Showing posts with label DM. Show all posts
Showing posts with label DM. Show all posts

Tuesday, March 1, 2022

Macros

Not going to kid you, most of these are fine, but I make no guarantees that they are perfect or without problems. They certainly won't damage your game or anything, but they may possibly need a tweak here and there.  I like to keep them all on one page so I can find them and just copy and paste them when I'm putting a game together.  -Regina


 Immunities-Resistances-Vulnerabilites


/w GM &{template:default} {{name=@{selected|token_name}}} {{Resistances=@{selected|npc_resistances}}} {{Immunity=@{selected|npc_immunities}}} {{Vulnerabilities=@{selected|npc_vulnerabilities}}} {{Condition Immunities=@{selected|npc_condition_immunities}}}



CANTRIPS



*cFireBolt120ft

/w GM &{template:default} {{name=Fire Bolt}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d10]]}} {{If Crit :+ Addt'l= [[1d10]] Fire Damage}} {{Description= A flammable object hit by this spell ignites if it isn't being worn or carried.}} {{5th Level to 11th Level Casting=add [[1d10]]}} {{Components=V,S}}


cProduceFlame

/emas @{selected|token_name} produces a mote of flame and hurls it at @{target|token_name}!

&{template:default} {{name=Produce Flame Attack}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|bar3}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Fire Dmg}}


*cProduceFlameAttack30ft

&{template:default} {{name=Produce Flame}} {{attack=[[1d20+6]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}}{{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d6]] Fire Damage}} {{Note=A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you.}} {{Duration=10 minutes}} {{Components=V,S,M}}


*cRay of Frost 60ft

&{template:default} {{name=Ray of Frost}} {{Target=One creature}} {{Duration=Instantaneous}}  {{Attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage=[[2d8]]}} {{If Crit :+ Addt'l= [[2d8]] Cold Damage}} {{Description=A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes cold damage, and its speed is reduced by 10 feet until the start of your next turn.}} {{Components=V,S}}


*cShockingGrasp

/w GM &{template:default} {{name=Shocking Grasp}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Lightning Damage}} {{Description= You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, target cannot take reactions until the start of its next turn.}} {{5th to 11th Level Casting=Add [[1d8]]}} {{Components=V,S}}


*cViciousMockery60ftSee

&{template:default} {{name=Vicious Mockery}}{{Duration=Instantaneous}} {{Saving Throw=WISvsDC14}} {{Description=You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take [[1d4]] psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.}} {{Components=V}}


1st LEVEL SPELLS


1Bane30ft

&{template:default} {{name=Bane}} {{Casting Time & Duration=30 Feet, See,Up to 3 Creatures, Concentration up to 1 minute}} {{Note=Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.}} {{Saving Throw=CHAvsDC15}} {{At Higher Levels=When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.}} {{Components=V, S, M (A drop of blood)}}


1Charm Person30ftSee

&{template:default} {{name=Charm Person}} {{Casting Time & Duration=30 Feet, See, 1 Hour}} {{Note=You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 

When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.}} {{Saving Throw=WISvsDC15}} {{Components=V, S}}


1Color Spray12ftfrmSelf

&{template:default} {{name=Color Spray}} {{Casting Time & Duration=15 foot cone emanating from you,1 Round}} {{Description=A dazzling array of flashing, colored light springs from your hand.

Roll [[6d10]]; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. 

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.}} {{Level 2 Slot Cast Add=[[2d10]]}} {{Level 3 Cast Add=[[4d10]]}} {{Components=V, S, M  (Apinch of powder or sand that is colored red, yellow, and blue)}}



1DissonantWhispers60ft

&{template:default} {{name=Dissonant Whispers}} {{Saving Throw=WISvsDC14}} {{Description=You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes [[3d6]] psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.

The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. 

A deafened creature automatically succeeds on the save.}} {{2nd Level Casting=Add [[1d6]] to damage}} {{3rd Level Casting=Add [[2d6]] to damage}}


1ExpeditiousRetreatSELFBONUS

/w GM &{template:default} {{name=Expeditious Retreat}} {{Duration=Concentration Up to 10 minutes}} {{Description=This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.}} {{Components=V,S}}


1HellishRebuke60ftREACTION

&{template:default} {{name=Hellish Rebuke}} {{attack=[[1d20+7]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[2d10]]}} {{If Crit :+ Addt'l= [[2d10]] Fire Damage}} {{Note=You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature takes full fire damage on a failed save, or half as much damage on a successful one}} {{Saving Throw=DEXvsDC15.}} {{2nd Level Cast Add=[[1d10]]}} {{3rd Level Cast Add=[[2d10]]}} {{Casting Time=1 Reaction}} {{Range and Duration=60 Feet, See, Instant}} {{Components=V, S}}


1HideousLaughter30ftSee

&{template:default} {{name=Hideous Laughter}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC15}}{{Description=A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. 

