Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

DnD 5e sheet - PHB release

1410287064
Actoba
Pro
Sheet Author
Very minor bugfix coming when the next pull is done...thanks for the report via github whoever it was - Sept 9th version - Fixed typo on NPC Intimidation roll....was missing a ] on one of the inline rolls
1410298407

Edited 1410298523
Loki
Plus
I'm not sure if this is intended or not or perhaps I am just misusing the sheet, but the Barbarian's unarmored defense does increase the unarmoured_ac but not the total AC. Would not your "total ac" be your base (or unarmored ac) + AC from your equipment? For example it the ability states I can gain AC from my unarmored def while using a shield. In my case my unarmored AC is 15, with a shield (+2) my "total AC' is 17. Or is this setup intended to segment out total AC solely from items so a damage roll will always be [[d20+mods]] vs AC (unarmored_ac+AC), or is there another attribute which will return your "effective" AC?
1410303620

Edited 1410303723
Actoba
Pro
Sheet Author
On the sheet - Total AC = the total AC of your character when wearing armour, including all class and equipment bonuses Unarmoured AC = the total AC of your character when not wearing armour, including all class and equipment bonuses that apply to unarmoured AC So to use your example : Your unarmoured defense is 10 + dex_mod when not wearing armour. Thanks to the barbarian class feature you select in the Unarmoured defence bonus on the sheet you also gain +con_mod to your unarmoured AC. This takes you to 15 (assuming your con_mon + dex_mod = 5). The Barbarian class feature also allows you to apply your shield to your unarmoured AC so you add a shield into the armour table (with a Base AC of 2 and armour type n/a). You then make sure that for this row on the armour table both the Worn and unarmoured checkboxes are checked since the AC bonus from the shield applies both to your "worn" AC as well as your unarmoured AC thanks to the Barbarian class feature. This updates the unarmoured AC score to 17. There is no such thing as base or effective AC, only normal AC (applies when wearing armour), and unarmoured AC. Both these AC scores are totals, they shouldnt be added to anything. The help text on the armour section of the sheet should help a little here when trying to use it - Add any equipment, effects or items here that give a benefit to your Armour Class (AC). This includes armour, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped (meaning it applies to your normal AC score) and whether the row also provides a benefit to your unarmoured AC score (such as magical items or in some cases a shield). If you have a class feature that also boosts your unarmoured AC then select that here too. The armour table can also be used to add things like mage armour or any other spell, buff or equipment that provides AC. Just be sure to check or uncheck the worn and unarmoured checkboxes as required to indicate when it should be applied to your worn AC or your unarmoured AC. Perhaps now that the armour table is in place the label "total AC" is confusing here...i'll have a think about updating it in a future release
I'll look into this further and play with it more. I did see and thought I understood the check boxes for worn/unarmoured. However I do like the concept of one place to get your touch(or unarmoured)AC and one for total\max\melee\effectiveAC, not sure what you would called. Unarmored appears to be calculating correctly, (baseAC=10+DexMod)+barbFeatConMod+Shield+(all other unarmoured\touchAC mods from any item\source). However what is currently in the char sheet labeled as Total AC (attrib name AC) has a value of 2. This number by itself does little for me but I would expect this to be what most if not all vs AC checks should roll against. My Total AC (which in this case is the same as my touch) can be corrected by adding in the missing baseAC + barbFeatConMod and only flagging them as worn as it is already factored into the touch AC.
1410330580
Actoba
Pro
Sheet Author
One additional fix in the next pull - Fixed NPC animal handling roll so that it uses the NPC modifiers for it instead of the player mods. --------------- Loki, There is no base level for worn AC (labelled as total AC on the sheet right now). It starts from zero. So in this case when your Total AC score shows as 2 this is correct if you are not wearing any other armour. It's up to you to conditionally use either your worn AC score or your unarmoured AC score depending on the situation you are in. Worn AC starts from 0 + your worn armour, it does not benefit at all from any of the unarmoured AC class features or bonuses. There is no base level for your worn AC score that is added to by armour and there is no concept of effective, touch, flat footed or any other term you may have used in the past. It is now simply worn AC starting from zero plus all the AC that the equipped armour gives you, or unarmoured AC which starts from 10+dex_mod + any class features and equipment that is applicable to unarmoured AC as per the individual item and class rules. For example, a barbarian can count a shield as providing a benefit when unarmoured, a monk cannot.
1410374469
Actoba
Pro
Sheet Author
Following this discussion i've changed the labelling on the AC value fields so that they now display as AC (worn armour) and AC (unarmoured) instead of the confusing "Total AC" it was before. This should go live with the NPC skill roll fixes mentioned above. That sheet version is dated Sept 10th
1410936380
Actoba
Pro
Sheet Author
I suspect Sorvani has got this fixed since the post they made is deleted now, but to help anyone else seeing the same thing - please make sure you are using the correct sheet before reporting problems. The "DnD Next" sheet is for the playtest rules only and is not compatible with the full 5e release rules. Most commonly people report this as the proficiency bonus is "wrong". If you are playing with the full release 5e rules you should use the 5e sheet instead.
Is it possible to link token bars/input circles to attributes in a repeating section? I only see an entry in the dropdown for the token bar like "repeating_classresource_classresourcetotal" rather than the expected "repeating_classresource_0_classresourcetotal".
1411064030
Actoba
Pro
Sheet Author
No, this is a limitation of the repeating sections i'm afraid. Revamping the class section of the sheet is next on the hitlist but i have no free time to work on it at the moment i'm afraid
1411072560

