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2024 "template:default" cropping text

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. }}}
1740513184
GiGs
Pro
Sheet Author
API Scripter
I would guess the problem is the commas. In a query, a comma means the end of the query, so it is ending as soon as it reaches a comma. Either remove all the commas or replace them with a html entity, like ,
Genius! Thank you!
1740680948
GiGs
Pro
Sheet Author
API Scripter
Yay! Make sure you catch all the commas in each section. I notice Grappling has several.