Roll20 User Notes

HOW TO SEND PRIVATE MESSAGES IN ROLL20

The “whisper” command in Roll20 chat is formatted by using the /w command, the name of the player/character you are targeting, and then the text of the message.

/w gm “Sam tries Sleight Of Hand to pick pockets on Frodo and get that damn ring.”

To “whisper” chat to other specific players in our group…

* TO STANTON: /w gm “Here is a secret message.”
* TO JAMES: /w Ehrendil “Here is a secret message.”
* TO COLETTE: /w Norah “Here is a secret message.”
* TO CECILIA: /w Sariel “Here is a secret message.”
* TO LEXI: /w Rose “Here is a secret message.”
* TO RUSTY: /w Stelfast “Here is a secret message.”

DICE ROLL EXAMPLES IN ROLL20

Using a +4 modifier as example…

/r 1d20+4 (standard roll)
/r 1d20kh1+4 (roll with advantage)
/r 1d20kl1+4 (roll with disadvantage)

Or better, for ability checks, saving throws, attack rolls), second number only used for Advantage/Disadvantage…

***Roll result:*** [[ 1d20+4 ]] | [[ 1d20+4 ]]

Option for attack details…

***Shortsword.*** *Melee Weapon Attack*: [[ 1d20+4 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d6+1 ]] slashing damage.

ROLL20 TIPS AND TRICKS

Some of you may already know all these, but FYI…

* To break out game chat into its own window, double-click the “talking balloon” icon in the upper left of the Roll20 screen. This way also allows you to make the chat column wider on your screen.

* Left-click and hold over the map to trigger those “ping” colored circles. The GM can shift-left-click to force all players’ view to focus on the selected point.

* Double-clicking on the header of either a character sheet or a handout screen will minimize it into a faded/transparent button you can drag elsewhere on the view. Double-click the button to expand back to the original view, or (x) to close it out.

* Shift-double-click on a token to open its character sheet (assuming you have control over that token).

* With the arrow pointer “Select/Move” tool active, right-click on the map to drag the viewable area around. (This way is easier than toggling to the “Pan View” tool or trying to use those narrow scroll bars.)

CHARACTER-SPECIFIC MACROS

Copy and paste the block for a simple clean result in the Roll20 chat list. For Advantage or Disadvantage, paste into chat twice.

If there are number of corrections on the blocks below, please let me know.

ANYONE

***Bless.*** *Spell Bonus.* Add [[ 1d4 ]] to your attack “to hit” roll or saving throw.

***Guidance.*** *Spell Bonus.* Add [[ 1d4 ]] to your ability check / skill roll.

***Hex.*** *Spell Bonus.* Add [[ 1d6 ]] necrotic damage to your damage. (If target drops to 0 h.p., shift hex to new creature as bonus action.)

***Resistance.*** *Spell Bonus.* Add [[ 1d4 ]] to your saving throw roll. (May be added after the save roll has been made.)

EHRENDIL

***Ehrendil’s Create Bonfire.*** *Cantrip/Ranged Spell Attack*: You create a bonfire on ground that you can see within 60 feet. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a DC 16 Dexterity saving throw or take [[ 2d8 ]] fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

***Ehrendil’s Hailstone.*** *Cantrip/Ranged Spell Attack*: [[ 1d20+8 ]] to hit, range 60 ft., one target. *Hit:* [[ 2d10 ]] bludgeoning damage.

NORAH

***Norah’s Homunculus Dilbert Force Strike.*** (Requires Norah’s bonus action to use.) *Ranged Weapon Attack*: [[ 1d20+7 ]] to hit, range 30 ft., one target that you can see. *Hit:* [[ 1d4+3 ]] force damage.

ROSE

***Rose’s Javelin (30 or less feet).*** *Ranged Weapon Attack.* Makes two attacks in one action. **First Attack:** [[ 1d20+4 ]] to hit, range 30/120 ft., one target. *Hit:* [[ 1d6+1 ]] piercing damage. **Second Attack:** [[ 1d20+4 ]] to hit, range 30/120 ft., one target. *Hit:* [[ 1d6+1 ]] piercing damage.

