&{template:5eDefault} {{title=@{classactionname1}}} {{subheader=@{character_name}}} {{subheaderright=Class/Racial/Other ability}} {{freetextname=@{classactionname1}}} {{freetext=@{classactionoutput1}}}} also another way of printing out the same action to include in a macro. this lets you add an ability entered in the class actions row 1 entry to your own custom macro, primarily to include api commands to it. simply inspect element on the use button, copy the formula presented there, paste it into that characters abilities as a new macro, and add any information there that you might need. example: @{classactionoutput1} entry: @{character_name} uses her healing hands on @{target|target of heal?|token_name} to restore ?{amount of healing?|@{classactionresource1}} hit points. (Macro set to token action) &{template:5eDefault} {{title=@{classactionname1}}} {{subheader=@{character_name}}} {{subheaderright=Class/Racial/Other ability}} {{freetextname=@{classactionname1}}} {{freetext=@{classactionoutput1}}} !token-mod { --set bar1_value|[[@{selected|bar1} - ?{amount of healing?|@{classactionresource1}} ]] --ids @{selected|token_id} } !token-mod { --set bar3_value|[[ @{target|target of heal?|bar3} + ?{amount of healing?|@{classactionresource1}} ]] --ids @{target|target of heal?|token_id} } note : this is a macro to use healing hands for a paladin in my game. It allows the paladin to click the token macro, which will first pull the information from the first row of the class action section to create the class action printout as normal, but because its now a separate macro it can have !commands added to it, in this case tokenmod, to use the already entered in "target of heal" and "amount of healing?" determined in the classactionresource1 entry. Also, by using the classactionresource1 field it provides a method of tracking the amount of healing left available though the paladins healing hands, by using the highest available amount of healing as the default number, letting the paladin know exactly how many points she may have remaining, through the simple use of binding the classactionresource1 field to bar1, at least in this case. (yes, its not entirely related to the original question, but its an expanded example from my game of what can be done via individual macros, but I don't have a rogue in that game to pull examples from, and i'm too lazy to test a new set of things just for an example :P)