A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.}} {{Components=V, S, M (Tiny tarts and a feather that is waved in the air)}}


1HuntersMark

&{template:default} {{name=Hunter's Mark, magic longsword}}{{Hunter's Mark=You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra [[1d6]] damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.}} {{Hunter's Mark Higher Level=When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.}} {{Hunter's Mark Casting Time=1 Bonus Action}} {{Hunter's Mark Duration and Range=1 Hour, 90 feet}}


1MageArmor

/w GM &{template:default} {{name=Mage Armor}} {{Duration=8 hours}} {{Description=You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.}} {{Components=V,S,M (a piece of cured leather)}}


1MagicMissle120ftSee

&{template:default} {{name=Magic Missile}} {{Duration=Instantaneous}} {{attack1=[[1d20+5]]}} {{damage1=[[1d4+1]]}} {{If Crit1 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack2=[[1d20+5]]}} {{damage2=[[1d4+1]]}} {{If Crit2 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack3=[[1d20+5]]}} {{damage3=[[1d4+1]]}} {{If Crit3 :+ Addt'l= [[1d4+1]] Force Damage}} {{Casting Time & Duration=Instantaneous}} {{Description=You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts all strike simultaneously, and you can direct them to hit one creature or several.}} {{Level 2 Slot Cast Add=[[1d4+1]]}} {{Level 3 Cast Add=[[2d4+1]]}} {{Components=V, S}} {{Components=V,S}}


1ShieldSELF

/w GM &{template:default} {{name=Shield}} {{Duration=1 round}} {{Description=An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.}} {{Components=V,S}}


2nd LEVEL SPELLS


2HeatMetal60ft

&{template:default} {{name=Heat Metal}} {{Target=A manufactured metal object that you can see within range}} {{Duration=Concentration up to 1 minute}} {{Saving Throw=CONvsDC14}}{{Description=Choose a manufactured metal object that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes [[2d8]] fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. 

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution Save or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.}} {{3rd Level Cast Add=[[1d8]]}}


2HoldPerson60ftSee

&{template:default} {{name=Hold Person}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC14}} {{Description=The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.}} {{Higher Level Cast=When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.}}{{Components=V, S, M (A small, straight piece of iron)}} {{Components=V,S,M (a small, straight piece of iron)}}


2InvisibilityTOUCH

/w GM &{template:default} {{name=Invisibility}} {{Duration=Concentration Up to 1 hour}}{{Description=A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.}} {{Higher Level Casting=When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.}} {{Components=V,S,M (an eyelash encased in gum arabic)}}


2MirrorImageSELF

/w GM &{template:default} {{name=Mirror Image}} {{Duration=1 minute}} {{Description=Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 [[d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.}} {{Components=V,S}}


2PhantasmalForce60ft

&{template:default} {{name=Phantasmal Force}} {{Description=You craft an illusion that takes root in the mind of a creature that you can see within range. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. 

This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against DC15. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. 

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal [[1d6]] psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking.

The target perceives the damage as a type appropriate to the illusion.}} {{Saving Throw=INTvsDC15}} {{Duration=Up to 1 minute}} {{Components=V,S,M (A bit of fleece]}}



2ScorchingRay120ft

&{template:default} {{name=Magic Missle}} {{Casting Time & Duration=Instantaneous}}  {{Attack1=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage1=[[2d6]]}} {{If Crit :+ Addt'l= [[2d6]] Fire Damage}} {{Attack2=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage2=[[2d6]]}} {{If Crit2 :+ Addt'l= [[2d6]] Fire Damage}} {{Attack3=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage3=[[2d6]]}} {{If Crit3 :+ Addt'l= [[2d6]] Fire Damage}} {{Description=You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.}} {{Level 3 Slot Cast Add a fourth ray=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage4=[[2d6]]}} {{If Crit4 :+ Addt'l= [[2d6]] Fire Damage}} {{Components=V, S}}


2SpikeGrowth150ft

&{template:default} {{name=Spike Growth}} {{Target=20 foot radius centered on a point within range}} {{Duration=Concentration up to 10 minutes}} {{Description=The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes [[2d4]] piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.}}



2Suggestion30ft

&{template:default} {{name=Suggestion}} {{Range & Duration=30 Feet, See, Up to 8 Hour}} {{Description=You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. 

Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.}} {{Saving Throw=WISvsDC15}}{{Components=V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)}}


3rd LEVEL SPELLS


3Dispel Magic120ft

&{template:default} {{name=Dispel Magic}} {{Target=One creature, object, or magical effect within range}} {{Duration=Instantaneous}}{{Description=Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. 

For each spell of 4th level or higher on the target, make a WISDOM check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.}} {{Higher Level Casting=When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.}} {{Components=V,S}}


3LightningBolt100ftLine

&{template:default} {{name=Lightning Bolt}} {{Target=Self (100x5-foot line)}} {{Duration=Instantaneous}} {{Saving Throw=DEXvsDC14}} {{Description=A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[8d6]] lightning damage on a failed save, or half as much damage on a successful one. 

The lightning ignites flammable objects in the area that aren’t being worn or carried.}} {{Components=V, S, M (A bit of fur and a rod of amber, crystal, or glass}} 


Abilities


*AcidBreath

/fx beam-acid @{target|token_id} @{target|PC|token_id}

/emas Macterah blasts her foe with a 5'x30' spray of sizzling acid!

&{template:default} {{name=Acid Breath}}  {{damage=[[2d6]]}} {{Saving Throw= DC13vs DEX}} {{note=  Affects each creature in area of exhalation.  A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. 

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.}}




*BardicInspiration

&{template:default} {{name=Bardic Inspiration}} {{Casting=Bonus Action}} {{Duration=Up to 10 Minutes}} {{Description=Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.

Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.}}


*CuttingWords60ftSeeREACTION

&{template:default} {{name=Cutting Words}} {{Description=Use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling [[1d8]] and subtracting the number from the creature’s roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. 

The creature is immune if it can’t hear you or if it’s immune to being charmed.}}


Hoardbreaker

&{template:default} {{name=Hoardbreaker}} {{Hoardbreaker Attack=[[1d20+9]] vs. @{target|token_name}'s AC @{target|AC}}} {{Hoardbreaker Damage=[[1d8+4]]}} {{If Hoardbreaker Crit :+ Addt'l=[[1d8]] Piercing Damage}}{{Hoardbreaker=Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.}}





CANTRIPS



*cFireBolt120ft

/w GM &{template:default} {{name=Fire Bolt}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d10]]}} {{If Crit :+ Addt'l= [[1d10]] Fire Damage}} {{Description= A flammable object hit by this spell ignites if it isn't being worn or carried.}} {{5th Level to 11th Level Casting=add [[1d10]]}} {{Components=V,S}}


cProduceFlame

/emas @{selected|token_name} produces a mote of flame and hurls it at @{target|token_name}!

&{template:default} {{name=Produce Flame Attack}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|bar3}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Fire Dmg}}


*cProduceFlameAttack30ft

&{template:default} {{name=Produce Flame}} {{attack=[[1d20+6]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}}{{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d6]] Fire Damage}} {{Note=A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.


You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you.}} {{Duration=10 minutes}} {{Components=V,S,M}}


*cRay of Frost 60ft

&{template:default} {{name=Ray of Frost}} {{Target=One creature}} {{Duration=Instantaneous}}  {{Attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage=[[2d8]]}} {{If Crit :+ Addt'l= [[2d8]] Cold Damage}} {{Description=A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes cold damage, and its speed is reduced by 10 feet until the start of your next turn.}} {{Components=V,S}}


*cShockingGrasp

/w GM &{template:default} {{name=Shocking Grasp}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Lightning Damage}} {{Description= You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, target cannot take reactions until the start of its next turn.}} {{5th to 11th Level Casting=Add [[1d8]]}} {{Components=V,S}}


*cViciousMockery60ftSee

&{template:default} {{name=Vicious Mockery}}{{Duration=Instantaneous}} {{Saving Throw=WISvsDC14}} {{Description=You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take [[1d4]] psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.}} {{Components=V}}


1st LEVEL SPELLS


1Bane30ft

&{template:default} {{name=Bane}} {{Casting Time & Duration=30 Feet, See,Up to 3 Creatures, Concentration up to 1 minute}} {{Note=Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.}} {{Saving Throw=CHAvsDC15}} {{At Higher Levels=When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.}} {{Components=V, S, M (A drop of blood)}}


1Charm Person30ftSee

&{template:default} {{name=Charm Person}} {{Casting Time & Duration=30 Feet, See, 1 Hour}} {{Note=You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 

When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.}} {{Saving Throw=WISvsDC15}} {{Components=V, S}}


1Color Spray12ftfrmSelf

&{template:default} {{name=Color Spray}} {{Casting Time & Duration=15 foot cone emanating from you,1 Round}} {{Description=A dazzling array of flashing, colored light springs from your hand.

