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5eShaped / Creating and Linking Character Abilities

Introduction

This section is meant to go over common class based abilities/traits/spells/etc and how to best set them up on the sheet and for some how to link them. For example, you may want the barbarians rage damage to simply add to the attack or maybe you want the battlemaster fighter to have the maneuvers listed in the attack macro output with clickable buttons to preform that maneuver.

Useful Formulas

Cantrip Formula

Cantrips that scale based on level increase in damage as you level.

The formula used is (for manually added cantrips) [[ceil((@{level} + 2) / 6)]]

Bardic Inspiration die

A handy formula for Bardic Inspiration die: [[1d[[ 6 + 2*(floor((@{bard_level}) / 5)) ]] ]] Provided by Doug E. / adjustment for multiclass by James M.

Barbarian

For the barbarian, most commonly you will want to set up a system for the rage damage bonus and perhaps the advantage on strength saving throws and checks.

Rage Damage

That to the new modifier section, you can include the damage there

rage_damage.png

NOTE: As this damage applies to melee weapons, this will apply to dex based weapons as well. Rare for a barbarian but if you are playing one that uses a mix a lot for melee weapons you may want to consider an alternative listed below.

Alternatives: If for some reason the above doesn't work for your barbarian, you could either enter weapons manually and add the rage damage bonus into the damage field on each weapon as a rage version of it or you could simply add a reminder about the damage as an attacher as seen here.

barb_rage_damage_attacher.png

Rage Advantage on Strength Checks and Saves

Checks can't be simply set with a modifier like damage or attack bonuses can be so when it comes to advantage on the strength checks and saving throws that rages gives it is most commonly just remembered but that doesn't always work out.

Method 1: Remember and use the sheet settings to switch to advantage when making a strength check or save.

Method 2: Set up an attacher to remind you. The attacher should look something like.

barb_rage_checks_save_reminder.png

Which will give you a reminder like so.

barb_rage_advantage.png

Cleric (Life Domain)

For the cleric, the most commonly asked abilties to setup are the life cleric's abilities for healing. For these, the suggested methods are listed below.

Disciple of Life

For this, you need to add 2+the spells level.

For the +2 to healing, this can be done through an modifier like so.

cleric_disciple_of_life.png

Then on any healing spells you put the base level of the spell in the bonus field and put a 1 in the higher level field. For example, cure wounds should look like

cleric_disciple_cure_wounds.png

If you don't want the modifier as well, you can just add the spell level +2 into the base healing field for each spell.

Blessed Healer

While this feature can be just commonly healed without much setup, you can set it up to always reference the amount healed with the output text as well.

First setup the class feature like so

blessed_healer_trait.png

The ?{Spell Level} is important if you want the proper amount done for you.

Then get the refernce for this traits macro which should look something like. See Referencing Repeating Field Macros for details %{NAME|repeating_classfeature_-kpamr7x24byolguahs9_roll}

Then you want to enable freeform sections on the settings tab of the sheet and place this macro call on a new line in the freeform section of healing spells.

cleric_blessed_healer_cure_wounds.png

This means when you cast that spell, the blessed healer will automatically output after the spell with the amount you heal.

Fighter (Battlemaster)

The maneuvers of the battlemaster is a feature that commonly needs to be set up. Below is a method that should work with the companion script to auto decrease the number of uses as well.

Maneuvers

Step 1: First, set up the feature in the class features section as seen here.

Superiority Dice

Note: If you want to handle crit damage, you can add a secondary damage as a plus to the other damage for when the attack crits.

Step 2: Next add you maneuvers as class features as seen in the following examples.

fighter_maneuver_1.png fighter_maneuver_2.png fighter_maneuver_3.png

Step 3: Set up reference buttons in the superiority dice macro that links to the maneuvers. First get the a macro referencs for the maneuvers (See Referencing Repeating Field Macros on how to get these).

Given us the following %{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfep7affesi4wnmzy_roll}, %{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfgmvsptfyyt7jtvz_roll}, %{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfkcw59avan-eauzx_roll}. We then convert them into ability buttons by changing the {} brackets into () brackets with a ~ after the ( bracket, removing the % and adding [text] in front of them. Converted they look like:

[Trip Attack](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfep7affesi4wnmzy_roll), [Pushing Attack](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfgmvsptfyyt7jtvz_roll), [Commanders Strike](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbfkcw59avan-eauzx_roll)

Step 4: Add these ability command buttons to the freetext or freeform fields of the Superiority Dice ability. Below, freeform was used with the {{text_big=}} style in the template.

fighter_dice_linked.png

Note Every button is on a new line so they appear on a new line in the out.

This should give you the following when you output the Superiority Dice macro

fighter_dice_output.png

Step 5: Lastly, you link the Superiority Dice macro to you attacks. It is suggested to use the ability command button method as it was used for the maneuvers.

Using the same method we get %{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbeu4j6n3xrwn886x3_roll} and convert it to the button of [Superiority Dice](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbeu4j6n3xrwn886x3_roll)

You can then add it to the freetext or freeform sections of each weapon or add it to all offense items by using an attacher as seen here.

fighter_attacher.png

Monk

Stunning Strike

Often you want to reference the stunning strike ability on attacks after hitting level 5. Since the sheet adds the stunning strike ability already, we only need to reference the ability. See Referencing Repeating Field Macros for more on how.