Edited 1411072584
Scott, if you are looking for more than the basic sheet, and have some understanding of it; I have made a mentor only advanced user copy : <a href="https://app.roll20dev.net/join/33194/xRK2TQ" rel="nofollow">https://app.roll20dev.net/join/33194/xRK2TQ</a> It sounds like you want resource tracking, which with API scripts it easily handles.
Is there a way to set the Tab order? I can't seem to tab over from the spin boxes.
1411076721
Actoba
Pro
Sheet Author
I have found in some browsers the spinners in the number fields are a stop themselves when tabbing through fields so you have to tab twice to get out of the field you have just added something too (once to move to the spinner, second to move on to next field. There have been other reports of issues tabbing in/out of fields though across many sheets for a while now though but as i've never had issues myself i've not really followed them. I dont believe that there is anything specific in the 5e sheet that would cause you any issues
1411235320
Actoba
Pro
Sheet Author
So I picked up the monster manual today and it confirms the way some of the momnster math works (monster prof bonus and so on) which should hopefully mean, once i find some free time, I'll be able to flesh out the NPC sheet a bit more since it was a very hastily cobbled together addition anyway. if anyone has any thoughts on features/functionailty they'd like to see then please feel free to chip in your thoughts.
@Actoba, that sounds great =) I am just curious about your recommendation on the following use case. I want to use several times the same monster without all of them having the same HP. Lets say my campaign involves several kobolds (all with the same spec). To make things quicker to setup my current workflow is this: * I have a "map" where I arrange my monsters, so I can then copy them to other maps. * For each monster, I choose a token, create a NPC character sheet, and link the token to the char sheet. I use either the tag 'Monster' or 'NPC'. * In the NPC character sheet, I input all its specs. * Since I want several kobolds to have different HP, I use row 10 of the attack section to fill in the HP roll as shown below: * I created a macro to roll this row of the NPC chart. That completes the setup. * When I want to use several kobolds (monster/NPC), I copy the token from my monster/NPC map into the map of interest. * When a monster/NPC receives damage, I use the HP macro to determine its hp on that instant. * If the monster/NPC doesn't die, I then manually input the HP information into 'Bar 1'. My understanding is that if I set 'Bar1' to track 'npc_hp', then when I copy and paste the token, all of the same monster (say kobolds) will have the same hp. Am I doing things appropriately or am I missing something that would simplify this workflow? If not, then I suggest having a section in the NPC character sheet where you can specify the HP roll for the monster/NPC which would replace my use of row 10 of the attacks list. As a plus, it would be great if you had an idea on how to make a macro that would take the result from this roll and input it into 'bar 1' in such a way that it was token-specific and not linked to the character sheet itself. Maybe this requires use of the roll20 API. Cheers, Leo
1411268047