Roll [[6d10]]; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. 

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.}} {{Level 2 Slot Cast Add=[[2d10]]}} {{Level 3 Cast Add=[[4d10]]}} {{Components=V, S, M  (Apinch of powder or sand that is colored red, yellow, and blue)}}



1DissonantWhispers60ft

&{template:default} {{name=Dissonant Whispers}} {{Saving Throw=WISvsDC14}} {{Description=You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes [[3d6]] psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.

The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. 

A deafened creature automatically succeeds on the save.}} {{2nd Level Casting=Add [[1d6]] to damage}} {{3rd Level Casting=Add [[2d6]] to damage}}


1ExpeditiousRetreatSELFBONUS

/w GM &{template:default} {{name=Expeditious Retreat}} {{Duration=Concentration Up to 10 minutes}} {{Description=This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.}} {{Components=V,S}}


1HellishRebuke60ftREACTION

&{template:default} {{name=Hellish Rebuke}} {{attack=[[1d20+7]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[2d10]]}} {{If Crit :+ Addt'l= [[2d10]] Fire Damage}} {{Note=You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature takes full fire damage on a failed save, or half as much damage on a successful one}} {{Saving Throw=DEXvsDC15.}} {{2nd Level Cast Add=[[1d10]]}} {{3rd Level Cast Add=[[2d10]]}} {{Casting Time=1 Reaction}} {{Range and Duration=60 Feet, See, Instant}} {{Components=V, S}}


1HideousLaughter30ftSee

&{template:default} {{name=Hideous Laughter}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC15}}{{Description=A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. 

A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.}} {{Components=V, S, M (Tiny tarts and a feather that is waved in the air)}}


1HuntersMark

&{template:default} {{name=Hunter's Mark, magic longsword}}{{Hunter's Mark=You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra [[1d6]] damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.}} {{Hunter's Mark Higher Level=When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.}} {{Hunter's Mark Casting Time=1 Bonus Action}} {{Hunter's Mark Duration and Range=1 Hour, 90 feet}}


1MageArmor

/w GM &{template:default} {{name=Mage Armor}} {{Duration=8 hours}} {{Description=You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.}} {{Components=V,S,M (a piece of cured leather)}}


1MagicMissle120ftSee

&{template:default} {{name=Magic Missile}} {{Duration=Instantaneous}} {{attack1=[[1d20+5]]}} {{damage1=[[1d4+1]]}} {{If Crit1 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack2=[[1d20+5]]}} {{damage2=[[1d4+1]]}} {{If Crit2 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack3=[[1d20+5]]}} {{damage3=[[1d4+1]]}} {{If Crit3 :+ Addt'l= [[1d4+1]] Force Damage}} {{Casting Time & Duration=Instantaneous}} {{Description=You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts all strike simultaneously, and you can direct them to hit one creature or several.}} {{Level 2 Slot Cast Add=[[1d4+1]]}} {{Level 3 Cast Add=[[2d4+1]]}} {{Components=V, S}} {{Components=V,S}}


1ShieldSELF

/w GM &{template:default} {{name=Shield}} {{Duration=1 round}} {{Description=An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.}} {{Components=V,S}}


2nd LEVEL SPELLS


2HeatMetal60ft

&{template:default} {{name=Heat Metal}} {{Target=A manufactured metal object that you can see within range}} {{Duration=Concentration up to 1 minute}} {{Saving Throw=CONvsDC14}}{{Description=Choose a manufactured metal object that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes [[2d8]] fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. 

