
Maybe somone can help me. I have this macro so I can quickly look at a few key rules for 2024. The problem I am having is that the default template will only display a handfull of words. I can't seem to get any other template to work with the game set as 2024. _________________________ &{template:default}
{{name=Conditions}} {{description=?{Condition | Blinded,**Blinded** While you have the
Blinded condition, you experience the following effects. **Can’t See.** You
can’t see and automatically fail any ability check that requires sight. **Attacks Affected.**
Attack rolls against you have Advantage, and your attack rolls have
Disadvantage. | Charmed,**Charmed** While you have the
Charmed condition, you experience the following effects. **Can’t Harm the
Charmer.** You can’t attack the charmer or target the charmer with damaging
abilities or magical effects. **Social Advantage.**
The charmer has Advantage on any ability check to interact with you socially. | Deafened,**Deafened** While you have the
Deafened condition, you experience the following effect. **Can’t Hear.** You
can’t hear and automatically fail any ability check that requires hearing. | Exhaustion,**Exhaustion** While you have the
Exhaustion condition, you experience the following effects. **Exhaustion Levels.**
This condition is cumulative. Each time you receive it, you gain 1 Exhaustion
level. You die if your Exhaustion level is 6. **D20 Tests
Affected.** When you make a d20 test, the roll is reduced by 2 times your
Exhaustion level. **Speed Reduced.**
Your Speed is reduced by a number of feet equal to 5 times your Exhaustion
level. **Removing Exhaustion
Levels.** Finishing a Long Rest removes 1 of your Exhaustion levels. When your
Exhaustion level reaches 0, the condition ends. | Frightened,**Frightened** While you have the
Frightened condition, you experience the following effects. **Ability Checks and
Attacks Affected.** You have Disadvantage on ability checks and attack rolls
while the source of fear is within line of sight. **Can’t Approach.**
You can’t willingly move closer to the source of fear. | Grappled, **Grappled** While you have the
Grappled condition, you experience the following effects. **Speed 0.** Your
Speed is 0 and can’t increase. **Attacks Affected.**
You have Disadvantage on attack rolls against any target other than the
grappler. **Movable.** The
grappler can drag or carry you when it moves, but every foot of movement costs
it 1 extra foot unless you are Tiny or two or more sizes smaller than it. | Incapacitated,**Incapacitated** While you have the
Incapacitated condition, you experience the following effects. **Inactive.** You
can’t take any action, Bonus Action, or Reaction. **No Concentration.**
Your Concentration is broken. **Speechless.** You
can’t speak. **Surprised.** If
you’re Incapacitated when you roll Initiative, you have Disadvantage on the
roll. | Invisible,**Invisible** While you have the
Invisible condition, you experience the following effects. **Surprise.** If
you’re Invisible when you roll Initiative, you have Advantage on the roll. **Concealed.** You
aren’t affected by any effect that requires its target to be seen unless the
effect’s creator can somehow see you. Any equipment you are wearing or carrying
is also concealed. **Attacks Affected.**
Attack rolls against you have Disadvantage, and your attack rolls have
Advantage. If a creature can somehow see you, you don’t gain this benefit
against that creature. | Paralyzed,**Paralyzed** While you have the
Paralyzed condition, you experience the following effects. **Incapacitated.** You
have the Incapacitated condition. **Speed 0.** Your
Speed is 0 and can’t increase. **Saving Throws
Affected.** You automatically fail Strength and Dexterity saving throws. **Attacks Affected.**
Attack rolls against you have Advantage. **Automatic Critical
Hits.** Any attack roll that hits you is a Critical Hit if the attacker is
within 5 feet of you. | Petrified,**Petrified** While you have the
Petrified condition, you experience the following effects. **Turned to Inanimate
Substance.** You are transformed, along with any nonmagical objects you are
wearing and carrying, into a solid inanimate substance (usually stone). Your
weight increases by a factor of ten, and you cease aging. **Incapacitated.** You
have the Incapacitated condition. **Speed 0.** Your
Speed is 0 and can’t increase. **Attacks Affected.**
Attack rolls against you have Advantage. **Saving Throws
Affected.** You automatically fail Strength and Dexterity saving throws. **Resist Damage.** You
have Resistance to all damage. **Poison Immunity.**
You have Immunity to the Poisoned condition. | Poisoned,**Poisoned** While you have the
Poisoned condition, you experience the following effect. **Ability Checks and
Attacks Affected.** You have Disadvantage on attack rolls and ability checks. | Prone,**Prone** While you have the
Prone condition, you experience the following effects. **Restricted
Movement.** Your only movement options are to crawl or to spend an amount of
movement equal to half your Speed (round down) to right yourself and thereby
end the condition. If your Speed is 0, you can’t right yourself. **Attacks Affected.**
You have Disadvantage on attack rolls. An attack roll against you has Advantage
if the attacker is within 5 feet of you. Otherwise, that attack roll has
Disadvantage. | Restrained,**Restrained** While you have the
Restrained condition, you experience the following effects. **Speed 0.** Your
Speed is 0 and can’t increase. **Attacks Affected.**
Attack rolls against you have Advantage, and your attack rolls have
Disadvantage. **Saving Throws
Affected.** You have Disadvantage on Dexterity saving throws. | Stunned,**Stunned** While you have the
Stunned condition, you experience the following effects. **Incapacitated.** You
have the Incapacitated condition. **Saving Throws
Affected.** You automatically fail Strength and Dexterity saving throws. **Attacks Affected.**
Attack rolls against you have Advantage. | Unconscious,**Unconscious** While you have the
Unconscious condition, you experience the following effects. **Inert.** You have
the Incapacitated and Prone conditions, and you drop whatever you’re holding.