***Rose’s Javelin (31 to 120 feet).*** *Ranged Weapon Attack.* Makes two attacks in one action. **First Attack:** [[ 2d20kl1+4 ]] to hit, range 30/120 ft., one target. *Hit:* [[ 1d6+1 ]] piercing damage. **Second Attack:** [[ 2d20kl1+4 ]] to hit, range 30/120 ft., one target. *Hit:* [[ 1d6+1 ]] piercing damage.

***Blackrazor.*** *Melee Weapon Attack.* Makes two attacks in one action. **First Attack:** [[ 1d20+10 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+7 ]] slashing damage. **Second Attack:** [[ 1d20+10 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+7 ]] slashing damage. And it wants to eat more souls.

***Blackrazor with Branding Smite.*** *Melee Weapon Attack plus 2nd-level evocation spell.* Make two attacks in one action, spell cast as bonus action. **First Attack:** [[ 1d20+10 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+7 ]] slashing damage and [[ 2d6 ]] radiant damage. **Second Attack:** [[ 1d20+10 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+7 ]] slashing damage and [[ 2d6 ]] radiant damage. **Spell Effect:** Any hit target becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

***Blackrazor with Wrathful Smite.*** *Melee Weapon Attack plus 1st-level evocation spell.* Make two attacks in one action, spell cast as bonus action. **First Attack:** [[ 1d20+10 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+7 ]] slashing damage and [[ 1d6 ]] psychic damage. **Second Attack:** [[ 1d20+10 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+7 ]] slashing damage and [[ 1d6 ]] psychic damage. **Spell Effect:** If a hit target is a creature, it must make a DC 13 Wisdom saving throw or be frightened of Rose until the spell ends. As an action, the creature can make a DC 13 Wisdom check to steel its resolve and end this spell.
(*Reminder:* A **frightened** creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.)

***Blackrazor with Ensnaring Strike.*** *Melee Weapon Attack plus 1st-level conjuration spell.* Make two attacks in one action, spell cast as bonus action. **First Attack:** [[ 1d20+10 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+7 ]] slashing damage. **Second Attack:** [[ 1d20+10 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+7 ]] slashing damage. **Spell Effects:** On a hit, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a DC 13 Strength saving throw or be restrained by the magical vines until the spell ends (concentration up to 10 rounds). A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes [[ 1d6 ]] piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch a creature can use its action to make a DC 13 Strength check. On a success, the target is freed.
(*Reminder:* A **restrained** creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.)

***Rose’s Battleaxe (used two-handed) with Branding Smite.*** *Melee Weapon Attack plus 2nd-level evocation spell.* Make two attacks in one action, spell cast as bonus action. **First Attack:** [[ 1d20+7 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+4 ]] slashing damage and [[ 2d6 ]] radiant damage. **Second Attack:** [[ 1d20+7 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+4 ]] slashing damage and [[ 2d6 ]] radiant damage. **Spell Effect:** Any hit target becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

***Rose’s Battleaxe (used two-handed) with Wrathful Smite.*** *Melee Weapon Attack plus 1st-level evocation spell.* Make two attacks in one action, spell cast as bonus action. **First Attack:** [[ 1d20+7 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+4 ]] slashing damage and [[ 1d6 ]] psychic damage. **Second Attack:** [[ 1d20+7 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+4 ]] slashing damage and [[ 1d6 ]] psychic damage. **Spell Effect:** If a hit target is a creature, it must make a DC 13 Wisdom saving throw or be frightened of Rose until the spell ends. As an action, the creature can make a DC 13 Wisdom check to steel its resolve and end this spell.
(*Reminder:* A **frightened** creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.)