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution Save or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.}} {{3rd Level Cast Add=[[1d8]]}}


2HoldPerson60ftSee

&{template:default} {{name=Hold Person}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC14}} {{Description=The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.}} {{Higher Level Cast=When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.}}{{Components=V, S, M (A small, straight piece of iron)}} {{Components=V,S,M (a small, straight piece of iron)}}


2InvisibilityTOUCH

/w GM &{template:default} {{name=Invisibility}} {{Duration=Concentration Up to 1 hour}}{{Description=A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.}} {{Higher Level Casting=When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.}} {{Components=V,S,M (an eyelash encased in gum arabic)}}


2MirrorImageSELF

/w GM &{template:default} {{name=Mirror Image}} {{Duration=1 minute}} {{Description=Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 [[d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.}} {{Components=V,S}}


2PhantasmalForce60ft

&{template:default} {{name=Phantasmal Force}} {{Description=You craft an illusion that takes root in the mind of a creature that you can see within range. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. 

This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against DC15. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. 

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal [[1d6]] psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking.

The target perceives the damage as a type appropriate to the illusion.}} {{Saving Throw=INTvsDC15}} {{Duration=Up to 1 minute}} {{Components=V,S,M (A bit of fleece]}}



2ScorchingRay120ft

&{template:default} {{name=Magic Missle}} {{Casting Time & Duration=Instantaneous}}  {{Attack1=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage1=[[2d6]]}} {{If Crit :+ Addt'l= [[2d6]] Fire Damage}} {{Attack2=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage2=[[2d6]]}} {{If Crit2 :+ Addt'l= [[2d6]] Fire Damage}} {{Attack3=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage3=[[2d6]]}} {{If Crit3 :+ Addt'l= [[2d6]] Fire Damage}} {{Description=You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.}} {{Level 3 Slot Cast Add a fourth ray=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage4=[[2d6]]}} {{If Crit4 :+ Addt'l= [[2d6]] Fire Damage}} {{Components=V, S}}



2SpikeGrowth150ft

&{template:default} {{name=Spike Growth}} {{Target=20 foot radius centered on a point within range}} {{Duration=Concentration up to 10 minutes}} {{Description=The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes [[2d4]] piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.}}



2Suggestion30ft

&{template:default} {{name=Suggestion}} {{Range & Duration=30 Feet, See, Up to 8 Hour}} {{Description=You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. 

Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.}} {{Saving Throw=WISvsDC15}}{{Components=V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)}}


3rd LEVEL SPELLS


3Dispel Magic120ft

&{template:default} {{name=Dispel Magic}} {{Target=One creature, object, or magical effect within range}} {{Duration=Instantaneous}}{{Description=Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. 

For each spell of 4th level or higher on the target, make a WISDOM check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.}} {{Higher Level Casting=When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.}} {{Components=V,S}}


3LightningBolt100ftLine

&{template:default} {{name=Lightning Bolt}} {{Target=Self (100x5-foot line)}} {{Duration=Instantaneous}} {{Saving Throw=DEXvsDC14}} {{Description=A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[8d6]] lightning damage on a failed save, or half as much damage on a successful one. 

The lightning ignites flammable objects in the area that aren’t being worn or carried.}} {{Components=V, S, M (A bit of fur and a rod of amber, crystal, or glass}} 


ABILITIES


*AcidBreath

/fx beam-acid @{target|token_id} @{target|PC|token_id}

/emas Macterah blasts her foe with a 5'x30' spray of sizzling acid!

&{template:default} {{name=Acid Breath}}  {{damage=[[2d6]]}} {{Saving Throw= DC13vs DEX}} {{note=  Affects each creature in area of exhalation.  A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. 

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.}}


*BardicInspiration

&{template:default} {{name=Bardic Inspiration}} {{Casting=Bonus Action}} {{Duration=Up to 10 Minutes}} {{Description=Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.

Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.}}


*CuttingWords60ftSeeREACTION

&{template:default} {{name=Cutting Words}} {{Description=Use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling [[1d8]] and subtracting the number from the creature’s roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. 

The creature is immune if it can’t hear you or if it’s immune to being charmed.}}


Hoardbreaker

&{template:default} {{name=Hoardbreaker}} {{Hoardbreaker Attack=[[1d20+9]] vs. @{target|token_name}'s AC @{target|AC}}} {{Hoardbreaker Damage=[[1d8+4]]}} {{If Hoardbreaker Crit :+ Addt'l=[[1d8]] Piercing Damage}}{{Hoardbreaker=Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.}}


Back to The Riverport Rebels page.





How to Write Macros for Roll20


This section isn't just for DMs, although DMs will find it very useful. Players can use this technique too. All my players really enjoy having macros pop up when they click on their tokens. You do not need to have a Pro-level subscription or API to use regular macros. You can use them with a free account, even. 

