Kryx said: <a href="https://bitbucket.org/mlenser/5eshaped/issues/559/adding-a-crit-range-modifier-to-the" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/559/adding-a-crit-range-modifier-to-the</a> exists as a story to do that, but it's a lot of work and I'm not currently adding new features to Shaped, sorry! You can add dice modifiers to the damage of an offense item by turning on "Dice modifiers" on the cog tab. You can then add "ro<2" to the input field after the damage die. If you add additional damage die in "attack_damage_bonus" for example you can modify that formula however you like, adding "ro<2" as desired. In that case it'll be output to chat, but the sheet can't calculate it for the presentation version of the sheet. I'm not sure what you mean by "Right now such things have to have multiple instances of all damage sources involved". If you have an attack and saving throw damage then you can add that to each. For instance, say you're using a versatile weapon two-handed as a Hexblade/Fighter with the Great Weapon Fighting Fighting Style. You have Hex up, and use Eldritch Smite . I have Hex and Eldritch Smite as modifiers to avoid making even more instances of attacks under "Offense". However, sometimes I use the versatile weapon as a one handed weapon, so I can't just have ro<2 on everything and call it a day. I have to have two different instances of Hex , one with ro<2, and one without, and the same with Eldritch Smite . Have a modifier that just says to add ro<2 to all damage dice involved would simplify things for me. As to not adding new features, do you have some idea of when you might get around to this? I'm curious as I'm wondering if temporary work arounds are fine, or if I need to look into figuring out macros for a more long term solution (over multiple characters as a player, and can be a bit much as a GM making NPC's)?