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Cantrip Beam Function in 5e OGL Sheet Doesn't Work

Hopefully I'm posting this in the right place. I'm playing a lvl 5 Warlock and trying to set up spells. There is a "Cantrip Progression" dropdown in the spell descriptions, and it's meant to auto roll the multiple beams of Eldritch Blast starting at lvl 5. It doesn't appear to actually do anything. Is there a fix for this, or something I'm doing wrong that I can correct?
1524952521

Edited 1524952639
I might be wrong, but I believe all it does is roll the extra damage dice for cantrips based on character level.   I don't think it actually rolls multiple attack rolls.  I think you'll have to just spam the button for that. Edit: Just tested it in one of my games on fifth level warlock.  Can confirm it's rolling 2d10 damage with a single attack roll.  Better to uncheck it for that cantrip.
That is what the "Cantrip Dice" option does, yes. "Cantrip Beam" is a separate option which another thread on this forum clarifies is explicitly for Eldritch Blast. When I use Cantrip Beam it does not roll extra damage dice.
1525232757

Edited 1525654368
I'm currently looking into the Math for this Formula actually. Cantrip Dice is Damage: (floor((@{level}+1)/6)+1) Cantrip Beam is Attack: [[(floor((@{level}+1)/6)+1)]]d20 Edit: Found it! Updated formulas! in order to Variable the Dice Rolls, you need to Inline the Variable, then inline the Roll, so if you wanted to type it straight into chat Eldritch Blast shoots [[(floor((@{level}+1)/6)+1)]] Beams for [[[[(floor((@{level}+1)/6)+1)]] d20]] to Hit & [[[[(floor((@{level}+1)/6)+1)]]d10]] Damage would be the entry, you run it through the Damage like that in order to roll once per Beam as well shooting for each Beam.
Putting all that coding into english for the non-coding type of people would be veeeerry helpful and much appreciated.
If there's anywhere to put that formula, I'm not aware of it. What does one do with a script like that? Pasting that straight into the chat returns an error message. Pretend I don't know anything about macros.
1530178473