Macros are little bits of custom code you can add to your game that streamlines all kinds of repetitive functions so you spend less time fiddling around with dice and math and looking things up, and more time focusing on the story. 

The picture in this post shows macros across the bottom of the screen. They manage various functions for me with a single click. Across the top of the screen, macros specific to a single token pop up on the screen only when the token is selected. They function the same way. For instance, Atalaya there can shoot her longbow and roll damage with a single click, thus keeping combat fast and exciting and focused more on narrative than mechanics. I don't require my players to use them, but once they started using them, they sure do like them. 

I only require one: and that's the initiative macro. It automatically adds initiative to my tracker without my having to go around the table and bog down the moment by setting up turn order. 


I use them for initiative, for weapon and spell attacks, and to leave myself notes so I don't forget details. It's even possible to make a macro to trigger an animation to accompany a flashy spell. 

It looks complicated at first, but I promise you it's pretty easy once you get the hang of it. These instructions start with how to write a very simple macro, and gets fancier bit by bit. 

Things to remember:

[[ ]] this is where you put your desired dice to be rolled. 

{{ }} This is how you box up your array into a single section of the code. 

= is how you add a title or name to your section if you have a macro with multiple sections. 

&{template:default} before a macro creates a nice, elegant template that is easy to read. 

And keep in mind that if you macro stalls at a specific point, there may be a very hard-to-see space in there that isn't supposed to be. If you have a problem with part of your macro, break it up and run just the first bit, then add the second bit, then the third, until you hit the problem part. Makes it much easier to troubleshoot.


Simple dice roller

This macro will simply roll a twenty-sided die and then and four-sided die:

[[1d20]] [[1d4]]


Simple dice roller with modifiers

This will roll the same dice, but then add your modifiers to the roll. 

[[1d20+4]] [[1d4+2]]


Simple attack macro that labels your rolls

This one does the same thing, but it labels the rolls in the chat.

{{attack=[[1d20+4]]}} {{damage=[[1d4+2]]}}


Attack macro that pulls the target’s Armor Class 

Now we’re getting fancy. This one will roll your attack, but it will also display the target’s AC in the chat with the roll. It will open a box that prompts you to click on the target token.


{{attack=[[1d20+4]] vs. @{target|token_name}'s AC @{target|bar2}}} {{damage=[[1d4+2]]}} {{If Crit :+ Addt'l= [[1d4]] Piercing Dmg}}


*NOTE: This sort of thing gets a little fiddly because you have to tell it where to draw this info from. The bit of code for various functions will be found on the Abilities tab of the character sheets. If you just use tokens the way they are set up when you buy them, this configuration should work, although you may need to test it.)

Attack macro with template

And this one does the same, only it boxes it up nice and neat inside a pretty template. 


&{template:default} {{name=Dagger}} {{attack=[[1d20+4]] vs.  @{target|token_name}'s AC @{target|bar3}}} {{damage=[[1d4+2]]}} {{If Crit :+ Addt'l= [[1d4]] Piercing Dmg}}



You don’t ‘have put only numbers into a macro. You can use it as a sticky note to remind you of things you might forget. For instance, Boz, an NPC, has this macro attached to his token, to remind me that he can use his Uncanny Dodge to halve damage against him. Just seeing it up there reminds me, and I can click on it to view the full text in the chat if I need to. 


Sticky Note Macro

&{template:default} {{name=Uncanny Dodge}} {{Description=When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

You can test macros by throwing the code into the chat and hitting enter. You can also just put them into your “abilities” tab and test them there. And third, you can store them in your “macro” section over there in your right-hand column. Look for the section with the three dots and three lines over in the top right-hand side of the column. Click on that icon to open a “macros” section that you can store your macros in. 


Here's a link to a running list of macros I have made for various things. I apologize in advance for the mess.



The map in the picture is made from tile packs:

Village to Pillage: City Walls by Gabriel Pickard (who never disappoints)
Quick Encounters: Cursed Woods by Gabriel Pickard
Vile Tiles: Overgrown Decals by Gabriel Pickard (can you tell who my favorite tile pack creator is?)

One of the many reasons I like Pickard's work is because...well...the roofs come off those houses. 



Cut Scene: Palace of Heart's Desire

  Cut scene:  Palace of Heart’s Desire, 5th of Flamerule?  Atalaya, her arm around Cirilli’s waist, followed Thinnings through the corrido...