First we get the ability macro reference which should look something like %{-KpBU_gfHySx6uBOLOw-|repeating_classfeature_-kpbud4ixlcwtjrvz6a9_roll} then we will covert it to a button. This should look like

[Stunning Strike](~-KpBU_gfHySx6uBOLOw-|repeating_classfeature_-kpbud4ixlcwtjrvz6a9_roll)

You can then apply this to the freetext/content or freeform fields of each attack or as an attacher as seen here.

monk_stunning_strike.png

For an alternative setup, see the paladin's divine smite, the ranger's colossus slayer, or the rogue's sneak attack for variant setups.

Paladin

Divine Smite

Many paladins commonly use spells slots on divine smite so having a button on attacks to quickly use the ability is a nice way to speed things up.

Since the sheets adds the divine smite feature automatically, we just need to reference the macro. See Referencing Repeating Field Macros on how.

You will get something that looks like %{-KpBU_gfHySx6uBOLOw-|repeating_classfeature_-kpbvnzeyjw0gvzkq1zs_roll}. Then you convert it to a button that should look like

[Divine Smite](~-KpBU_gfHySx6uBOLOw-|repeating_classfeature_-kpbvnzeyjw0gvzkq1zs_roll)

You can then put this in the freetext/content or freeform sections of either the offense section or as an attacher. Below is the smite in the content section of an weapon, for an attacher example see the monks stunning strike above.

paladin_divine_smite.png

For an alternative setup, see the monks stunning strike, the ranger's colossus slayer, or the rogue's sneak attack for variant setups.

Ranger (Hunter)

Colossus Slayer

A hunter ranger will be using one of their abilities such as colossus slayer fairly often in combat and as such, may want to reference them quicker to speed up play. There are a few ways to go about this and for the most part follow the same idea as the monk and paladin setups. However, since it is a subclass asbility you also need to add the trait in manually.

First set up the trait as seen here

ranger_slayer.png

Then you need to get the macro reference for the ability, see Referencing Repeating Field Macros on how.

You should get something like this %{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbymv749hwixvfhxjk_roll}. Then you can convert it to an ability command buttons which should look like

[Colossus Slayer](~-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbymv749hwixvfhxjk_roll)

You can then link this on the weapons in the offense section or as an attacher. The attacher method can be seen below.

ranger_slayer_attacher.png

For an alternative setup, see the monks stunning strike, the paladin's divine smite, or the rogue's sneak attack for variant setups.

Rogue

Sneak Attack

Every rogue wants to have their sneak attack go off on a hit. To speed things up we can set it to roll on any attack.

Since the sheet adds the ability already, we just need to reference it, see Referencing Repeating Field Macros on how.

We get something that should look like %{-KpAcmhct77IjozMe2FS|repeating_classfeature_-kpbzsmcxgwxdykaomof_roll}. We will use this directy on the weapons in the offense section. We will enable the freeform section and paste that macro call on a new line (its important that this is on a new line).

Rogue

Then, when you make a weapon attack, the sneak attack will automatically rolls as well as seen here.

rogue_sneak_attack_output.png

For an alternative setup, see the monks stunning strike, the paladin's divine smite, or the ranger's colossus slayer for variant setups.

Spells

Some spells like booming blade and green-flame blade need a slightly different setup to work like other spells. Here is a listing of ways to setup these special cases.

Booming Blade

The booming blade cantrip is a bit different than normal cantrips for scaling so a slight change is needed. Since the number of dice on hit go from 0-3 instead of the standard 1-4, we need a small change to the cantrip formula.

On hit Damage:

[[ceil((@{level} - 4) / 6)]]

This formula will scale automatically as you level for the on hit damage of the cantrip. For the damage when the target moves, you can use the standard formula.

Target moves Damage:

[[ceil((@{level} + 2) / 6)]]

Then entered cantrip should look something like

booming_blade.png

Note: If you want to link the attacks/cantrip together, you can use an ability command button if the freeform of the offense section to reference the cantrip, or the freeform of the cantrip to reference the offense section. If you always use the cantrip with one attack however, it may be best to simply set up weapon attack and damage in the cantrip.

Green-Flame Blade

The Green-Flame Blade cantrip is another special case cantrip where the damage scales differently as no dice are rolled until level 5 or higher. To get the scaling cantrip formula so you don't have the remember to adjust the damage on this cantrips as you level, we make a small change to the formula in this case.

On Hit Damage:

[[ceil((@{level} - 4) / 6)]]

Secondary Target Damage:

[[ceil((@{level} - 4) / 6)]] PLUS spellcasting mod

A entered green-flame blade should look like (note: the spellcasting mod was CHA is this case, change it to what it should be)

green_flame_blade.png

Note: If you want to link the attacks/cantrip together, you can use an ability command button if the freeform of the offense section to reference the cantrip, or the freeform of the cantrip to reference the offense section. If you always use the cantrip with one attack however, it may be best to simply set up weapon attack and damage in the cantrip.

Updated