🏹 Range Calculator
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True 3D (Pythagorean) distance when combatants are at different elevations.

Weapon
Attacker Elevation ft
Target Elevation ft
Horizontal Distance ft
Normal Range
ft
Long Range
ft
Potion Dispenser
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Click any potion to copy its formula to clipboard.

Potion of Healing
2d4+2
avg 7 HP
Potion of Greater Healing
4d4+4
avg 14 HP
Potion of Superior Healing
8d4+8
avg 28 HP
Potion of Supreme Healing
10d4+20
avg 45 HP

Formula copied — paste into Roll20 chat.

Cover Reference
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Half Cover +2 to AC & Dex saves

Low wall, large furniture, a narrow tree trunk, or another creature

Three-Quarters +5 to AC & Dex saves

Arrow slit, thick tree trunk, portcullis, or corner of a building

Total Cover Can't be targeted

Completely concealed; can't be directly targeted by attacks or spells

Rules Notes
  • The +2/+5 is a flat bonus added to the roll, not advantage
  • A creature can provide half cover to targets behind it
  • If behind multiple cover sources, only the greatest applies
  • Cover bonuses don't apply against effects that don't require an attack roll
Condition Reference
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Legendary Actions
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No bosses tracked. Add one below.
Boss Name Max LA
🦘 Jumping Rules
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STR Score (+0)
Long Jump
Running 10 ft
Standing 5 ft
Max obstacle 2½ ft
High Jump
Running 3 ft
Standing 1 ft
Reach*
Long Jump
  • Running (10 ft): up to your STR score in feet
  • Standing: STR ÷ 2 feet (round down)
  • Clears obstacles ≤ ¼ distance high; difficult terrain landing → DC 10 Acrobatics or prone
High Jump
  • Running (10 ft): 3 + STR mod feet (min 0)
  • Standing: half that height
  • Can reach ½ creature height above apex to grab ledges
Notes
  • Running start requires ≥ 10 ft of movement immediately before the jump
  • DM may call for Athletics to jump farther than normal
  • If jump distance exceeds remaining movement, you fall short
💀 Debuff Tracker
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📝 GM Notes
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VT Toolkit

Roll20 Macro Generator · D&D 5e

Roll Visibility
Everyone sees the roll results.

Roll saving throws for many creatures at once. Optionally include a spell or effect name, damage rolled, and whether it deals half on a save — the output header keeps the totals handy so you can apply damage the moment you see each result.

Roll attacks for many creatures at once. Each monster group carries its own attack routine — mix creature types, multiattacks, and damage dice in a single macro.

Constitution saves to keep concentration. The DC is set automatically for each creature: the greater of 10 or half the damage taken.

Roll recharge for many monsters at once. Pick the recharge range, then add each monster.