I have been working on some macros for the games I play in and run, and thought some others in the community might like to use them, or modify them. Trying to get around the limitations of no true if statements was the most interesting. But here they are in no particular order. Some have caveats, but they are documented also. In all these macros, replace the xxx in them with the name of the character as in the sheet, and replace yyy with the spell casting ability of the character (charisma for Bards etc.) ensure that the name is capitalised correctly, and that the stat name is the full name in lowercase. Multi level Cure Wounds Macro This macro opens up a small dialogue box with the level you are casting it at, just select the level and go. It rolls all the dice, and adds your character's casting ability modifier. &{template:5eDefault} {{spell=1}} {{title=Cure Wounds}} {{subheader=@{xxx|character_name}}} {{subheaderright=Evocation Level 1}} {{subheader2=Casting Level ?{CastingLevel1|1st,1|2nd,2|3rd,3|4th,4|5th,5|6th,6|7th,7}}} {{simple=1}} {{showclassactions=1}} {{spellshowdesc=1}} {{spelldescription=@{xxx|character_name} cast **Cure Wounds** on the target. The target regains [[?{CastingLevel1}d8 + [[@{xxx|yyy_mod}]] ]] HP in healing.}} Roll Anything Macro This is a modified roll everything macro for dice. There is one that is on the normal macro pages for rolling one of every conventional dice, but it does not factor in weird number requirements, and it makes the chat log a tad messy. It also doesn't account for multiple dice needed or other variables. So if the GM asks for you to roll something, instead of rolling something stupidly with multiple results, this one prompts you for how many dice, how many sides then asks for any modifiers, defaulting to 0. So you can roll 3d35+3 if you wanted to. Then adds them all together. &{template:5eDefault} {{spell=1}} {{title=Dice Roll Results}} {{subheader=@{xxx|character_name}}} {{simple=1}} {{showclassactions=1}} {{Result=[[?{How Many Dice|0}d?{Dice Sides|0}+?{Any Modifiers|0}]] }} Prestidigitation This is the prestidigitation spell, with the same thing. It pops up a dialog box to select the effect. Add, remove and modify to your hearts' content! You will for the color one, either pick a certain color, or make a table with some colors of even weight (chance) to get colors from, and call it "Colors". &{template:5eDefault} {{spell=1}} {{title=Prestidigitation}} {{subheader=@{xxx|character_name}}} {{subheaderright=Transmutation Cantrip}} {{showclassactions=1}} {{Effect=?{Spell Effect Desired| Shower of Sparks,@{xxx|character_name} creates an instantaneous and harmless shower of sparks.| Puff of Wind,@{xxx|character_name} creates an instantaneous harmless small puff of wind.| Faint Music,@{xxx|character_name} creates the sound of distant musical notes.| Strange Smell,@{xxx|character_name} causes a strange smell to emanate.| Light Candle,@{xxx|character_name} lights the candle.| Light Torch,@{xxx|character_name} lights the torch.| Light Campfire,@{xxx|character_name} lights the campfire.| Snuff Candle,@{xxx|character_name} snuffs out the candle.| Snuff Torch,@{xxx|character_name} extinguishes the torch.| Snuff Campfire,@{xxx|character_name} douses the fire.| Clean,@{xxx|character_name} cleans some of the dirt from the target.| Soil,@{xxx|character_name} dirties the target.| Chill,@{xxx|character_name} chills the item.| Warm,@{xxx|character_name} gently heats the object.| Flavor,@{xxx|character_name} adds some flavor to the object.| Color,@{xxx|character_name} changes the color to [[1t[Colors]]].| Mark Surface,@{xxx|character_name} mark the surface of the item with something.| Surface Symbol,@{xxx|character_name} on the surface of the object I transcribe a symbol.| Illusory Image,@{xxx|character_name} creates a small illusion of some object.| Trinket,@{xxx|character_name} holds a small trinket up.}}} Witch Bolt (with Wild Surge for a Wild Mage) This is a macro to cast Witch Bolt. It calculates the AC hit, the damage rolled, and if the character is a Wild Mage, determines if the spell generates a Wild Surge, and if so, what was the result. The result is pulled when generated with a successful wild surge check from a table that must be made by the GM. In this case, it needs two tables, one for the Wild Surge, one for the color of the bolt, something different from blue each time. If you don't want the color change, find and replace "[[1t[Colors]]]" with the color of choice to make it static. If you don't want the Wild Surge element, as in for a non Wild Mage casting it, then all you need do is remove the last line, and move the }} to the end of the line prior ( so it ends "HP in lightning damage.}}" ). &{template:5eDefault} {{spell=1}} {{title=Witch Bolt}} {{subheader=@{xxx|character_name}}} {{subheaderright=Evocation Level 1}} {{subheader2=Casting Level ?{CastingLevel1|1st,1|2nd,2|3rd,3|4th,4|5th,5|6th,6|7th,7|8th,8|9th,9}}} {{simple=1}} {{showclassactions=1}} {{spellshowdesc=1}} {{spelldescription=@{xxx|character_name} cast a beam of crackling [[1t[Colors]]] energy that lances out toward the target. Hitting AC **[[1d20 + @{xxx|yyy_mod} + @{xxx|PB} + (@{xxx|global_spell_attack_bonus}) ]]**, and if it strikes it does so for **[[?{CastingLevel1}d12]]** HP in lightning damage. Wild Surge Result : [[[[1d20<5]]t[WildMagic]]] }} I will reply to this with more as I go along, and come up with things worth sharing. Enjoy and I HTH!