This is the macro I used to use to track my character's resources. Set it up once and would call this regularly throughout the game. The names are obviously unique to my game. Likewise, I tailored this to their specific class resources. But you can see that I call health with @{charactername|hp|max} . The following characters were for reference Draven: Cleric, Edmund: Paladin, Grimoire: Bard, Shade: UA Ranger, Hefter: Monk. /w gm &{template:npcaction} [[{{rname=Group Resources}} {{description= **Draven** HD: **@{Draven|hit_dice}** | HP: **@{Draven|hp}** ([[round((@{Draven|hp} / @{Draven|hp|max}) * 100)]]%) | AC: **@{Draven|ac}** ***Spells*** DC: **[[8 + @{Draven|pb} + @{Draven|wisdom_mod}]]** | Prepared: **[[@{Draven|wisdom_mod} + @{Draven|caster_level}]]** Level 1 Slots: **@{Draven|lvl1_slots_expended}** / @{Draven|lvl1_slots_total} Level 2 Slots: **@{Draven|lvl2_slots_expended}** / @{Draven|lvl2_slots_total} Level 3 Slots: **@{Draven|lvl3_slots_expended}** / @{Draven|lvl3_slots_total} Level 4 Slots: **@{Draven|lvl4_slots_expended}** / @{Draven|lvl4_slots_total} ***Resources*** @{Draven|class_resource_name}: **@{Draven|class_resource}** / @{Draven|class_resource|max} @{Draven|other_resource_name}: **@{Draven|other_resource}** ----------------------------------------- **Edmund** HD: **@{Edmund|hit_dice}** | HP: **@{Edmund|hp}** ([[round((@{Edmund|hp} / @{Edmund|hp|max}) * 100)]]%) | AC: **@{Edmund|ac}** ***Spells*** DC: **[[8 + @{Edmund|pb} + @{Edmund|charisma_mod}]]** | Prepared: **[[@{Edmund|charisma_mod} + floor(@{Edmund|level}/2)}]]** Level 1 Slots: **@{Edmund|lvl1_slots_expended}** / @{Edmund|lvl1_slots_total} Level 2 Slots: **@{Edmund|lvl2_slots_expended}** / @{Edmund|lvl2_slots_total} Level 3 Slots: **@{Edmund|lvl3_slots_expended}** / @{Edmund|lvl3_slots_total} ***Resources*** @{Edmund|class_resource_name}: **@{Edmund|class_resource}** / @{Edmund|class_resource|max} @{Edmund|other_resource_name}: **@{Edmund|other_resource}** ----------------------------------------- **Grimoire** HD: **@{Grimoire|hit_dice}** | HP: **@{Grimoire|hp}** ([[round((@{Grimoire|hp} / @{Grimoire|hp|max}) * 100)]]%) | AC: **@{Grimoire|ac}** ***Spells*** DC: **[[8 + @{Grimoire|pb} + @{Grimoire|charisma_mod}]]** | Known: **12** Level 1 Slots: **@{Grimoire|lvl1_slots_expended}** / @{Grimoire|lvl1_slots_total} Level 2 Slots: **@{Grimoire|lvl2_slots_expended}** / @{Grimoire|lvl2_slots_total} Level 3 Slots: **@{Grimoire|lvl3_slots_expended}** / @{Grimoire|lvl3_slots_total} Level 4 Slots: **@{Grimoire|lvl4_slots_expended}** / @{Grimoire|lvl4_slots_total} Level 5 Slots: **@{Grimoire|lvl5_slots_expended}** / @{Grimoire|lvl5_slots_total} ***Resources*** @{Grimoire|class_resource_name}: **@{Grimoire|class_resource}** / @{Grimoire|class_resource|max} ----------------------------------------- **Hefter** HD: **@{Hefter|hit_dice}** | HP: **@{Hefter|hp}** ([[round((@{Hefter|hp} / @{Hefter|hp|max}) * 100)]]%) | AC: **@{Hefter|ac}** ***Resources*** @{Hefter|class_resource_name}: **@{Hefter|class_resource}** / @{Hefter|class_resource|max} | DC: **[[8 + @{Hefter|pb} + @{Hefter|wisdom_mod}]]** @{Hefter|other_resource_name}: **@{Hefter|other_resource}** ----------------------------------------- **Shade** HD: **@{Shade|hit_dice}** | HP: **@{Shade|hp}** ([[round((@{Shade|hp} / @{Shade|hp|max}) * 100)]]%) | AC: **@{Shade|ac}** ***Spells*** DC: **[[8 + @{Shade|pb} + @{Shade|wisdom_mod}]]** | Known: **6** Level 1 Slots: **@{Shade|lvl1_slots_expended}** / @{Shade|lvl1_slots_total} Level 2 Slots: **@{Shade|lvl2_slots_expended}** / @{Shade|lvl2_slots_total} Level 3 Slots: **@{Shade|lvl3_slots_expended}** / @{Shade|lvl3_slots_total} ***Resources*** @{Shade|other_resource_name}: **@{Shade|other_resource}**}}