I often want monsters that can attack using cantrips and I have to create the stupid code for it. I hate it, so I decided to make one monster that had all the cantrips (its a thing called Mr. Weaving), get the code right once for each, and I will copy and paste in the future. I am really close, but could use some help (and I thought some might find this useful). Please take a look at the code below.
It basically works, though it displays weirdly and on some of the saving throw ones you have to click the dice after clicking to take the action.
Acid Splash. DC 17 Dex save, one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. 3d6 (3d6)
Booming Blade.Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) thunder damage. If the target moves before the start of Mr. Weaving's next turn, they take another 13 3d8 thunder damage.
Chill Touch. Ranged Spell Attack:+7 to hit, range 120 ft., one target. Hit: 13 (3d8) necrotic damage, and on a hit, the target cannot regain hit points until the start of Mr. Weaving's next turn.
Create Bonfire. Range 60ft (5ft cube) Dex save DC 17. 13 (3d8) fire damage. Concentration.
Eldritch Blast. 3 Beams. Ranged Spell Attack:+7 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.
Fire Bolt. Ranged Spell Attack:+7 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.
Infestation. Range 30ft Con save DC 17. 10 (3d6) poison damage. On a failed save the target moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
Lighting Lure.Ranged Spell Save . Range 15ft. Str save DC 17. On a failed save they are pulled up to 10 feet in a straight line toward Mr. Weaving and take 13 (3d8) lightning damage if they end up within 5 ft of it.
Mind Sliver.Ranged Spell Save . Range 60ft. Int save, DC 17. On a failed save the target takes 11 (3d6) psychic damage, and take 1d4 off its next saving throw.
Poison Spray.Ranged Spell Save . Range 10ft. Con save, DC 17. On a failed save the target takes 19 (3d12) poison damage.
Primal Savagery.Melee Spell Attack:+7 to hit, reach 5 ft., one target. Hit: 16 (3d10) acid damage.
Produce Flame. Ranged Spell Attack:+7 to hit, range 30 ft., one target. Hit: 16 (3d10) fire damage.
Ray of Frost. Ranged Spell Attack:+7 to hit, range 60 ft., one target. Hit: 13 (3d8) cold damage, and its speed is reduced by 10 feet until the start of Mr. Weaving's next turn.
Shillelagh.Melee Spell Attack:+7 to hit, reach 5 ft., one target. Hit: 7 (1d8+4) bludgeoning damage.
Shocking Grasp.Melee Spell Attack:+7 to hit, reach 5 ft., one target. Hit: 13 (3d8) lightning damage and the target cannot take reactions until the start of Mr. Weaving's next turn.
Sword Burst. Area of EffectSpell Save . All creatures other than it within 5ft. Dex save, DC 17. On a failed save the targets take 10(3d6) force damage.
Thorn Whip.Melee Spell Attack:+7 to hit, reach 30 ft., one target. Hit: 10 (3d6) piercing damage and if the creature is Large or smaller, it is pulled up to 10 feet closer to Mr. Weaving
Thunderclap. Area of Effect Spell Save. All creatures within 5ft. Con save, DC 17. On a failed save the targets take 10(3d6) thunder damage. The sound can be heard up to 100ft away.
Toll The Dead.Ranged Spell Save . Range 60ft. Wis save, DC 17. On a failed save the target takes 19 (3d12) necrotic damage. If you are using this on a target with all of its hit points, make better life choices.
Vicious Mockery.Poison Spray.Ranged Spell Save . Range 60ft. Wis save, DC 17. On a failed save the target takes 7 (3d4) psychic damage and has disadvantage on the next attack roll it makes before the end of Mr. Weaving's next turn.
You are probably using too much code for some of them. For instance, for the saving throw spells you shouldn’t need to click “to take the action” at all. At least not on DDB’s system. (If you’re using Avrae or Beyond20 then I can’t help you there). But this is how I do it for the saving throw cantrips (you just have to take the underscores out of the rollables and tooltip):
[_spell]Mind Sliver[/spell_]. Intelligence Saving Throw: DC 14, range 60 ft., one target. Failed Save: 10 [_rollable](3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Mind Sliver","rollDamageType":"psychic"}[/rollable_] psychic damage and subtract [_rollable](1d4);{"diceNotation":"1d4","rollType":"roll","rollAction":"Save Reduction"}[/rollable_] from the next saving throw it makes before the end of your next turn.
Here it is in full html for you (you again would just have to take the underscores out of the tooltip and rollables):
<em><strong>[_spell]Mind Sliver[/spell_].</strong> Intelligence Saving Throw:</em> DC 14, range 60 ft., one target. <em>Failed Save:</em> 10 [_rollable](3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Mind Sliver","rollDamageType":"psychic"}[/rollable_] psychic damage and subtract [_rollable](1d4);{"diceNotation":"1d4","rollType":"roll","rollAction":"Save Reduction"}[/rollable_] from the next saving throw it makes before the end of your next turn.
And this is how it looks on a statblock:
Mind Sliver. Intelligence Saving Throw: DC 14, range 60 ft., one target. Failed Save: 10 (3d6) psychic damage and subtract (1d4) from the next saving throw it makes before the end of your next turn.
