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Many effects are created automatically for you in the 5e ruleset when you create a character or level one up either by dragging and dropping from the source material such as the Player's Handbookor by using the Character Wizard. For example dragging spells into the actions tab will in almost every case create an effect. Where an effect is not created via this method the probability is very high that either the spell doesn't require an effect or Fantasy Grounds doesn't have a built in way to handle whatever the spell is trying to do. For example the spell 'Animal Messenger' doesn't require an effect since this spell and others like it are simply 'Theatre of the Mind' spells. As another example the spell 'Counterspell' won't create an effect either because Fantasy Grounds can't know what the difficulty class of the incoming spell might be. For more information see the 5E Character Sheet

In the case of NPCs effects appear on the Combat Tracker when the NPC is placed there either from the NPC list or from an encounter. This action causes Fantasy Grounds to attempt to parse the information contained in the NPC sheet and create the effects. Most of the standard NPCs from the Monster Manual will, when dragged to the Combat Tracker, create any necessary effects so that the DM can use them. Again, not everything will create an effect either because one isn't required or Fantasy Grounds doesn't have a way to create one. For more details see the5E NPCs and Encounters and the section below on the wording used to create NPC effects.

...

In the player Character sheet effects are created in the actions tab. An effect can be added to an existing power or if no power exists a new one can be created.

  • Click on the 'Edit List' button at the bottom right hand side of the Actions Tab and then click on the 'star' icon to create a new power group. You can also right click on an existing power and select 'Create Item'

  • Type a name into the new line where it says <<name>>. This will be the name of the action that you are going to create. You can also type into the right hand box to give the power group a name.

  • Note that the Power Group now has a magnifying glass at the right hand side. You can click on this to bring up the power group dialog and here you set the ability which this power group will use for any attacks, saving throws and bonuses for all of the actions that you set within this power group.

  • Now right click on the new line created above to bring up the radial menu and select 'Add Action'. Create a new power group and add a new line to that group; or add a new line to an existing one See the Character Sheet article on how to create power groups.

  • Now right click on the new line created above to bring up the radial menu and select 'Add Action'. This will bring up a submenu which allows you to create the following:

    • Add Cast: this allows for an attack roll to be made against the target or forces the target to make a saving throw - or both

    • Add Damage: As it's name suggests this allows for the creation of a damaging effect to apply to the target

    • Add Heal: Create a healing effect

    • Add Effect: This adds an effect to the target. This can be almost anything from applying a simple condition such as poisoned ‘poisoned’ to a whole series of statements which might apply to the target.

  • Whichever you choose a new line will be created with a small magnifying glass beside it. Click the magnifying glass to open up the dialogs associated with each effect type.

...

Cast Dialog

...

  • The first section is concerned with attacks. Click the words under 'type' to cycle through the (self explanatory) options, ranged, melee or none.

  • Under 'Base' click to cycle through the options:

    • Group Attack+: This refers to the Power Group and the base attack will feed off whatever the base attack has been set within the power group (see above)the character sheet article for more on Power Groups).. So if the Power Group ability has been set to STR then this attack will use the character's STR to determine any bonus or penalty to the attack roll.

    • Ability: This allows for setting an ability for this effect independent of whatever has been set for the Power Group. Click the 'Stat' field to cycle through the options. This includes all of the ability modifiers, classes, the character level (lvl) and the character's proficiency. This allows for extreme flexibility in setting up actions. Setting this to 'Base' will feed off the ability which has been set for the Power Group.

    • Fixed: Allows for entering a straightforward number. This is useful if the attack is not based off on any particular ability, class or level. In this case enter the number desired in the 'bonus' box.

    • Bonus: Enter a number if any bonus is to be applied to this attack roll.

  • The second section of this dialog is concerned with saving throws.

    • Type: Click to cycle through the options. For example if you want the target to make a DEX saving throw set this to 'Dex'. Once again 'Base' represents the ability set in the Power Group.

    • Base: This is the same as the 'Base' option described above in the attack section.

    • Bonus: Again this is the same as the bonus section in the attack section.

    • On Save: Click here to select 'Half on Success' if the creature takes only half damage on a successful saving throw.

