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Breath Weapon Macro

Is it possible to make a breath weapon macro that takes into account any changes to level?  I would love for it to display that damage and the DC. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
1587912663

Edited 1587912976
Is this for a PC or NPC?  I can only speak for 5e OGL as that is what I play.  I don’t code, so I tend to find ways to make roll20 work for me.  So, assuming 5e OGL and PC.  I’d make an special ability (bottom right corner of the main page of the character sheet.  It would be something like this: You breath out a gout of acid in a stream 15’ long and 5’ wide doing [[2d6]] (2d6) damage to your target.  They may make a save vs. a DC of [[8+@{constitution_bonus}+@{pb}]] (8+con bonus+proficiency bonus). I’d name it Acid Breath.  Then I’d trigger it by clicking the chat bubble icon on it that sends it to the chat. Then I’d click in the chat and hit the up arrow and cut and paste everything that pops up to a new ability on the attributes and abilities tab of the character sheet.  Name it, save it and mark it as a token action.  Now you have a 1 click breath weapon.
Thanks that worked great!!
Thanks for the help!
You can refine it further if you want to allow for the various levels: You breathe out a gout of acid in a stream 15’ long and 5’ wide doing [[ [[?{What level?|1st,2|6th,3|11th,4|16th,5}]]d6]] (?{What level?}d6) damage to your target. They may make a save vs. a DC of [[8+@{constitution_bonus}+@{pb}]] (8+con bonus+proficiency bonus).
That is epic Rabulias.  Thanks
Rabulias, could it be done in a way that doesn’t ask?  So it just looks at your level and rolls appropriately?
There is probably a way to grab an attribute from the sheet and do the math, yes. I am not as familiar with this particular ability and the D&D 5e sheet to say how. Someone with more skill points in macro-writing than me, like KeithCurtis or Ziechael, might be able to do that, and probably improve this even more. :-)
1587937450

Edited 1587937462
Assuming the character's overall level is what we are looking at (not a particular class's level for multiclassing), and that number is stored in an attribute named "level" I think this will work: You breathe out a gout of acid in a stream 15’ long and 5’ wide doing [[ [[1 + {ceil(@{level}/5), 4}kl1]]d6]] ([[1 + {ceil(@{level}/5), 4}kl1]]d6) damage to your target. They may make a save vs. a DC of [[8+@{constitution_bonus}+@{pb}]] (8+con bonus+proficiency bonus). There might also be a simpler math statement to do, even if that works.
Seems to work perfectly.  Thanks!