I picked mind sliver since it has 2 different die rolls that you could look at. I hope that helps.
Sorry. I didn't realize it hides the code. So much of this website really is trash. I hoped that Hasbro might try improving things, but alas, that seems unlikely. I spoke with a former employee who candidly told me that they felt that about 50% of the total ruleset is actually implemented. They had also hoped for improvements after the purchase.
Hey
I often want monsters that can attack using cantrips and I have to create the stupid code for it. I hate it, so I decided to make one monster that had all the cantrips (its a thing called Mr. Weaving), get the code right once for each, and I will copy and paste in the future. I am really close, but could use some help (and I thought some might find this useful). Please take a look at the code below.
It basically works, though it displays weirdly and on some of the saving throw ones you have to click the dice after clicking to take the action.
Acid Splash. DC 17 Dex save, one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. 3d6 (3d6)
Booming Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) thunder damage. If the target moves before the start of Mr. Weaving's next turn, they take another 13 3d8 thunder damage.
Chill Touch. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 13 (3d8) necrotic damage, and on a hit, the target cannot regain hit points until the start of Mr. Weaving's next turn.
Create Bonfire. Range 60ft (5ft cube) Dex save DC 17. 13 (3d8) fire damage. Concentration.
Eldritch Blast. 3 Beams. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.
Infestation. Range 30ft Con save DC 17. 10 (3d6) poison damage. On a failed save the target moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
Lighting Lure. Ranged Spell Save . Range 15ft. Str save DC 17. On a failed save they are pulled up to 10 feet in a straight line toward Mr. Weaving and take 13 (3d8) lightning damage if they end up within 5 ft of it.
Mind Sliver. Ranged Spell Save . Range 60ft. Int save, DC 17. On a failed save the target takes 11 (3d6) psychic damage, and take 1d4 off its next saving throw.
Poison Spray. Ranged Spell Save . Range 10ft. Con save, DC 17. On a failed save the target takes 19 (3d12) poison damage.
Primal Savagery. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d10) acid damage.
Produce Flame. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 16 (3d10) fire damage.
Ray of Frost. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) cold damage, and its speed is reduced by 10 feet until the start of Mr. Weaving's next turn.
Shillelagh. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+4) bludgeoning damage.
Shocking Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d8) lightning damage and the target cannot take reactions until the start of Mr. Weaving's next turn.
Sword Burst. Area of EffectSpell Save . All creatures other than it within 5ft. Dex save, DC 17. On a failed save the targets take 10(3d6) force damage.
Thorn Whip. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 10 (3d6) piercing damage and if the creature is Large or smaller, it is pulled up to 10 feet closer to Mr. Weaving
Thunderclap. Area of Effect Spell Save. All creatures within 5ft. Con save, DC 17. On a failed save the targets take 10(3d6) thunder damage. The sound can be heard up to 100ft away.
Toll The Dead. Ranged Spell Save . Range 60ft. Wis save, DC 17. On a failed save the target takes 19 (3d12) necrotic damage. If you are using this on a target with all of its hit points, make better life choices.
Vicious Mockery. Poison Spray. Ranged Spell Save . Range 60ft. Wis save, DC 17. On a failed save the target takes 7 (3d4) psychic damage and has disadvantage on the next attack roll it makes before the end of Mr. Weaving's next turn.
You are probably using too much code for some of them. For instance, for the saving throw spells you shouldn’t need to click “to take the action” at all. At least not on DDB’s system. (If you’re using Avrae or Beyond20 then I can’t help you there). But this is how I do it for the saving throw cantrips (you just have to take the underscores out of the rollables and tooltip):
Here it is in full html for you (you again would just have to take the underscores out of the tooltip and rollables):
And this is how it looks on a statblock:
I picked mind sliver since it has 2 different die rolls that you could look at. I hope that helps.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thanks! I couldn't figure out how to just make the single rolls work, so I was copy pasting and modifying code. I am very much not a programmer.
Thanks!
Happy to help.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I tried a version of this:
Poison Spray. Constitution Saving Throw: DC 15, range 10 ft., one target. Failed Save: 12(2d12) poison damage
It doesn't roll damage though. not sure what I screwed up.
Well, I can’t see your code so I can’t tell you why it’s not working. However, here’s the code for that:
Just take out the underscores.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Sorry. I didn't realize it hides the code. So much of this website really is trash. I hoped that Hasbro might try improving things, but alas, that seems unlikely. I spoke with a former employee who candidly told me that they felt that about 50% of the total ruleset is actually implemented. They had also hoped for improvements after the purchase.
Yeah, that’s why I put the underscores in there, to break up the code so it displays for you.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Putting it in a code block should get around that:
With underscores:
[_spell]Poison Spray[/spell_]. Constitution Saving Throw: DC 15, range 10 ft., one target. Failed Save: 13 [_rollable](2d12);{"diceNotation":"2d12","rollType":"damage","rollAction":"Poison Spray","rollDamageType":"poison"}[/rollable_]
Without underscores:
Poison Spray. Constitution Saving Throw: DC 15, range 10 ft., one target. Failed Save: 13 (2d12)
In a code block:
Though copying that copies the included html:
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Thanks!