  • Once completed the effect will appear in the Actions tab ready for use. Clicking the small dice icon beside the effect will cause Fantasy Grounds to make the attack and/or saving throw against the target of the attack. Players can also perform the attack and save separately by clicking first on the little sword icon and then on the dice icon beside the save.

Damage Dialog

...

  • Click the 'Edit List' button and then the green 'Add Item' button to create a new line.icon beside the save.

...

Damage Dialog

  • Drag dice and drop them into the 'Dice' box for the damage amount. For example if the damage is 2d6; click and hold a d6, then right click to add a second dice and then drop into the box below 'Dice'.

  • Click If the action gets a bonus from an ability click on the box below 'Stat' to cycle through the options. Once again 'Base' will feed off whatever ability was set in the Power Group. You can enter a value in the ‘multi’ box if the character gets a bonus to the damage based on their ability modifier. For example if the damage is 1d6 + half your dexterity modifier then set the Stat to Dex and enter 0.5 in the ‘multi’ box.

  • Add any bonus to the damage if this is relevant. Note that this is not the bonus from the ability being used but any bonus that might be available from a magic weapon for example.

  • Enter the type of damage that the effect will do. Note multiple damage types can be entered separated by a comma. You can also add magic, silver, adamantine or cold-forged if the damage has any of these tags.

  • You can continue to add new lines for more damage if this is relevant.

Heal Dialog

...

  • .

  • You can add new lines by clicking the green cross icon if necessary. For example if the action did 1d6 bludgeoning and 1d8 cold damage then you would need a line for each one.

...

Heal Dialog

  • Select the target of the heal by clicking through the options in 'Targeting'. 'Self' will only heal the caster. Targets will heal any target selected including the caster if he is they are selected.

  • Cycle through the options under 'Type'. 'TEMP' will give the target temporary hit points, 'HP' will remove wounds from any targets selected by the character using the cast.Click the 'Edit list' button and then the green 'Add Item' button to add a new line.

  • Drag dice into the dice box in the same way as described above.

  • Select a stat if appropriate in the stat box by clicking through the options. Again 'base' will use the ability from the power group. There are also options to add level, proficiency or class.

  • Enter a figure for any bonus to the heal.

  • More lines can be added if appropriateneeded using the green ‘+’ icon.

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Effect Dialog

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  • The Descriptions/Conditions/Modifiers line is where you enter your effect. Almost anything can appear here including 'dummy' text. More information on how to create effects in this box is given below.

  • The Duration information is specified in time units. Click on the 'RND' word to cycle through the available time unit intervals (RND = Round, MIN = Minute, HR = hour and DAY = day). If the effect should never expire, enter a zero value or leave blank. Otherwise, enter a number to indicate how long until the effect expires using the selected time units.

  • Click on 'Targeting' to select whether the effect should apply to the caster (self) or to targets.

  • Click through the 'Expend?' options. This determines whether the effect can expire based on usage (i.e. expended), in addition to duration. The options are as follows:

    • Never: The effect will never be expended, and the length of the effect is only governed by the duration.

    • On Next Action: The effect will be expended on the next relevant action. So if the effect is a damage effect then it will be used up when the player next rolls for damage.

    • On Next Roll: The effect will be expended immediately on the next relevant roll made by the character. For example if the effect modifies both attack and damage the effect will be used up on the next attack or damage roll. If there are several targets then each of the targets will be affected by the roll not just the first.

Once per modifier: The effect will continue until a roll has been made involving all of the modifiers in the effect. For example if there is an effect which applies to both attack and damage. The attack part will only be used on the first attack even if the character makes several subsequent attacks. The effect will then be expended completely once a damage roll has been made.

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Case Study - ATK

So let’s take a look at just one of the possible modifiers that you can use to create effects the ATK modifier. As its name suggests this modifies a character’s attack roll. Normally an attack is made by rolling a d20 but a variety of situations and spells can add or subtract from the number rolled.

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When an effect is applied to an actor in the combat tracker, some additional fields are available to the DM. See the 5E Combat Tracker for more details.

  • Active State: By default, an effect is set to always be active (i.e. On). The active state can be toggled to Skip or Off. If set to Skip, the next application of the effect will be skipped, and then the effect will be set to On again. If set to Off, the effect will no longer be applied to rolls, but will remain in the CT.

