Roll20 Roll Command
Set the attack to 'none' and 0 for any modifier. Then add the damage to the extra non-crit damage as above. When you click on that row's rollbutton, no attack will be rolled, only the damage. It does require a 2nd roll. More than 2 damage types on a weapon? I play as a rogue and for my weapons I have damage1 set for regular weapon damage, and damage2 set for sneak attack damage. Is there any way to add like a damage3 outside of making a macro or anything?
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I have a rogue who casts booming blade and has elven accuracy. Elven accuracy is as follows: 'Whenever you have advantage on an attack roll, you can reroll one of the dice once.' Roll20 seems to roll two dice as standard anyway, I was just wondering how I could have it roll 3. Then, if it's rolling three, how I could seperate all 3 damage types (basic attack, sneak, and booming blade) and yet have them all crit if any of the 3 to-hit dice were a 20. Moreover, as is the nature of the Booming Blade spell, it has an on hit effect and then causes damage if they move. I have posted the spell description below. I am level 11 so roll something like 12 dice on a hit, and 24 on a crit. Currently my poor solution (taken from others on Roll20 and frankensteined together) was this: If you have advantage, re roll lowest die to: [[ 1d20+11 ]]. Bonus damage to initial melee attack: [[ [[floor((@{level} + 1)/6)]]d8 ]] thunder. Damage if target moves willingly: [[ [[1 + floor((@{level} + 1)/6)]]d8 ]] thunder. But that d20 in the description crits no damage, and the thunder damage from Booming Blade doesn't crit at all. I realise I could just make three seperate weapon attacks, to take into account the damage types, so one attack in the character sheet for basic, one for basic and sneak, and one for basic and booming and then have the second damage type as the after effect of booming blade, but even then I still have no idea how to roll a third dice on advantage. Anyway, any help would be lovely, thank you. Booming Blade Spell Description: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
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