Roll20: Player Controlled Condition Macros

Sometimes, your players will cast spells or use an ability that targets one or more creatures. As a GM, you’re probably already juggling many balls as you handle the encounter. Remembering which of the scores of kobolds you’ve sent after the PC’s is under the effect of a Hex or Bane, which one has a Hunter’s Mark on it, or which of the PC’s is Blessed, can sometimes get confusing. And as discussed previously, using the UI to add status effects can sometimes be a little slow when you’re trying to keep the encounter moving along. Using Roll20 macros with the Token Mod API script, can take some of those balls from you and place them in your players hands.

This is similar to the Conditions Macro I’ve shared before, and requires a Roll20 Pro Account, since it uses an API script.

Once you’re added the TokenMod API script to your game, you’ll need to give your players the option to target tokens using the script. Near the bottom of the script’s page, just below the link to Aaron’s Patreon Page (Aaron Meadows created the TokenMod and other API scripts, so if you have a couple of bucks and use his scripts, please help support him!), you’ll find User Customization Options – Players can use –ids. Check this box!

Image 1: TokenMod API

Once you’ve got that done, it’s time to start creating your Macros. So far, I’ve set up two types of Macros for the Player Controlled Conditions (or Tags, as I call them in my macros); Group conditions for spells like Bane and Bless, and single conditions for spells like Hex and Hunter’s Mark.

In Roll20, we’ll click on the gear in the menu on the right, and click the +Add button to create a new macro.

Image 2: Add Macro

Let’s start with the Bless spell. I’ll be creating three Macros for this. The first one will let the player target three creatures to be Blessed by the spell as cast at first level.

Now this is one of those macros that will break if I open it again. So I have a copy of it in my Notes on my PC so I can quickly make changes, and copy it back in if I need to.

Image 3: Bless Macro

 

 

Name: I’ve named the Macro “PC-Bless”.

Actions:

  1. I’ve started it with an emote, which will show up in the chat as “So-and-so has blessed you…”
  2. It then outputs the spell description, using a Roll20 template (5e’s npcaction template in this case).  I’ve also included the part about casting at Higher levels.
  3. And I’ve told token mod to prompt the player to select three tokens on the screen to bless, and to add the blue, and the angel-outfit status markers.
  4. Finally, I’ve added a button to allow them to select additional creatures if they cast it at a higher level.

I select show as token action, so it appears in the player’s token menu, and made it visible to the player who has access to that spell.

And then before I click Save Changes, I COPY the text inside the Actions box and save it to a text file on my computer, so I have it in case I need to make changes.

 

 

 

Remember, opening the macro after it’s been saved will turn this:

[Additional Creature(s)?](!
#y-Tagged-Add-Bless)

Into this

[Additional Creature(s)?](!

;#y-Tagged-Add-Bless)

When the player selects their token, the token menu in the upper left hand side of the screen now includes the macro PC-Bless.

Image 4: PC Bless

When they click the Macro, it will prompt them to select three tokens on the screen.

Image 5: Select Tokens

Upon selecting the third token, the script adds the status markers, and outputs the Bless effects into chat, along with a button to quickly add additional targets if cast at a higher level.

Image 6: Blessed Orcs

Clicking the Additional Creatures button allows the player to select additional tokens to bless, just as in image 5. It does not send anything to the chat, so the button is right there for multiple uses, if cast at higher levels.

Image 7: Additional Creatures Macro

The macro for the additional creatures, I’ve named “y-Tagged-Add-Bless” (as mentioned in an earlier post, I add the letter “y”to the front of Macros I want to keep at or near the bottom of my macro list).

In Actions, I’m telling tokenmod to allow the player to select an additional token, and add the status markers to it. I’m not showing it as a token action, but it should be made visible to the player who will be using it.

You can name the macros whatever you like, but remember that in the original macro (Image 3), the macro is creating a button to call for the second macro: [Additional Creature(s)?](!
#y-Tagged-Add-Bless). If you change the name of the second macro, make sure the button in the first is calling for it by the right name.

For bless, I’m using a blue marker, and the angel-outfit. You can use what you’d like. The available status markers in Roll20 are shown below.

 

 

 

 

I’ve also created these macros for bane, just by replacing the word Bless with Bane, changing out the spell description, and changing the status markers to red and death-zone.

For spells like Hunter’s Mark, and Hex, the macro is a little simpler. The initial macro consists of two buttons that will appear in chat.

Image 8: Hex

When the player clicks the token action macro button in the upper left hand corner of the window, it outputs two buttons to chat. For Hex, it’s Hex and Move Hex. 