  • Duration: When the main duration field is set to Start/End Turn values, an additional field will be shown to track the initiative number when the duration should start/end.

  • Applied By: The active actor will be used as the source actor of an effect, and shown in the lower right of the effect entry. If no actor is active, then this field is hidden. To set the source actor of an effect, drag the name field of a CT actor onto the label field of a CT effect entry. The source is usually just informational, but may occasionally be used to support advanced effects (such as Marked). Click on the Applied By field to clear the source actor.

Targets: By default, effects are applied to relevant rolls for all targets. However, some effect components can be targeted (such as attack and damage modifiers). A targeting button is shown next to each effect entry, and can be dragged onto a CT entry or CT-linked token to specify that the effect is targeted to a specific actor or set of actors. Additional options to target all allies or enemies are available by right-clicking on the targeting button. The Targets field is hidden unless targets are defined. Click on the Targets field to clear the targets.

Effect Targeting

As described above in the dialog for Spell/Ability Effect there is a box for ‘Targeting’ which can be set either to ‘Targets’ or ‘Self’. It is important to understand that this isn’t asking you to tell Fantasy Grounds who the target of the effect is but rather where the effect should reside.

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The following sections details the conditions, modifiers and other components which can be used to create effects within the 5e ruleset. A number of examples are also provide to help users get started.starte

Conditions

  • The following are the conditions from Appendix A of the Player's Handbook which Fantasy Grounds can handle. These are built into the code and can be applied to a character or NPC either via an effect from the character sheet or Combat Tracker or by applying it from the effects button in the UI.

  • Not case-sensitive.

  • Effects do not stack. So, for example, if a character suffers from Blinded and Frightened they will not suffer a double disadvantage to attack rolls.

Condition

Modifiers Applied

Notes

Status

Blinded

GRANTADVATK, DISATK

 

Charmed

 

 

Deafened

 

 

Encumbered

DISATK, DISCHK: strength, DISCHK: dexterity, DISCHK: constitution, DISSAV: strength, DISSAV: dexterity, DISSAV: constitution

 

Frightened

DISATK, DISCHK

Incorporeal

 

RESIST: all

Intoxicated

DISATK, DISCHK

 

Invisible

ADVATK, GRANTDISATK

(T)

Paralyzed

Prone,

GRANTADVATK

Automatically fails STR and DEX saves

Poisoned

DISATK, DISCHK

 

Prone

DISATK, GRANTADVATK: melee, GRANTDISATK:

ranged

ranged

 

Restrained

GRANTADVATK, DISATK, DISSAV: dexterity

 

Stable

 

When dying, actor makes death rolls unless it has Stable effect. (option)

Stunned

GRANTADVATK

Automatically fails STR and DEX saves

Turned

 

Applied to a creature that has been turned. Does nothing mechanically.

Unconscious

Prone, GRANTADVATK

Automatically fails STR and DEX saves

Info

(T) = Effects can be targeted to only apply to conditions against certain opponents

Modifiers

  • Format:  [tag]: [dice/number] [descriptors]

  • Case-sensitive

  • If colon missing, assume no dice, numerical modifier or descriptors.

  • Modifiers stack as long as their bonus type is blank or unique. If two modifiers have the same bonus type, only the larger value will be used.

  • When applying effects from PC sheet powers, bracketed ability tags ([STR],[DEX],...) can be added to the modifier dice and numerical portion to adjust by current PC attribute modifiers. The ability tags can be set to negative ([-INT]), half ([HWIS]) or double ([2CHA]). Two additional tags for level ([LVL]) and proficiency bonus ([PRF]) are also supported. Character Classes can also be used and will evaluate to the level for that character in that class. The full name of the class all in capital letters is needed eg. [BARBARIAN], [CLERIC], [WIZARD] etc.

Modifier

Value

Descriptors

Notes

Combat

INIT

(D)

 

Initiative rolls

ATK

(D)

[range], opportunity

(T); Attack rolls

AC

(N)

[range], opportunity

(T); Armor class

CRIT

(N)

[range]

(T); Critical range (minimum of all effect values and 20)

DMG

(D)

[range], [damage type]*, critical

(T); Damage roll; If critical keyword, only applies to critical damage rolls.