***Rose’s Battleaxe (used two-handed) with Ensnaring Strike.*** *Melee Weapon Attack plus 1st-level conjuration spell.* Make two attacks in one action, spell cast as bonus action. **First Attack:** [[ 1d20+7 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+4 ]] slashing damage. **Second Attack:** [[ 1d20+7 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d10+4 ]] slashing damage. **Spell Effects:** On a hit, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a DC 13 Strength saving throw or be restrained by the magical vines until the spell ends (concentration up to 10 rounds). A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes [[ 1d6 ]] piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch a creature can use its action to make a DC 13 Strength check. On a success, the target is freed.
(*Reminder:* A **restrained** creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.)

SARIEL

***Sariel’s Fire Bolt.*** *Cantrip/Ranged Spell Attack*: [[ 1d20+9 ]] to hit, range 120 ft., one target. *Hit:* [[ 2d10 ]] fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

***Sariel’s Hypnotic Gaze.*** *Wizard (Enchanter) Class Ability.* As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a DC 16 Wisdom saving throw or be Charmed, Incapacitated, visibly dazed and its speed drops to 0.
(*Reminder:* A **charmed** creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. An **incapacitated** creature can’t take actions or reactions.)
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

***Sariel’s Phantasmal Killer.*** *4th-level illusion Spell Attack*: One target seen within 120 feet must make a DC 16 Wisdom saving throw. On a failed save, the target becomes frightened for the duration.
(*Reminder:* A **frightened** creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The target can’t willingly move closer to the source of its fear.)
At the start of each of the target’s turns before the spell ends (concentration up to 10 rounds), the target must succeed on a Wisdom saving throw or take [[ 4d10 ]] psychic damage. On a successful save, the spell ends.

STEL AND MAURA

***Stelfast’s Centaur Hooves.*** *Melee Weapon Attack*: [[ 2d20kh1+5 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d4+2 ]] bludgeoning damage.

***Stelfast’s Shortsword.*** *Melee Weapon Attack*: [[ 1d20+5 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d6+2 ]] slashing damage.

***Stelfast’s Shortsword with Hunter’s Mark Spell.*** *Melee Weapon Attack*: [[ 1d20+5 ]] to hit, reach 5 ft., one target. *Hit:* [[ 2d6+2 ]] slashing damage.

***Stelfast’s Eldritch Blast.*** *Spell Ranged Attack*: [[ 1d20+7 ]] to hit, range 120 ft., one target each beam. *Hit:* [[ 1d10 ]] force damage. (Can fire two beams each use, either at same target or two targets.)

***Stelfast’s Eldritch Blast with Hex Spell.*** *Spell Ranged Attack*: [[ 1d20+7 ]] to hit, range 120 ft., one target each beam. *Hit:* [[ 1d10 ]] force damage and [[ 1d6 ]]. (Can fire two beams each use, either at same target or two targets.)

***Stelfast’s Gathering Swarm (Harming).*** *Ranger Class Ability (TGCoE p. 60).* Angry butterflies cover one hit target who takes an additional [[ 1d6 ]] piercing damage.

***Stelfast’s Gathering Swarm (Pushing).*** *Ranger Class Ability (TGCoE p. 60).* Angry butterflies cover one hit target who must make a DC 15 Strength saving throw or be moved by the swarm up to 15 feet horizontally in a direction of Stelfast’s choosing.

***Maura’s Shortsword.*** *Melee Weapon Attack*: [[ 1d20+4 ]] to hit, reach 5 ft., one target. *Hit:* [[ 1d6+1 ]] slashing damage.

***Maura’s Shortsword (after using Help as Bonus Action).*** *Melee Weapon Attack*: [[ 1d20+4 ]] to hit, reach 5 ft., one target. *Hit:* [[ 3d6+1 ]] slashing damage. *(Sidekick Expert class ability, TCoE p. 142)*

***Maura’s Dagger.*** *Melee Weapon or Range Weapon Attack*: [[ 1d20+4 ]] to hit, reach 5 ft. or throw range 20 ft. normal/60 ft. with disadvantage, one target. *Hit:* [[ 1d4+1 ]] piercing damage.

***Stymie the Pseudodragon Familiar’s Tail Sting.*** **Melee Weapon Attack:** [[ 1d20+4 ]] to hit, reach 5 ft., one creature. *Hit:* [[ 1d4+1 ]] piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.