Image 9: Hex Macro

 

I’ve named it PC-Hex, and I show it as a Token Action, and make it visible to the players who have the Hex Spell in their spellbooks.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Image 10: Hex

 

The first button calls for the Hex macro. I’ve named it y-Tagged-Hex.

In the Actions, I’ve added an emote that the player has hexed someone, and then included the spell description in the npcaction template.

Then I’ve told tokenmod to allow the player to select a token, and set the purple and the interdiction markers on the targeted token, as shown in Image 5 above.

In the future, I plan on creating token markers for hex that will show the ability that is being hexed, but for now this will do.

The Hex spell indicates that if the target drops to 0 HP before the spell ends, the player can switch the Hex to a new target. Using the second button Move Hex, will allow them to move it by selecting the first (now dead) target, and then selecting a second target.

 

 

 

 

 

 

 

 

Image 11: Hex Moved

Here’s the macro for Move Hex:

Image 12: Move Hex Macro

 

Here, I’ve named it y-Move-Hex, and I’ve told tokenmod to allow the player to select one target to remove the status markers from by placing a “-” in front of the status name. It then allows the player to select a new target, and adds the markers to that token.

These macros can be adapted to a great many of the spells and features in Dungeons and Dragons. Including things like Guidance and Bardic Inspiration, to help you remember and keep track of who has it, and you can use the Remove Conditions macro shown in the previous post to quickly remove it (and any) conditions or tags when the effect ends, or if (in some cases) the target makes their saving throw and is not affected by the spell or effect.

Using macros like this not only lets the player get the feeling that they are actively using their spell on the targets, but also takes some of the bookkeeping off the GM’s plate, and should allow playing out encounters to run a little more smoothly.

 

The text for the discussed macros can be found below.

 

 

 

Bless

Name: PC-Bless

Macro:

/em has blessed you…

&{template:npcaction} {{name=Tagged: Blessed}} {{description=You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

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. }}

!token-mod –ids @{target|1|token_id} @{target|2|token_id} @{target|3|token_id} –set statusmarkers|blue|angel-outfit

[Additional Creature(s)? ](!
#y-Tagged-Add-Bless)


Additional Blessings

Name: y-Tagged-Add-Bless

Macro:

!token-mod –ids @{target|1|token_id} –set statusmarkers|blue|angel-outfit


Bane

Name: PC-Bane

Macro:

/em has cast Bane…

&{template:npcaction} {{name=Tagged: Bane}} {{description= 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.

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. }}

!token-mod –ids @{target|1|token_id} @{target|2|token_id} @{target|3|token_id} –set statusmarkers|red|death-zone

[Additional Creature(s)? ](!
#y-Tagged-Add-Bane)


Additional Banes

Name: y-Tagged-Add-Bane

Macro:

!token-mod –ids @{target|1|token_id} –set statusmarkers|red|death-zone


Hex Buttons

Name: PC-Hex

Macro:

[Hex](!#
#y-Tagged-Hex) [Move Hex](!
#y-Move-Hex)


Hex

Name: y-Tagged-Hex

Macro:

/em has hexed you…
&{template:npcaction} {{name=Tagged: Hexed}} {{description= You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
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 curse a new creature.
A remove curse cast on the target ends this spell early.

At Higher Levels. 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.
}}
!token-mod –ids @{target|1|token_id} –set statusmarkers|purple|interdiction


Move Hex

Name: y-Move-Hex

Macro:

!token-mod –ids @{target|1|token_id} –set statusmarkers|-purple|-interdiction

!token-mod –ids @{target|2|token_id} –set statusmarkers|purple|interdiction


Hunter’s Mark Buttons

Name: PC-Hunters-Mark

Macro:

[Hunter’s Mark](!#
#y-Tagged-Hunters-Mark) [Move Hunter’s Mark](!
#y-Move-Hunters-Mark)


Hex

Name: y-Tagged-Hunters-Mark

Macro:

/em has marked you as their quarry…

&{template:npcaction} {{name=Condition: Hunter’s Mark}} {{description= 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.

At Higher Levels. 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.}}

!token-mod –ids @{target|1|token_id} –set statusmarkers|red|black-flag


Move Hunter’s Mark

Name: y-Move-Hunters-Mark

Macro:

!token-mod –ids @{target|1|token_id} –set statusmarkers|-red|-black-flag

!token-mod –ids @{target|2|token_id} –set statusmarkers|red|black-flag


 

 

 

 

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