HEAL

(D)

-

Healing rolls

SAVE

(D)

[ability] or [concentration]

Saving throws

SKILL

(D)

[ability], [skill]

Skill checks

Abilities

CHECK

(D)

[ability]

Ability checks

STR

(N)

[bonus]

Strength modifier

DEX

(N)

[bonus]

Dexterity modifier

CON

(N)

[bonus]

Constitution modifier

INT

(N)

[bonus]

Intelligence modifier

WIS

(N)

[bonus]

Wisdom modifier

CHA

(N)

[bonus]

Charisma modifier

Damage

DMGTYPE

(-)

[damage type]

(T); Adds damage type to all damage rolls.

DMGO

(D)

[damage type]*

Damage (Ongoing)

REGEN

(D)

[special]

Regeneration. Use and/or clause to specify damage types which can overcome regeneration.

IMMUNE

(-)

[damage type], all, [condition]

(T); Immune to damage type; Assumes all if no [damage type] descriptor. If condition specified this will prevent the condition from being applied to the actor

RESIST

(N)

[damage type], all

(T); Resistance to damage type; Assumes all if no [damage type] descriptor.

VULN

(N)

[damage type], all

(T); Vulnerability to damage type; Assumes all if no [damage type] descriptor.

Situational

COVER

(-)

[range]*

(T); Cover; (ATK: -2)

SCOVER

(-)

[range]*

(T); Cover (Superior); (ATK: -5)

Advantage and Disadvantage

ADVINIT

(-)

 

Advantage on initiative rolls

DISINIT

(-)

 

Disadvantage on initiative rolls

ADVATK

:

(-)

[range], opportunity

(

-)(

T), Advantage on attack rolls

DISATK

:

(-)

[range], opportunity

(

-)(

T), Disadvantage on attack rolls

GRANTADVATK

:

(-)

[range], opportunity

(-)

(T), Grant advantage on attack rolls made against actor

GRANTDISATK

:

(-)

[range], opportunity

(-)

(T), Grant disadvantage on attack rolls made against actor

ADVSAV

: [ability] or [concentration]

(-)

 

Advantage on all saving throws (or a specific saving throw, if specified) (must be lower case)

DISSAV

:

(-)

[ability]

or [

OR concentration

]

(-)

Disadvantage on all saving throws (or a specific saving throw, if specified) (must be lower case)

ADVCHK

: [ability]

(-)

[ability]

Advantage on all ability checks (or a specific ability, if specified) (must be lower case)

DISCHK

: [ability]

(-)

[ability]

Disadvantage on all ability checks (or a specific ability, if specified) (must be lower case)

ADVSKILL

: [skill]

(-)

[skill]

Advantage on all skill checks (or a specific skill, if specified) (must be lower case)

DISSKILL

: [skill]

(-)

[skill]

Disadvantage on all skill checks (or a specific skill, if specified) (must be lower case)

ADVDEATH

(-)

 

Advantage on death rolls

DISDEATH

(-)

 

Disadvantage on death rolls

Misc

EXHAUSTION

(N)

 

On value of 1-2, applies DISCHK. On value of 3+, applies DISCHK, DISATK and DISSAV.

(C)

(-)

 

This modifier is attached to a spell effect. It triggers a concentration roll if the source actor for the effect takes damage.

Magic Resistance

(-)

 

When present on an actor this effect will automatically roll saving throws against magic with advantage

Info

(D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
(T) = Effects can be targeted to only apply to modifiers against certain opponents

Info

[range] = melee, ranged
[damage type] = acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder, adamantine, bludgeoning, cold-forged iron, magic, piercing, silver, slashing
[stat] = strength, constitution, dexterity, intelligence, wisdom, charisma
[ability] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill] = any skill name
[condition] = Any condition as noted above except exhaustion. Note [condition] must be all lower case
* = Multiple entries of this descriptor type allowed.

...

Taken together the testing components and the conditions which they can test for mean that extremely powerful effects can be set up and these are particularly apposite to magic item creation and use. See examples below.

Special Tag

Notes

IF: [condition OR conditional operator]

Ignores the remainder of the effect components within the effect label, unless the source actor has the specified condition.

IFT: [condition OR conditional operator]

Ignores the remainder of the effect components within the effect label, unless the opposing actor has the specified condition.

