The easiest way would be to make either the Smite or the Undead part a button click, but you've already got one for a crit, and it's going to get a bit messy. The crit needs to be rolling all dice twice, including the smite and the undead damage, and that gets more complicated each time you split the attack into pieces. I would be setting that up from the {{rname}} and {{rnamec}} fields of the attack roll, so you already have your crit math built in. So the attack roll looks like this: @{selected|wtype}&{template:atk} {{mod=}} {{rname=[Club](~selected|clubDmg) / [Smite](~selected|smiteDmg)}} {{rnamec=[Club](~selected|clubCrit) / [Smite](~selected|smiteCrit)}} {{r1=[[@{selected|d20}cs>2 + 4[WIS] + d6cs0cf0[PROF]]]}} @{selected|rtype}cs>2 + 4[WIS] + d6cs0cf0[PROF]]]}} {{range=}} {{desc=}} {{spelllevel=}} {{innate=}} {{globalattack=@{selected|global_attack_mod}}} ammo= @{selected|charname_output} If you grab the macro that the sheet outputs for the weapon, the (~selected|clubDmg) and (~selected|clubCrit) links are already one, they link to the sheet damage roll/crit roll automatically, with the long "-Mhf78624ioasdfg9872" unique ID's. You just need to create the abilities for (~selected|smiteDmg) and (~selected|smiteCrit) on the character sheet for the paladin - replace the "selected" with their name, of course, as this macro is only going to work for the Paladin. Then the Queries are all contained in the Smite button click. A normal attack, the pally just clicks on "Club" (or Greatsword, as is more likely) to roll normal damage. You also don't need a separate crit damage roll any more, it's all handled by the sheet's crit detection from the attack roll - if the Paladin rolls a 20, the "Smite" link is automatically going to go to the smiteCrit macro. So you just need two damage macros for smite: smiteDmg: @{selected|wtype}&{template:dmg} {{rname=Club + Smite}} 0 {{range=}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[1d4 + 6[STR] + ?{Divine Smite?|No, 0|1st,2d8|2nd,3d8|3rd,4d8}[Smite] + ?{Fiend or Undead?|No, 0|Yes, 1d8}[Undead]]]}} {{dmg1type=Bludgeoning}} 0 {{dmg2=[[0]]}} {{dmg2type=}} 0 {{desc=}} {{spelllevel=}} {{innate=}} {{globaldamage=[[0]]}} {{globaldamagetype=@{selected|global_damage_mod_type}}} ammo= @{selected|charname_output} and smiteCrit: @{selected|wtype}&{template:dmg} {{rname=Club + Smite Critical}} 0 {{range=}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[2d4[Crit] + 6[STR] + ?{Divine Smite?|No, 0|1st,4d8|2nd,6d8|3rd,8d8}[Smite] + ?{Fiend or Undead?|No, 0|Yes, 2d8}[Undead]]]}} {{dmg1type=Bludgeoning}} 0 {{dmg2=[[0]]}} {{dmg2type=}} 0 {{desc=}} {{spelllevel=}} {{innate=}} {{globaldamage=[[0]]}} {{globaldamagetype=@{selected|global_damage_mod_type}}} ammo= @{selected|charname_output} both Ability macros saved on the Paladin's sheet, with the button links in the attack roll pointing to it, so [Smite](~bob|smiteDmg) for a Paladin called "bob". This should have your crits covered and avoid all the Query popups when the Pally just wants to wail on something without spending spell slots. With the outcome looking something like this for the player, two little buttons to choose whether to roll normal attack damage or use Smite (I modified the crit range here, obviously):