When this condition ends, you remain Prone. **Speed 0.** Your
Speed is 0 and can’t increase. **Attacks Affected.**
Attack rolls against you have Advantage. **Saving Throws
Affected.** You automatically fail Strength and Dexterity saving throws. **Automatic Critical
Hits.** Any attack roll that hits you is a Critical Hit if the attacker is
within 5 feet of you. **Unaware.** You’re
unaware of your surroundings. | Bloodied,**Bloodied** A creature is Bloodied
while it has half its Hit Points or fewer remaining. | Difficult
Terrain,**Difficult Terrain** Every foot of movement
in difficult terrain costs 1 extra foot. This rule is true even if multiple
things in a space count as difficult terrain. Low furniture, rubble,
undergrowth, steep stairs, snow, and shallow bogs are examples of difficult
terrain. The space of another creature, whether hostile or not, also counts as
difficult terrain. | Long Jump,**Long
Jump** When you make a Long
Jump, you leap horizontally a number of feet up to your Strength score if you
move at least 10 feet immediately before the jump. When you make a standing
Long Jump, you can leap only half that distance. Either way, each foot you jump
costs a foot of movement. If you land in
Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or
have the Prone condition. This Long Jump rule
assumes that the height of the jump doesn’t matter, such as a jump across a
stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength
(Athletics) check to clear a low obstacle (no taller than a quarter of the
jump’s distance), such as a hedge or low wall. Otherwise, you hit the obstacle. | High Jump,**High
Jump** When you make a High
Jump, you leap into the air a number of feet equal to 3 plus your Strength
modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately
before the jump. When you make a standing High Jump, you can jump only half
that distance. Either way, each foot of the jump costs a foot of movement. You can extend your
arms half your height above yourself during the jump. Thus, you can reach a
distance equal to the height of the jump plus 1½ times your height. | Grappling,**Grappling** A creature can grapple
another creature. Characters typically grapple by using an Unarmed Strike. Many
monsters have special attacks that allow them to quickly grapple prey. However
a grapple is initiated, it follows these rules. See also “Unarmed Strike” and
“Grappled.” **Grappled
Condition.** Successfully grappling a creature gives it the Grappled condition. **One Grapple per
Hand.** A creature must have a hand free to grapple another creature. Some stat
blocks and game effects allow a creature to grapple using a tentacle, a maw, or
another body part. Whatever part a grappler uses, it can grapple only one creature
at a time with that part, and the grappler can’t use that part to target
another creature unless it ends the grapple. **Escaping a
Grapple.** A Grappled creature can use its action to make a Strength
(Athletics) or Dexterity (Acrobatics) check against the grapple’s escape DC,
ending the condition on itself on a success. The condition also ends if the
grappler has the Incapacitated condition or if the distance between the
Grappled target and the grappler exceeds the grapple’s range. | Shoving,**Shoving** **Shove.** The target
must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof.
Bonus + Str.) or you can either push it 5 ft. away or cause it to have the
Prone condition. | Swimming, **Swimming** While you’re swimming,
each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain).
You ignore this extra cost if you have a Swim Speed and use it to swim. At the
DM’s option, moving any distance in rough water might require a successful DC
15 Strength (Athletics) check. | Knocking Out a
Creature, **Knocking Out a Creature** When you would reduce
a creature to 0 Hit Points with a melee attack, you can instead reduce the
creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains
Unconscious until it regains any Hit Points or until someone uses an action to
administer first aid to it, which requires a successful DC 10 Wisdom (Medicine)
check.
}}}