Avoidance

If spell targeting creature with this effect allows half damage on a save, then this creature will be marked for no damage on successful save and half damage on failed save.

Evasion

If spell targeting creature with this effect allows half damage on a save and the save type is Dexterity, then this creature will be marked for no damage on successful save and half damage on failed save.

Dodge

If not (paralyzed/stunned/incapacitated/unconscious/grappled/restrained), then apply "ADVSAV: dexterity; GRANTDISATK"

Conditional Operators

  • Not case-sensitive

Operator

Notes

ALIGN ([alignment])

If the creature indicated by the conditional effect has the given alignment, then this operator returns true.


Neutral is assumed for creatures where not specified.


True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically.

SIZE ([size])


SIZE ([>= OR <= OR > OR < OR =][size])

If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true.


Medium size is assumed for creatures where not specified.

TYPE ([creature type]*)

If the creature indicated by the conditional effect has the given creature type, then this operator returns true.


The humanoid creature type is assumed for creatures where not specified, and for PCs.

Wounded

If the conditional effect target has any wounds, then this operator returns true.

Bloodied

If the conditional effect target has wounds greater than or equal to half its hit points, then this operator returns true.

CUSTOM ()

Allows for testing of user created conditions, such as in the 'Hex' or 'Hunter's Mark' spells. The condition to be tested for is added in brackets after the CUSTOM keyword. Thus the syntax would be IF: CUSTOM(condition) or IFT: CUSTOM(condition). If the 'condition' is present on the target then the function will return true.

Info

[alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
[size] = T, S, M, L, H, G, tiny, small, medium, large, huge, gargantuan
[creature type] = aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, undead, aarakocra, bullywug, demon, devil, dragonborn, dwarf, elf, gith, gnoll, gnome, goblinoid, grimlock, halfling, human, kenku, kuo-toa, kobold, lizardfolk, living construct, merfolk, orc, quaggoth, sahuagin, shapechanger, thri-kreen, titan, troglodyte, yuan-ti, yugoloth
* = Multiple entries of this descriptor type allowed.

...

When applying effects from the Actions tab of the PC sheet, special tags can be inserted to provide numerical bonuses based on the PC's current attributes.

PC tag

Notes

STR

PC Strength bonus

DEX

PC Dexterity bonus

CON

PC Constitution bonus

INT

PC Intelligence bonus

WIS

PC Wisdom bonus

CHA

PC Charisma bonus

LVL

PCs total level

BARBARIAN, CLERIC etc

The level of a given class

PRF

PC proficiency bonus

H[other tag]

Half of the other tag bonus

X[other tag]

Multiply other tag by X where X is 2-9

-[other tag]

Negative the other tag bonus (including half and double)

Examples

General Examples

  • ATK: 2

  • SAVE: 1

  • DMGO: 2d6

  • DMG: 1d6 cold

  • RESIST: fire; RESIST: cold

  • RESIST: 3 slashing, bludgeoning, piercing, !magic

...

  • ATK: [-DEX]

  • DMG: 2d6+1 [CON]

IF and IFT Examples

Effect Code

Notes

IF: poisoned; DISSAV: wisdom

This will test to see if the character has the ‘poisoned’ effect on him and if so he’ll roll WIS checks at disadvantage. Any of the conditions recognised by Fantasy Grounds can be tested in this way.

IFT: intoxicated; ADVATK

If the target of the attack is intoxicated then give the attacker advantage on the roll.

IF: ALIGN (good); DMG: 1d8 radiant

If the character is good then deal an extra 1d8 radiant damage on any damage roll. Note this will return true for any good alignment (Chaotic Good, Neutral Good, and Lawful Good). You can test for any morality (Good, Evil and Neutral) or any order (Chaotic, Lawful or Neutral) or any combination you want (Chaotic Good, Lawful Evil, etc.). The parameter can also be abbreviated to CG, LE, NG etc. Note however that True Neutral is not supported.

IFT: TYPE (giant); DMG: 1d8

If the target of the damage roll is Giant then do an additional 1d8 damage. There is a complete list of what creature types the TYPE conditional operator will accept and you can find a list of acceptable types below. If you want to test for multiple types then you can separate the types by a comma e.g. IFT: TYPE (dragon, aberration, celestial) will return true if any of these types are the target.

