto the tabletop if you don't already have a character named that in your game. Additionally if you have a character sheet opened you can drop the name onto the character sheet, a box should appear at the top telling you it's accepting the drop.
the box is is opening but sheet does not change for me to make a NPC :EX:Barbarian SRD to make a town fighter is not working when i drag and drop it
if i go under monsters thye drop fine, I thought anything SRD was droppable
SWADE said: the box is is opening but sheet does not change for me to make a NPC :EX:Barbarian SRD to make a town fighter is not working when i drag and drop it My guess is that your problem here would be you're trying to drag and drop the class barbarian for PC's not an NPC.
SWADE said: if i go under monsters thye drop fine, I thought anything SRD was droppable No, only Monsters/NPCs, Items (onto PC character sheets), and Spells are able to be dropped onto the character sheet.&nbsp;
whats a easier way of creating npc classes then if u have to do manual, kinda pointless of the sheet if you cant create NPC only&nbsp; monsters
I'm not sure I understand "NPC only monsters." Could you explain more about what you are attempting to do?
Was pretty clear on what I was trying to do.Does't need much explaining, was trying to make a Barbarian NPC, But the class SRD are not able to drop.So I just have to create all my NPC&nbsp;
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I understand what SWADE is doing/talking about. He is trying to drag drop the "class" barbarian onto the sheet to create a Barbarian NPC. Unfortunately, you can't create a NPC from the CLASS Barbarian that is in the compendium. Best bet, would be to drag and drop a "Thug" (which is considered a monster from the compendium"&nbsp; and edit that to be a barbarian with stats and features.
neither is good idea, berserker is closest and I already figured it out thanx tho
I've been having an issue with the Initiative Tiebreaker for NPC sheets. When enabled it overrides the actual dex bonus meaning it's adding just the decimal used for tiebreaking, and disabling the tiebreaker restores the correct modifier. (Example picture uses the Cult Fanatic who has a 14 in Dex only getting a +0.14 to initiative when it should be getting +2.14. This has occurred with creatures from modules, the MM, the SRD, and ones I've created, and in multiple games.)
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ZenonXI said: I've been having an issue with the Initiative Tiebreaker for NPC sheets. When enabled it overrides the actual dex bonus meaning it's adding just the decimal used for tiebreaking, and disabling the tiebreaker restores the correct modifier. (Example picture uses the Cult Fanatic who has a 14 in Dex only getting a +0.14 to initiative when it should be getting +2.14. This has occurred with creatures from modules, the MM, the SRD, and ones I've created, and in multiple games.) I'm not seeing this behavior. I tried with a custom NPC and one dragged from the compendium.
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Steve K. said: ZenonXI said: I've been having an issue with the Initiative Tiebreaker for NPC sheets. When enabled it overrides the actual dex bonus meaning it's adding just the decimal used for tiebreaking, and disabling the tiebreaker restores the correct modifier. (Example picture uses the Cult Fanatic who has a 14 in Dex only getting a +0.14 to initiative when it should be getting +2.14. This has occurred with creatures from modules, the MM, the SRD, and ones I've created, and in multiple games.) I'm not seeing this behavior. I tried with a custom NPC and one dragged from the compendium. I just made a new blank game and it's working, but it hasn't been working on my game with the Curse of Strahd module or my Tales from the Yawning Portal game. Could it be something to do with the sheets in the modules?
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ZenonXI said: I just made a new blank game and it's working, but it hasn't been working on my game with the Curse of Strahd module or my Tales from the Yawning Portal game. Could it be something to do with the sheets in the modules? Not seeing this issue there either. Is there a specific NPC sheet you're having issues with?
Steve K. said: ZenonXI said: I just made a new blank game and it's working, but it hasn't been working on my game with the Curse of Strahd module or my Tales from the Yawning Portal game. Could it be something to do with the sheets in the modules? Not seeing this issue there either. Is there a specific NPC sheet you're having issues with? Nope, I was having the issue with all the NPC sheets, both Module and Monster Manual.
