1. To make a Persuasion roll, you can use @{selected|persuasion_roll}. You can switch out 'selected' for your character name. When you do that, Roll20 will pull from your character sheet Attributes & Abilities tab from the 'persuasion_roll' attribute, which will have something like this in it: @{wtype}&{template:simple} {{rname=^{persuasion-u}}} {{mod=@{persuasion_bonus}}} {{r1=[[@{d20}+-1[charisma]@{pbd_safe}]]}} @{advantagetoggle}+-1[charisma]@{pbd_safe}]]}} {{global=@{global_skill_mod}}} @{charname_output} 2. You can manually adjust that roll to what you want. Here are two options (changes shown in bold): @{wtype}&{template:simple} {{rname=^{persuasion-u}}} {{mod=@{persuasion_bonus}}} {{r1=[[ { @{d20}+-1[charisma]@{pbd_safe} ,10d1[Silver Tongue]}kh1 ]]}} @{advantagetoggle}+-1[charisma]@{pbd_safe}]]}} {{global=@{global_skill_mod}}} @{charname_output}
@{wtype}&{template:simple} {{rname=^{persuasion-u}}} {{mod=@{persuasion_bonus}}} {{r1=[[ {[[ @{d20}+-1[charisma]@{pbd_safe} ]],10[Silver Tongue]}kh1 ]]}} @{advantagetoggle}+-1[charisma]@{pbd_safe}]]}} {{global=@{global_skill_mod}}} @{charname_output} The first one will always display in blue, because you are comparing the roll against a 10d1. The second will not display what the actual roll was because it is hidden within another inline roll. Here's the same thing for Deception (in the 'deception_roll' attribute): @{wtype}&{template:simple} {{rname=^{deception-u}}} {{mod=@{deception_bonus}}} {{r1=[[ { @{d20}+-1[charisma]@{pbd_safe} ,10d1[Silver Tongue]}kh1 ]]}} @{advantagetoggle}+-1[charisma]@{pbd_safe}]]}} {{global=@{global_skill_mod}}} @{charname_output} @{wtype}&{template:simple} {{rname=^{deception-u}}} {{mod=@{deception_bonus}}} {{r1=[[ {[[ @{d20}+-1[charisma]@{pbd_safe} ]],10[Silver Tongue]}kh1 ]]}} @{advantagetoggle}+-1[charisma]@{pbd_safe}]]}} {{global=@{global_skill_mod}}} @{charname_output} The caveat on any of this, is if you change your character stats (at level up, or specifically your Charisma score), then at some point the sheetworkers (pieces of javascript code built into the character sheet) will reset those values and you'll have to adjust them again.