IFT: SIZE(>= medium); ADVATK

If the target’s size is greater or equal to medium then get advantage on the attack roll. You can test for greater or equal (>=), less than or equal (<=), greater than (>), less than (<) or equal (=). The size can be abbreviated e.g. S = small, M = medium, etc.).

DMG: 1d6 radiant

:

; IFT: TYPE (dragon); DMG: 2d6, radiant

Deal an extra 1d6 radiant damage to any target, and only if the target is a dragon do an additional 2d6 radiant damage (i.e. for a total of 3d6 additional damage). As with other modifiers the IFT statement can be chained. Make sure however that it is the last statement in line since if the testing condition is false it will ignore everything after it.

Specific PC Ability/Trait Examples

Info

Complete Package Series by Character Class

Zacchaeus on the forums has built basic characters up to level 20 with pre-filled effects that you can easily edit or copy over to your character. You can get that and other useful info here:
Guides, videos and other helpful information (fantasygrounds.com)

  • If the Duration, Target, and Expend are not called out, then the default is:

    • Duration=0 (Zero indicates effect should not expire.)

    • Targeting=Targets

    • Expend=Never

Power [Source]

Effect Code

Duration/Target/Expend

Notes

Totem Spirit Rage (Bear) [Class - Barbarian]

Totem Spirit Rage;ADVSAV: strength;ADVCHK: strength;DMG: 2 melee;RESIST: all, !psychic

Targeting=Self; Duration=1 Min

 

Rage [Class - Barbarian]

Rage;ADVCHK:strength;ADVSAV:strength;DMG:2, melee;RESIST:bludgeoning,slashing,piercing;[SELF]

Targeting=Self; Duration=1 Min

Change “DMG:2” section to 3,4 etc as your rage damage goes up

Feral Instinct [Class - Barbarian]

Feral Instinct;ADVINIT

 

 

Avatar of Battle [Class - Cleric (War Domain)]

Avatar of Battle;RESIST:bludgeoning,piercing,slashing,!magic

 

 

Nature’s Ward [Class - Druid (Circle of the Land)]

Nature’s Ward;IMMUNE

:poison

:poison

 

 

Survivor [Class - Fighter (Champion)]

Survivor;IF:Bloodied;REGEN:5 [CON]

Targeting=Self

Must be set up as a power PC actions tab to work with [CON]. Effect must be reapplied in CON bonus changes.

Improved Divine Smite [Class - Paladin]

Improved Divine Smite;DMG:1d8 radiant,melee

 

 

Vow of Enmity [Class - Paladin]

Vow of Enmity; ADVATK

Targeting=Self

Hold shift down while dragging this effect to your target to focus the effect. (Or can implement something similar to Hunter's Mark below.)

Fiendish Resilience [Class - Warlock (The Fiend Patron)]

Fiendish Resilience;RESIST:<type>,!silver,!magic

 

Replace <type> with damage type of choice (slashing, piercing, bludgeoning)

Thought Shield [Class - Warlock (Great Old One Patron)]

Thought Shield;RESIST:psychic

 

 

Lifedrinker [Class - Warlock (Invocation)]

Lifedrinker;DMG:[CHA], melee

 

Must be set up as a power PC actions tab to work with [CHA]. Effect must be reapplied if CHA bonus changes.

Inured to Undeath [Class - Wizard (Necromancy)]

Inured to Undeath;RESIST:necrotic

 

 

Dwarven Resilience [Race - Dwarf]

Dwarven Resilience;RESIST:poison

 

 

Hellish Resistance [Race - Tiefling]

Hellish Resistance;RESIST:fire

 

 

Stout Resilience [Race - Halfling (Stout)]

Stout Resilience;RESIST:poison

 

 

Heavy Armor Master [Feat]

RESIST: 3 slashing,bludgeoning,piercing,!magic

 

 

Bane [Spell]

Bane;ATK:-1d4;SAVE:-1d4;(C)

Duration=1 Min

 

Blade Ward [Spell]

Blade Ward; RESIST: bludgeoning, piercing, slashing

Targeting=Self; Duration=1 Rnd

 

Bless [Spell]

Bless;ATK:1d4;SAVE:1d4;(C)

Duration=1 Min

 

Guidance [Spell]

Guidance;CHECK:1d4

Expend=Next Roll; Duration=1 Min

 

Hunter’s Mark [Spell] (Self)

IFT: CUSTOM(Hunter Mark); DMG: 1d6; (C)

Targeting=Self, Duration=1 Hr

If multiple hunters, change custom "Hunter Mark" to a unique string.

