Printing Statblocks cuts off after some length/size

closed
· Statblocks management ·
By StarringKamilAsDM on 06/05/2026
· Assigned to Syarx
· Trivial

When i try to print statblocks (DnD 5e: monster statblocks, item statblocks, generic text) the page gets cut off after an extended length. Changing the operating system (Windows 11, Ubuntu 24 lts) or the browser (firefox, chromium) did not make a difference. Changing the scale of the text results in different cut offs, which is why i don't see any pattern there.

Steps to Reproduce

Build a statblock of significant length. View sheet, click the print button and see the page get cut off. Here is one part of a magic item that i tried with this as an item statblock and a generic text:    Cerezium Ammunition Coating. Whenever you finish a long rest, you can create 1d8 + your Intelligence modifier (minimum of 1) pieces of magical ammunition with a small coat of a Cerezium alloy. A creature hit by this ammunition takes an additional 1d6 psychic damage and must succeed on a Wisdom saving throw against your spell save DC. On a failed save it cannot take reactions until the start of its next turn. If the creature is concentrating on a spell, it has disadvantage on Constitution saving throws it makes to maintain concentration before the start of your next turn. When an Artificer Artillerist uses this ammunition, the Force Ballista option of the Eldritch Cannons can also use this ammunition, without requiring any additional actions or bonus actions for loading. The ammunition loses its magic after 24 hours, or whenever you finish a long rest.   Cerezium Discharge Coating. You coat a piece of armor, shield or a magical protective trinket or clothing that gives a bonus to AC, like the bracers of defense, with a Cerezium alloy. The piece of armor becomes magical, if it wasn't already magical before, causing the wearer to gain a +1 to it's AC. This alloy can be applied to already magical armor. A creature wearing this armor can use its reaction when it succeeds on a saving throw against a spell of up to level 3. Any spell that has a higher level then 3, can be stored as a level 3 spell instead. When using the reaction in this way, the armor transforms the energy of the spell into a charge of psychic energy. The next weapon or spell attack that hits a creature until the end of your next turn deals additional psychic damage. The hit creature must succeed on a Wisdom saving throw against your spell save DC, taking half damage on a successful saving throw or the full damage on a failed saving throw. The additional damage is an amount of d6 equaling the stored spells level. If the charge is lost at the end of the wearers turn, the wearer must instead succeed on a Wisdom saving throw against your spell save DC taking half of the psychic damage itself on a failed save or no damage on a successful saving throw.   Cerezium Destabilizer Coating. You coat a melee weapon with a Cerezium alloy. The weapon becomes magical, if it wasn't already magical before, causing that weapon to gain a +1 bonus to it's attack and damage rolls. This can be applied to already magical weapons. Once on each of the wielders turns when the weapon hits a creature concentrating on a spell, the target takes an additional 1d4 + your Intelligence modifier (minimum of 1) psychic damage and has disadvantage on the concentration check made against this hit. If the target fails this concentration check caused by this infusion, its speed becomes 0 until the end of its next turn and it can't use reactions until the end of it's next turn.   Overcharge (Beginner). You attach a crystal mechanism to any item you can wear or carry. A creature holding this item can use a Magic action to touch a weapon or armor, that has any +1 infusion on it. For 1 minute the infusion then becomes a +2 infusion. Overcharged weapons also deal additional force damage once per turn equal to your Intelligence modifier (minimum of 1) on a hit. Overcharged armor pieces also reduce incoming damage from attacks or spells by an amount equal to half your Intelligence modifier (minimum of 1). The overcharge can be used a number of times equal to your Intelligence modifier (minimum of 1). All expanded uses regenerate after 24 hours.   Sapphire Blink Conductor. You integrate sapphire resonance channels into some kind of clothing or armor that covers the leg and foot region sime kind of headwear or into a network of tattoos that covers the legs, feet and the head. Once on each of the wearers turns after moving at least 20 feet, the wearer can teleport up to 10 feet to an unoccupied space it can see without requiring any extra movement or action to do so. The first time the wearer hits a creature with a weapon or spell attack before the end of the turn after using this teleport, the attack deals an additional lightning damage equal to your Intelligence modifier (minimum of 1), the wearer takes the disengage action (no action required) and may move an additional 10 feet on its turn.   