Possibly worth noting that, RAW, you can roll crit damage at the same time as regular damage. This means a 2d6 weapon is really throwing 4d6 damage on a crit, and if you choose, you can reroll the entire lot with Savage Attacker - I know your example was a 1d8 weapon, but mutiple base dice require some more precise roll syntax, so I'll stick with that. So your regular damage with a 2d6 weapon would be: {2d6,2d6}kh1 + @{strength_mod} while crit damage would be: {4d6,4d6}kh1 + @{strength_mod} This is a little more difficult to stuff into the sheet's Attacks & Spellcasting section without using custom macros. It gets a bit muddy if you end up with Savage Attacks (half-orc) or Brutal Critical as well. Also bear in mind that changing the standard weapon damage with a kh1 operator is only going to work while you have ONE attack. Assuming you've picked this up at level 4 on a martial class (or level 1 with vuman), you'll be getting extra attack which shouldn't be firing Savage Attacker more than once per turn. With that in mind, another option would be to modify the weapon in the Attacks & Spellcasting section to use the Damage 2 section and just fill it in identically to the Damage 1 section, then manually choose which damage result you want each time. Obviously not ideal if it's a weapon with secondary damage, but that can always be stuffed into the main damage roll with some [inline tags]. Another option is to turn it into a Query - enter Damage 1 as: ?{Savage Attacker?|Yes,{2d6|No,{0d0},2d6}kh1 This doesn't deal with the fact that you can reroll the full 4d6 of damage on a crit, and keep the highest total. There's not really a clean way to do this with the sheet's Attacks & Spellcasting section without using two Queries and a high clunkiness factor. It's much easier with a few custom macros saved as Ability macros on your character sheet - replace bob with your character name (mostly redundant, you can get rid of the character name reference in Ability macros saved to the sheet, but the API buttons [Button](~AbilityName) won't work with the test button if you do this) Attack macro, goes on macro bar: @{Bob|wtype}&{template:atk} {{mod=+[[@{bob|strength_mod}+@{bob|pb}]]}} {{rname=[Greatsword](~bob|GSDmg)}} {{rnamec=[Greatsword](~bob|GSDmgC)}} {{r1=[[@{Bob|d20}cs>20 + @{bob|strength_mod}[STR] + @{bob|pb}[PROF]]]}} @{Bob|rtype}cs>20 + @{bob|strength_mod}[STR] + @{bob|pb}[PROF]]]}} {{globalattack=@{Bob|global_attack_mod}}} Normal damage macro, called GSDmg @{Bob|wtype}&{template:dmg} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[?{Savage Attacker?|Yes,{2d6|No,{0d0},2d6}kh1 + @{bob|strength_mod}[STR]]]}} {{dmg1type=Slashing}} {{damage=1}} {{globaldamage=@{Bob|global_damage_mod_roll}}} {{globaldamagetype=@{Bob|global_damage_mod_type}}} ammo= @{Bob|charname_output} Crit damage macro, called GSDmgC: @{Bob|wtype}&{template:dmg} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[?{Savage Attacker?|Yes,{4d6|No,{0d0},4d6}kh1 + @{bob|strength_mod}[STR]]]}} {{dmg1type=Slashing}} {{damage=1}} {{globaldamage=@{Bob|global_damage_mod_roll}}} {{globaldamagetype=@{Bob|global_damage_mod_type}}} ammo= @{Bob|charname_output} Or, if you really like seeing both rolls, you could make use of the automated KH1 function of the attack roll template, and use this as the GSDmg output: @{Bob|wtype}&{template:atk} {{rname=Slashing}} {{rnamec=Slashing}}{{mod=+@{bob|strength_mod}}} {{r1=[[2d6 + @{bob|strength_mod}[STR]]]}} {{r2=[[2d6 + @{bob|strength_mod}[STR]]]}} {{?{Savage Attacker?|Yes,advantage|No,normal}=1}} {{globaldamage=@{Bob|global_damage_mod_roll}}} {{globaldamagetype=@{Bob|global_damage_mod_type}}} The border is the wrong way around since it's the attack template, but it will roll two separate instances of damage and grey out the lower one. The crit version just needs the 2d6 instances changed to 4d6. edit - good lord, all I wanted to say was "RAW you can also reroll the crit damage dice, provided you roll all your damage dice at once". What happened to me?