Edited 1411268326
Wes
Sheet Author
Great Idea. To make it more efficent you could just use the Hit Dice field on the NPC sheet. Make a token action with this: /w gm [[@{npc_HP_hit_dice}]] or a Macro: /w gm [[@{selected|npc_HP_hit_dice}]] Also when you are first creating your NPC sheet. Before you save the token to the Journal entry make sure that the Health Bar is Set to "None" , that way you can freely change the number later with out affecting any other tokens.
This is a long thread, so sorry if I missed this, but our PC character sheets are all rolling 2 dice for all our Skill and Ability checks, is this intentional? It doesn't seem right but we were guessing if maybe it was a way to have the advantage/disadvantage as there at all times, and you just take the first roll if you don't have either.
1411296273
Actoba
Pro
Sheet Author
Leo - See this wiki entry for help - <a href="https://wiki.roll20.net/Linking_Tokens_to_Journals" rel="nofollow">https://wiki.roll20.net/Linking_Tokens_to_Journals</a>... - but what Wesley said is correct. To create tokens that use their own independent HP but are associated with a character sheet follow the instructions for creating "mooks" on the wiki page linked. You can also use the npc hit dice field instead of using up an action slot too. So just create a token action and use /w gm [[@{selected|npc_HP_hit_dice}]] and you should be good. Dann - This is the most commonly asked question about the sheet and you basically have the right answer already. The full answer is on the sheet's wiki page, the first answer in the FAQ section - <a href="https://wiki.roll20.net/DnD5e_Character_Sheet#FAQ" rel="nofollow">https://wiki.roll20.net/DnD5e_Character_Sheet#FAQ</a> The sheet's wiki page is also listed at the bottom of the sheet (cant link it due to roll20 char sheet system restrictions),
Actoba, I know that the advantage/disadvantage question comes up frequently. I was wondering if people might appreciate a pop-up selection that tells them to put 1 in if they have advantage/disadvantage, 0 if they do not have advantage/disadvantage. You could of course set the default to whatever you want (probably no), then take the value and multiply that times the second roll. This way if you specify 0, meaning you do not have advantage/disadvantage, then the second number will roll, but come out as a 0. Specifying 1, meaning you do have advantage/disadvantage), then the roll will come out normally (as it will be multiplied by 1). It obviously might be more annoying to people to have the constant pop-up for the roll... but I know at least for my group there would be a constant "omg if I only had advantage" type comments and eliminate confusion at the second roll because you are specifying advantage/disadvantage with each roll situationally. So it would be a give, but take type of solution... anyway, just food for thought I was planning on this type of implementation with my Powercarded version of the sheet. Kevin
1411322766
Actoba
Pro
Sheet Author
There is no way of properly disabling the double roll without using the API. Setting an option on the sheet so that there would be a 1 or zero switch for multiplying wouldnt stop the roll....it would still happen and would display the normal result or a zero. That doesnt help the people that use 3d dice and that is where a large number of negative feedback on the double roll has come from. Additionally, a decision was made very early on when developing the sheet to actively avoid popup queries for rolls. This is the main reason the sheet has an active bonuses section. I am really not a fan of using dice queries and popups to modify rolls i'm afraid and I will continue to avoid using them wherever possible as they a major source of annoyance for me. None of the non-API script ways of handling the adv/disadv mechanic are ideal and all require some work/thought/interpretation by players. For me, the best option then becomes the one that requires the least "work/effort" by the players and instead allows the sheet/system to do as much of the work as possible. I believe that the current implementation is just that because the only work the player needs to do is to either ignore or use one of the rolls. Popup dice queries, macro spam and so on all require more work or maintenance or input from players and having multiple roll buttons means a lot more work for users that want to setup token actions and so on. Of course other people's opinions may vary, but as a player/GM, i believe that it's much easier to ignore something that's output from a macro if/when it doesnt apply, than it is to have to modify or change what i need to do to make the "right" roll.
Yes, I understand and agree, there really isn't an optimal solution.
1412103444
Actoba
Pro
Sheet Author
Quick bugfix coming with next pull - * Fixed the "unskilled" skill check rolls to take into account the proficiency setting next to each one as was intended. This applies to both PC and NPC sheets
1412110271