Sapphire Static Reservoir. You integrate sapphire capacitors into any kind of armor or clothing that covers the legs and foot region and the torso, or into a network of tattoos, that covers the legs, feet and the torso. Whenever the wearer rolls initiative, takes the dash action, or moves at least 50 feet during a round it gains 1 Sapphire Static Charge up to a Maximum of Charges equal to your Intelligence modifier (minimum of 1). When the wearer hits a creature it may expend any number of Sapphire Static Charges. The target takes an additional 1d6 lightning damage per Sapphire Static Charge expended. Additionaly the wearer can use a reaction to use any number of Sapphire Static Charges to add an amount of d6 equal to the number of expanded Sapphire Static Charges to Dexterity saving throws, after the wearer knows it has failed the saving throw. However, the number of expanded Sapphire Static Charges must be set before rolling the additional d6 dice. All stored charges vanish after 1 minute of not using or gaining any Sapphire Static Charge.   Sapphire Ambush Capacitor. You integrate sapphire resonance capacitors into any kind of armor or clothing that cover the head region and the arm and hand region, or into a network of tattoos, that covers the head, arm and hands. The wearer gains an Ambush Charge whenever the wearer hits the first time on a turn against a creature that has not taken a turn yet, gains the Hidden condition, or starts and ends it's turn with the hidden condition. It can have Ambush Charges up to an amount equal to your Intelligence modifier (minimum of 1). The wearer can expand Ambush Charges in the following ways: When the wearer hits a creature on the first time on it's turn, it may expend any number of Ambush Charges. For each Ambush Charge expended the attack deals an additional 1d6 lightning damage. The wearer can expand one Ambush Charge to take the dodge action as a bonus action on that turn or expand two Ambush Charges to gain the benefits of the dodge action until the start of its next turn. All Ambush Charges that were not expanded, vanish after 1 minute.   Emerald Predator Core. You integrate emerald crystal veins into a piece of armor or clothing that covers the arm and hands and any kind of melee weapon, or into a network of tattoos, that cover the hands and arms for unarmed strikes. Whenever the wearer hits a creature with this weapon or unarmed strike, it gains one Predator Stack up to a Maximum of 3 Predator Stacks. Each Predator Stack grants an accumulating +1 bonus acid damage on hits made with that weapon or the unarmed strikes. All Predator Stacks disappear when the wearer misses an attack roll, becomes incapacitated, or when it did not attack a creature until the end of it's turn. At 3 stacks, the wearers weapon attacks or unarmed strikes deal an additional 1d4 acid damage.   Emerald Ravager Frame. You integrate emerald crystal plates into clothing or armor that covers the feet and leg region, the arm and hands region and the torso, or into a network of tattoos all around the body (except the head). Whenever the wearer hits a creature with a weapon or spell attack, it gains one Ravager Stack up to a maximum of 3. At the start of the wearers next turn, it may expend any number of Ravager Stacks. For each Ravager Stack expended, it can choose from the following options: Move an additional 5 feet on that turn. Gain temporary hit points equal to the your Intelligence modifier (minimum of 1). Using 2 stacks doubles the amount of temporary hit points and using 3 stacks triples the amount of temporary hit points. Add additional 1d4 acid damage per Ravager Stack to the first weapon or spell attack that hits until the start of its next turn. The Ravager Stacks vanish if they are not used after 1 minute.   