I don't know if this is the right place to ask, but any chance of adding custom stats as an advanced option? Like Honor and Sanity in the DMG. It's something that can fairly easily be tracked as a Feature, but having it something in the same place as the other stats, with automatic modifier calculation and rolling, seems like it would be pretty easy to implement.
When I enter a new number in the Ability Score oval, it keeps resetting back to 10. Am I missing something?
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Dallas Wilke said: When I enter a new number in the Ability Score oval, it keeps resetting back to 10. Am I missing something? Did you copy this sheet over from a different version of a 5E Sheet like the Community Sheet or the Shaped Sheet?
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Steve K. said: Dallas Wilke said: When I enter a new number in the Ability Score oval, it keeps resetting back to 10. Am I missing something? Did you copy this sheet over from a different version of a 5E Sheet like the Community Sheet or the Shaped Sheet? No, it's working now. I switched from Safari to Chrome. I'm at work and was using a different computer. Not sure what's up. Brand new campaign and everything is fresh. I've never done 5e on Roll20, only Star Wars stuff so I'm trying to figure out the 5e stuff.&nbsp; However, I'm trying to figure out the ammo tracking in the sheet. Can you explain what needs done for that?&nbsp;
Dallas Wilke said: Steve K. said: Dallas Wilke said: When I enter a new number in the Ability Score oval, it keeps resetting back to 10. Am I missing something? Did you copy this sheet over from a different version of a 5E Sheet like the Community Sheet or the Shaped Sheet? No, it's working now. I switched from Safari to Chrome. I'm at work and was using a different computer. Not sure what's up. Brand new campaign and everything is fresh. I've never done 5e on Roll20, only Star Wars stuff so I'm trying to figure out the 5e stuff.&nbsp; However, I'm trying to figure out the ammo tracking in the sheet. Can you explain what needs done for that?&nbsp; Ahh. Roll20 only supports Firefox and Chrome as reliable browsers for the character sheets. That explains why you were having issues using Safari. To set up the ammo tracking you must have the companion script installed. There is a step-by-step list in the&nbsp; wiki about this as well.
Whenever I try to make a saving throw, it doesn't work, and my death saving throw is giving me this: SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but end of input found. Can this be fixed in any way?
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Craven said: I've also realised that scorching ray has 3+ attack and damage rolls while still using up only one slot. Is there any ingenious ways the devs have got of doing that or is just a case of doing spell slot management myself for that one? I have them roll attack for each ray, then click the damage (only once as this removes the spell slot) and you see How many hit in a drop down (Select the # hit). Hover over the damage and you see damage for each ray. See below. ?{How Many Hit|1, 2d6|2, 2d6+2d6 [2Rays]|3, 2d6+2d6+2d6 [3 Rays]|4,2d6+2d6+2d6+2d6 [4Rays]|5, 2d6+2d6+2d6+2d6+2d6 [Rays]} Scorching ray requires attack roll for each ray. The best thing to do is to create a macro. This is the macro that I am using. Change the Player_name to your char name. I am using it with Hex spell so i have this extra thing , if you don't have or you want to remove it just delete the parts that have 1d6 necrotic . I hope it helped you &{template:default}{{name=Scorching Ray}}{{attack = + [[1d4]] on attack roll If bless is active •[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit •[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit •[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit ?{Spell Slot| 2, My 3 **Rays** do **Fire Damage** to selected targets | 3, • Attack 4 [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 4 **Rays** do **Fire Damage** to selected targets | 4, • Attack 4 [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • Attack 5 [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 5 **Rays** do **Fire Damage** to selected targets| 5, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 6 **Rays** do **Fire Damage** to selected targets| 6, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 7 **Rays** do **Fire Damage** to selected targets| 7, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 8 **Rays** do **Fire Damage** to selected targets| 8, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 9 **Rays** do **Fire Damage** to selected targets| 9, • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit • [[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]]/[[1d20+@{Player_name|charisma_mod}+@{Player_name|pb}]] [[2d6]]Fire[[1d6]] necrotic [[2d6]]Fire[[1d6]] necrotic If crit My 10 **Rays** do **Fire Damage** to selected targets }}}