Edited 1412111925
**Nevermind, I reviewed the code and see now that the bonus box was showing up as calculated, but the roll was not taking the calculated value.
1412114506
Actoba
Pro
Sheet Author
Yup i screwed up and was only adding the raw stat mod originally....now it will use the proficiency where appropriate too (mostly for bard's jack of all trades feature tbh)
There is one area that I think might be a small bug. The button in the repeating spell section for "Saves" is named "Attack" (which incidentally is the same name as the button in the "Attack" section.
Oddly enough that is one thing I agree 100% with Actoba on. If you are forcing a DC check on a target, it is an "attack". Plain and simple.
First of all, awesome job! A quick question: I couldn't find a place in the sheet where you can specify the critical range (needed for the Champion fighters). I mean, a way to easily see that the d20 die portion of the macro scored a critical when it is not a natural 20. Is the option present and I couldn't find it or is it simply not there?
Not there, it is something I have added to my advanced sheet.
1412167734
Actoba
Pro
Sheet Author
@Kevin - the labelling on the button for the spell is intended. I wanted to make sure it was clear that it was your character making an attack and not confuse it with forcing the target to make a save. The thinking was that you would only ever have either the attack roll "attack" button OR the force target to make a save "attack" button showing for any single spell. @Fabio M - there is no place for the crit range on the sheet because without using the API, there is no way to effectively use that data in a meaningful way. The only option would be to display it as text. That having been said, the class section of the sheet is the next thing I plan to improve (alongside some NPC sheet changes) when I can find some free time....which looks like it might be Xmas if the past few weeks are typical I'm afraid. Those improvements should provide some better support for class specific features where possible within the limitations of the sheet system. I am also waiting to see what the next roll20 update may bring as there have been teases to suggest new char sheet functionality of some sort (like access to them out of the roll20 campaigns) so I'm a bit hesitant to make significant changes right now if some new feature is in the works
Ok, I understand conceptually the reasoning now, thanks for the explanation.
First of all: thanks! :) Secondly, I'd just like to wishlist two things: * A weapon field for extra critical damage (mostly for barbarians and magic items, I guess). * A way to let the damage roll take the Great Weapon Fighting style bonus into account. I'm not even sure if that's possible though, since roll20 by default doesn't let you reroll only once...
Both those can be done.
Also I was wondering if you include two small check boxes in the weapons section to account for sharp shooter and power attack feats. so one addes +10 damage and another check box does -5 tothe overall attack roll. Maybe two boxes for each weapon slot line. Since I have a few players who just use this all the time period.
1412332271

Edited 1412353876
Mine has the 2nd one, the first request you can overload the damage type line with extra info/rolls. However I'm considering merging the two buttons for an additional crit and magic item effect field?
1412354350

Edited 1412354574
This is my alpha attempt of trying to implement it as mentioned. As Actoba despises, and I myself am not too fond of, it gets quite cluttered. However, this allows you to easily do what you are trying to do. Proficiency, Weapon Name, Wielded (Main hand, off hand, 2 hand, off hand fighting style. (this gets hit hard on space) Great Weapon Master (- 5 ), Finesse (dex), or regular (no by default) - modifies attack roll . GWM DMG adds 15 to Damage (has to add up for that -5) - sole purpose is to counteract the -5 from the attack in the calculation. DMG Dice - used to be Damage Dice, but lost space, still when filled can be read. DMG Bonus, same, Damage Type can still be overloaded with extra stuff (was using this before) if necessary, but lost space, can't even fit Bludgeoning anymore fully - (should still be able to understand). Extra Crit DMG. This is for Barbarians and for Half Orcs. 0 by default, change to 1d12 if great axe, etc. Extra DMG, This determines if the roll will pull the extra damage or not. These two fields (Extra Dice and Extra Type) can be used for magical elemental bonus damage, or sneak attack, or anything else that you want to apply to both the hit and the critical damage. It will put separate so you can easily see the type of damage incase it is different. Attack had to have Damage merged into it, there was so much space lost by adding the necessary extra fields. What do you all think?
1412354620