Edited 1530179072
Katharine L. said: If there's anywhere to put that formula, I'm not aware of it. What does one do with a script like that? Pasting that straight into the chat returns an error message. Pretend I don't know anything about macros. Because you are lacking a Target. If you are sending that from a Character Sheet, it's all you need, because it uses the Sheet's @{level} (the error is quite straightforward) If you want to pick a specific Token, you can easily do so using the prefix target| making the resulting call @{target|level} but it must be linked to a Character Sheet in order to work, otherwise, you will get an error (as a matter of fact, you require a Character Sheet for the @{level} call entirely) If you are using a Macro to set it up as a Token Action, you can use the selected| prefix, making the call @{selected|level} but you can only use it if you have a Token selected on the Map, which means you are going to need to have Edit Permissions for the Sheet. @{level} @{target|level} @{selected|level} All 3 of these are well covered in the Roll20 Wiki:&nbsp; <a href="https://wiki.roll20.net/" rel="nofollow">https://wiki.roll20.net/</a> Things that aren't covered are complex Macro builds such as the Targeting Macro for that many beams, which uses advanced commands such as: @{target|Beam 1|token_name} or @{target|Beam 1|character_name} or even more advanced commands that actually figure out automatically how many times to ask based on how many beams there are using Math (mostly division). floor is the same as saying "Round Down" (the most common formula in 5e) ceil (ceiling) is the same as saying "Round Up" round will Round up or down depending upon if the number is below 0.5 or not [[floor(1.9)]]=1 [[ceil(1.1)]]=2 [[round(1.49)]]=1 [[round(1.5)]]=2 This was also covered in the Wiki. Blue64 said: @{target|Caster|token_name} Casts Eldritch Blast which shoots [[(floor((@{ target|Caster| level}+1)/6)+1)]] Beams for&nbsp; [[[[(floor((@{ target|Caster| level}+1)/6)+1)]] d20]] to Hit &amp; [[[[(floor((@{ target|Caster| level}+1)/6)+1)]]d10]] &nbsp;Damage This is easier than Magic Missile . /ooc &amp;{template:default} {{name=@{selected|character_name} Casts Magic Missile}} {{Damage Type=Force}} {{Level=1st}} {{1st Dart=[[1d4+1]] at @{target|1|character_name}}} {{2nd Dart=[[1d4+1]] at @{target|2|character_name}}} {{3rd Dart=[[1d4+1]] at @{target|3|character_name}}} Casts Magic Missile}} {{Damage Type=Force}} {{Level=2nd}} {{1st Dart=[[1d4+1]] at @{target|1|character_name}}} {{2nd Dart=[[1d4+1]] at @{target|2|character_name}}} {{3rd Dart=[[1d4+1]] at @{target|3|character_name}}} {{4th Dart=[[1d4+1]] at @{target|4|character_name}}} Casts Magic Missile}} {{Damage Type=Force}} {{Level=3rd}} {{1st Dart=[[1d4+1]] at @{target|1|character_name}}} {{2nd Dart=[[1d4+1]] at @{target|2|character_name}}} {{3rd Dart=[[1d4+1]] at @{target|3|character_name}}} {{4th Dart=[[1d4+1]] at @{target|4|character_name}}} {{5th Dart=[[1d4+1]] at @{target|5|character_name}}} Casts Magic Missile}} {{Damage Type=Force}} {{Level=4th}} {{1st Dart=[[1d4+1]] at @{target|1|character_name}}} {{2nd Dart=[[1d4+1]] at @{target|2|character_name}}} {{3rd Dart=[[1d4+1]] at @{target|3|character_name}}} {{4th Dart=[[1d4+1]] at @{target|4|character_name}}} {{5th Dart=[[1d4+1]] at @{target|5|character_name}}} {{6th Dart=[[1d4+1]] at @{target|6|character_name}}} Casts Magic Missile}} {{Damage Type=Force}} {{Level=5th}} {{1st Dart=[[1d4+1]] at @{target|1|character_name}}} {{2nd Dart=[[1d4+1]] at @{target|2|character_name}}} {{3rd Dart=[[1d4+1]] at @{target|3|character_name}}} {{4th Dart=[[1d4+1]] at @{target|4|character_name}}} {{5th Dart=[[1d4+1]] at @{target|5|character_name}}} {{6th Dart=[[1d4+1]] at @{target|6|character_name}}} {{7th Dart=[[1d4+1]] at @{target|7|character_name}}} Casts Magic Missile}} {{Damage Type=Force}} {{Level=6th}} {{1st Dart=[[1d4+1]] at @{target|1|character_name}}} {{2nd Dart=[[1d4+1]] at @{target|2|character_name}}} {{3rd Dart=[[1d4+1]] at @{target|3|character_name}}} {{4th Dart=[[1d4+1]] at @{target|4|character_name}}} {{5th Dart=[[1d4+1]] at @{target|5|character_name}}} {{6th Dart=[[1d4+1]] at @{target|6|character_name}}} {{7th Dart=[[1d4+1]] at @{target|7|character_name}}} {{8th Dart=[[1d4+1]] at @{target|8|character_name}}} Casts Magic Missile}} {{Damage Type=Force}} {{Level=7th}} {{1st Dart=[[1d4+1]] at @{target|1|character_name}}} {{2nd Dart=[[1d4+1]] at @{target|2|character_name}}} {{3rd Dart=[[1d4+1]] at @{target|3|character_name}}} {{4th Dart=[[1d4+1]] at @{target|4|character_name}}} {{5th Dart=[[1d4+1]] at @{target|5|character_name}}} {{6th Dart=[[1d4+1]] at @{target|6|character_name}}} {{7th Dart=[[1d4+1]] at @{target|7|character_name}}} {{8th Dart=[[1d4+1]] at @{target|8|character_name}}} {{9th Dart=[[1d4+1]] at @{target|9|character_name}}} Casts Magic Missile}} {{Damage Type=Force}} {{Level=8th}} {{1st Dart=[[1d4+1]] at @{target|1|character_name}}} {{2nd Dart=[[1d4+1]] at @{target|2|character_name}}} {{3rd Dart=[[1d4+1]] at @{target|3|character_name}}} {{4th Dart=[[1d4+1]] at @{target|4|character_name}}} {{5th Dart=[[1d4+1]] at @{target|5|character_name}}} {{6th Dart=[[1d4+1]] at @{target|6|character_name}}} {{7th Dart=[[1d4+1]] at @{target|7|character_name}}} {{8th Dart=[[1d4+1]] at @{target|8|character_name}}} {{9th Dart=[[1d4+1]] at @{target|9|character_name}}} {{10th Dart=[[1d4+1]] at @{target|10|character_name}}} Casts Magic Missile}} {{Damage Type=Force}} {{Level=9th}} {{1st Dart=[[1d4+1]] at @{target|1|character_name}}} {{2nd Dart=[[1d4+1]] at @{target|2|character_name}}} {{3rd Dart=[[1d4+1]] at @{target|3|character_name}}} {{4th Dart=[[1d4+1]] at @{target|4|character_name}}} {{5th Dart=[[1d4+1]] at @{target|5|character_name}}} {{6th Dart=[[1d4+1]] at @{target|6|character_name}}} {{7th Dart=[[1d4+1]] at @{target|7|character_name}}} {{8th Dart=[[1d4+1]] at @{target|8|character_name}}} {{9th Dart=[[1d4+1]] at @{target|9|character_name}}} {{10th Dart=[[1d4+1]] at @{target|10|character_name}}} {{11th Dart=[[1d4+1]] at @{target|11|character_name}}}