Emerald Hunter Focus Array. You integrate emerald resonance into a piece of armor or clothing that covers the head region and a weapon that has the ammunition or thrown property. Whenever the wearer hits the same creature on consecutive with that weapon, it applies one Hunger Stack against that creature up to maximum of 3. At 3 Hunger Stacks the wearer applies the hunted condition on that creature for an amount of turns equal to your Intelligence modifier (minimum of 1). Hunted creatures take additional 1d6 acid damage on weapon attacks made with this weapon from the wearer and attacks with this weapon heal the wearer by an amount of half of the acid damage dealt by the hunted condition. The wearer also scores a critical hit on a roll of 19 or 20. This additional critical hit chance is applied until the hunted condition runs out. The Hunger Stacks on a creature end if the wearer attacks or targets a single target spell against a creature other then the creature with the Hunger Stacks, the wearer does not deal damage against the creature with the Hunger Stack until the start of it's next turn, or the creature dies.   Topaz Bastion Weave. You integrate topaz crystal fibers into clothing or armor that covers all of the body or into a network of tattoos all around the body. Whenever the wearer takes damage from a creature from an attack roll, ability or spell, that deals any type of damage except physical (bludgeoning, piercing and slashing), it can use a reaction to store that damage types energy as a Topas Bastion Resonance. The wearer gains special temporary hit points equal to twice your Intelligence modifier (minimum of 1), that are only affected by the resonating damage type and can be stored next to other sources of temporary hit points. While these temporary hit points are up, the wearer gains resistance to that Topas Bastion Resonance damage type. When the wearer takes damage of that special damage type, the Topas Bastion Resonance temporary hit points are reduced first. While the wearer has the Topas Bastion Resonance temporary hit points active, it can't use a reaction to store that damage type again, even if it lost the Topas Bastion Resonance temporary hit points due to an attack or ability just then, but it can use a reaction in this way to store another damage type as a Topas Bastion Resonance, replacing the previous temporary hit points.   Topaz Last Stand Lattice. You integrate deeply layered topaz crystals into a set of armor or clothing that cover the head and torso region, or a network of tattoos that covers the head and torso region. At the start of each of the wearer turns, when it is bloodied, it gains temporary hit points equal to 1d10 + your Intelligence modifier (minimum of 1), that last until the start of the wearers next turn. These temporary hit points can additionaly be used in the following way: The wearer can spend 4, 5 or 6 temporary hit points to add an additional 1d4, 1d6 or 1d8 when it fails a D20 test. If the D20 test is a saving throw against a spell or ability that causes the wearer to take damage on a failed save and half damage on a successful saving throw and the expanded temporary hit points turn the failed saving throw into a successful save, the wearer also does not take any damage from the spell or ability. If the D20 test is an attack roll and the wearer turns the miss into a hit with the expanded hit dice, the bonus on the die or dice to hit are also added as bonus thunder damage. It the wearer has enough temporary hit points to use multiple or combined options, it can expand any amount it wants on the same D20 test. For example it spend 9 temporary hit points to add 1d4 + 1d6 to the failed D20 test, or it can spend 10 temporary hit points to add 2d6 to the failed D20 test.   Topaz Bulwark Core. You integrate topaz resonance chambers into the torso part of an armor or into a network of tattoos, that covers the torso. Whenever the wearer gains temporary hit points, the wearer increases the amount gained by your Intelligence modifier (minimum of 1). While the wearer has temporary hit points, its speed can't be reduced, it has advantage on Strength saving throws and D20 tests against spells and abilities, that apply the grappled, restrained or prone condition.

Operating System

Windows

Browser

Firefox

Related Entity

https://wa-cdn.nyc3.digitaloceanspaces.com/user-data/production/07ac53c3-abfb-4118-9435-26e183896ed9/uploads/images/8ee3e42758163e1eb039e4447e61491e.png https://www.worldanvil.com/sheet/1658553/view   https://wa-cdn.nyc3.digitaloceanspaces.com/user-data/production/07ac53c3-abfb-4118-9435-26e183896ed9/uploads/images/d050f1ac9a301e25f736283beb350058.png https://www.worldanvil.com/sheet/1667180/view

History

katerinach @ 09 Jun, 2026 03:11:31 Developer
Assigned syarx
Dimitris @ 15 Jun, 2026 08:00:20 Developer
Dimitris Added tag Trivial
0nnia @ 17 Jun, 2026 11:05:24 Moderator

Hey there! Can you please let us know which statblock template you have used for this? We cannot reproduce the issue

Syarx @ 06 Jul, 2026 01:19:44 Assignee
Bug is duplicate of Character sheet printing restricted to 1 page