Edited 1412354633
Filled out - Yes I know Greataxe is Slashing, just showing Bludgeoning
Thanks bryan. Thats quite helpful. :)
1412362785
Actoba
Pro
Sheet Author
Ok let me try and respond to some of the things people have brought up - As I have mentioned before, next up on the to do list is much better class based support, and improvements to the NPC sheet. For the class based stuff it's a tricky process balancing between providing useful and meaningful features, whilst making sure that the sheet remains usable (both in terms of ease of use and performance wise) and doesn't become bloated. And on top of all that there are legal restrictions on what can and cant be added too. These improvements should, in theory, help a lot for some of the situations and class specific questions and comments that i've been sent, but as ever, the sheet wont be able to handle every single situation you can come up with (and nor should it try to!) Extra crit damage - I can see a need for this and have logged an issue - <a href="https://github.com/Actoba/roll20-character-sheets/" rel="nofollow">https://github.com/Actoba/roll20-character-sheets/</a>... Great Weapon Fighting style re-roll - There is no way to get this done without using the API to script a solution. Sharpshooter and Great Weapon master feats - If you have players that use these feats on every attack, they can make use of the global bonus section to add the bonus/penalty as appropriate to have it auto applied to any rolls they make using the sheets roll buttons. ie. for sharpshooter,: add -5 to the ranged weapon attack roll bonus field, and add 10 to the ranged weapon damage roll bonus field. Feat support in general - I think the sheet does a pretty good job of supporting feats right now as it covers the vast majority of mechanical parts as it can. if there are specific feats that it doesn't support or that people have difficulty using then please let me know and i'll take a look and/or suggest a workaround. What I want to actively avoid however is adding functionality that is designed only to support a single feat/spell/or any other single issue.....that doesnt mean there cant be improvements or changes though, they just need to be changes that make sense overall and provide a more generally useful feature/functionality rather than only for a specific situation. I also dont want to be in a situation where i have to maintain a list of spells/feats/weapons/etc.... Weapon section of the sheet - There are things that could be done to improve it but it works well right now and covers something close to 90% of situations that come up for the people using it. I will take a look at perhaps tweaking it to include some better support for things that magic weapons may have like a description, additional effects or damage, etc... but right now it's a pretty low priority.
Great Weapon I would just do what I do in the damage box and put 1d12r&lt;2 in the damage box. Is it better than what it should be since it will reroll all 1s and 2s, yes. How often does that happen???? Very low.
1412370507
Actoba
Pro
Sheet Author
That isnt a solution though and it doesn't follow the rules as written. it will also re-roll crit damage dice as well. There's no way to get the roll20 dice roller to re-roll only once without the API. It's much easier to just manually re-roll the damage when required...I have a player who has created a macro to do just that and I leave him responsible for knowing when he can use that feature and re-roll.
1412380712

Edited 1412380762
I would argue it works for criticals: G r e a t W e a p o n F i g h t i n g W hen you roll a 1 or 2 on a damage die for an attack you m ake with a m elee w eapon that you are wielding with tw o hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The w eapon must have the two-handed or versatile property for you to gain this benefit. Not sure how it is much easier to reroll when required, when it is obviously much easier to just do the r&lt;2.
1412418424
Actoba
Pro
Sheet Author
I didnt say it was it was easier to manually re-roll...i said the workaround you suggest (and you noted this too) will re-roll more than once and as such doesnt follow the rules as written. Allowing infinite re-roll until you get higher than a 2 is fine and hardly game breaking imo....and I agree it is much easier for using that rule through roll20. Ultimately though, it's something for a GM/DM to house rule and not something i would want to force upon any group using the sheet.
Actoba said: That isnt a solution though and it doesn't follow the rules as written. it will also re-roll crit damage dice as well. There's no way to get the roll20 dice roller to re-roll only once without the API. It's much easier to just manually re-roll the damage when required.. .I have a player who has created a macro to do just that and I leave him responsible for knowing when he can use that feature and re-roll. Actoba said: I didnt say it was it was easier to manually re-roll... i said the workaround you suggest (and you noted this too) will re-roll more than once and as such doesnt follow the rules as written. Allowing infinite re-roll until you get higher than a 2 is fine and hardly game breaking imo....and I agree it is much easier for using that rule through roll20. Ultimately though, it's something for a GM/DM to house rule and not something i would want to force upon any group using the sheet. Might want to edit your post before you do this next time. :) I'm not saying force it on anyone. Mathematically wise it is currently the closest roll20 can get without an API, which wasting time on an API when this is close is quite silly. Anyway I know you gear yours towards the general public, and I'm gearing mine towards the power gamers.
1412426792
Actoba
Pro
Sheet Author
Ok well my intention was that it's much easier to re-roll when required in order to stay within the rules as written....apologies for the confusion. Essentially there's three solutions here (as is often the case when something cant be done within the roll20 character sheet system) - 1. manually do it 2. house rule it so your rule fits in with the available options on roll20 3. API scripting Whichever you choose is entirely dependent on what works best for you and your players.
1412796886
Actoba
Pro
Sheet Author
All, I seem to have slightly missed the gold rush on the new suggestions forum/voting so i'm making a shameless plug here for a couple of ideas that I believe would make the user experience with character sheets (all of them, not just the 5e one!) significantly better. If you have found a use for the 5e sheet as a player/GM/sheet author and can spare a minute or two, i'd appreciate it if you would read over the 2 suggestions linked below and add your vote to them if you would like to see them considered for implementation by the roll20 devs - Basic HTML formatting for chat output and Player controllable "Token_action" for character sheets --- The other major area, character sheet wise, that could use improvement is around repeating sections as right now they are really 2nd class citizens within character sheets. I can see there are some technical challenges in getting improvements to them though so for the moment i'll simply be adding my vote/comments to Sam's repeating section suggestion thread Thanks!
Love the sheet, I do however have a request for the NPC sheet as I am entereing every single monster into my game wired with macros and ready for combat. As it works now if you roll an attack with a critter and it has multi attack selected as yes it will show the multi attack field above the roll with the text...I find this to be useful how ever if you do not manualy select yes the defualt of no just says no there is no multi attack.... which is not helpful if you lets say missed selecting yes. What I have noticed is that this switch is actually unnecessary in most cases...its good to know if the creature has multi attack all the time. and if something is entered into the multi attack field I believe it should be displayed...you could default that value to no or leave it set at None...and still have the functionality you currently have. When wiring these creatures up with the macros you don't need to open the sheet...which is very handy. Note: I am 317 creatures in, I would be willing to go back and fix this on my own but I am trying to stream line the process in case anyone else is entering them all as well. Its a pain staking process but worth it, and I thank you for the current functionality as my players and I love how quick this makes combat, so we can enjoy our game.
Tab index Request, Hello again, to further stream line the process for those who like myself are entereing all the monsters into the NPC sheet. Is there a way that you could change the tab index so that when you are on Strength and hit tab it goes to Dex next? going to the modifiers is often pointless on the monster sheet. Being able to quickly go down the line of stat's would save so much more time. Thanks again.
1413142391
Actoba
Pro
Sheet Author
It's difficult to output useful information in a readable format (hence my post in the suggestion forum for access to formatting options for chat output ). The reason that it displays "Multiattack: none" when multiattack No is selected is because otherwise there would have to be a blank line output or the multiattack text would have to be part of the same message as the attack line/rolls....neither was an attractive option and made things more awkward to read. Many many things could be improved if there were even some basic formatting options available for chat output. I agree that the multiattack output right now though isnt ideal. The original intent was that you would set the option on each line to yes where that particular action was a part of the actions involved in the multiattack group for that particular monster/npc. For example - An Adult red dragon can make a frightful presence action, then claw claw, bite....the Tail attack action though is not a part of the multiattack group. I'll have a look and test out an always on multiattack display (and some other options) but I'm not 100% sold on it being better to display it all the time...If it was we should really be displaying all the traits 100% of the time. I too have token actions setup for all of my monsters/NPC's...all of which simply call the relevant roll button on the sheet...they can be toggled on or off as a token action depending on whether there are that many actions defined for the monster. So I have the following setup : Core stats - %{selected|NPC_Core_Stats} Traits - %{selected|NPC_Traits} Action 1 - %{selected|NPCAction1} ..... Action 10 - %{selected|NPCAction10} All the Action X token actions are renamed to match the action they refer to...such as Claw, or Frightful presence. That tab index order I can see would make a big difference for bulk data entry so will look at sorting that. Both these issues logged here - <a href="https://github.com/Actoba/roll20-character-sheets/issues/65" rel="nofollow">https://github.com/Actoba/roll20-character-sheets/issues/65</a>
Hi, Complementing what I wrote earlier about dealing with NPCs and after using the npc_HP_hit_dice field as recommended by @Actoba, I can now easily roll the dice and add the result to bar1 thanks to @`The Aaron`'s TokenMod script. See <a href="https://app.roll20.net/forum/post/1257490/script-t" rel="nofollow">https://app.roll20.net/forum/post/1257490/script-t</a>... Basically I have a macro that runs: !token-mod --set bar1|[[@{selected|npc_HP_hit_dice}]] Cheers, Leo