Hunter’s Mark [Spell] (Target)

Hunter Mark; (C)

Duration=1 Hr

See above.

Resistance [Spell]

Resistance;SAVE:1d4;(C)

Expend=Next Roll; Duration=1 Min

 

Specific Magic Item Examples

Power [Source]

Effect Code

Notes

Adamantine Armor

IMMUNE: critical

 

Armor of Invulnerability

RESIST: bludgeoning,piercing,slashing,!

magic
Armor

magicArmor of Invulnerability (Power);IMMUNE: bludgeoning,piercing,slashing,!magic

 

Armor of Resistance (Varies)

RESIST: fire

 

Armor of Vulnerability (Varies)

RESIST: bludgeoning; VULN: piercing,slashing

 

Belt of Dwarvenkind

RESIST: poison

 

Boots of the Winterlands

RESIST: cold

 

Bracers of Archery

DMG: 2 ranged

 

Brooch of Shielding

RESIST: force

 

Cloak of Arachnida

RESIST: poison

 

Cloak of Displacement

GRANTDISATK

 

Cloak of Elvenkind

ADVSKILL: stealth

 

Cloak of Invisibility

Invisible

 

Defender (Varies)

AC: 2; ATK: -2; DMG: -2

 

Dragon Scale Mail (Varies)

RESIST: fire

 

Dragon Slayer

IFT: TYPE(dragon); DMG: 3d6

 

Dwarven Thrower

DMG: 1d8 ranged; IFT: TYPE(giant); DMG: 1d8 ranged

 

Efreeti Chain

IMMUNE: fire

 

Eyes of Minute Seeing

ADVSKILL: investigation

 

Eyes of the Eagle

ADVSKILL: perception

 

Flame Tongue

DMG: 2d6 fire

 

Frost Brand

DMG: 1d6 cold; RESIST: fire

 

Giant Slayer

IFT: TYPE(giant); DMG: 2d6

 

Gloves of Swimming and Climbing

SKILL: 5 athletics

 

Gloves of Thievery

SKILL: 5 sleight of hand

 

Holy Avenger

IFT: type(fiend, undead); DMG: 2d10 radiant;

 

Mace of Disruption

IFT: type(fiend, undead); DMG: 2d10 radiant;

 

Mace of Smiting

DMG: 2d6 bludgeoning,critical; IFT: type(construct); DMG: 2d6 bludgeoning,critical

Technically only apply if you rolled a 20

Oathbow

IFT: custom(Sworn Enemy); DMG: 3d6

piercing
DISATK

piercingDISATK

First effect while wielding Oathbow, Second effect while not wielding Oathbow and sworn enemy chosen

Oil of Sharpness

DMGTYPE: magic; ATK: 3; DMG: 3

 

Periapt of Proof Against Poison

IMMUNE: poisoned; IMMUNE: poison

 

Ring of Elemental Command (Varies)

IMMUNE: fire

 

Ring of Invisibility

Invisible

 

Ring of Resistance (Varies)

RESIST: fire

 

Ring of Warmth

RESIST: cold

 

Sentinel Shield

ADVSKILL: perception; ADVINIT

 

Sun Blade

IFT: TYPE(undead); DMG: 1d8 radiant

 

Sword of Sharpness

DMG: 4d6 slashing, critical

Technically only apply if you rolled a 20

Sword of Wounding

DMGO: 1d4 necrotic

 

Vicious Weapon

DMG: 2d6 critical

Technically only apply if you rolled a 20

Automating Effects on NPCs

...

If the NPC can cast spells then you can automate the population of the actual spells into the NPC sheet. Additionally with the correct wording Fantasy Grounds will work out the attacks and spell save DCs where those are present in the spell. The trait for Spellcasting and Innate Spellcasting are given below.

Spellcasting

The [NPC] is a nth-level spellcaster. Its spellcasting ability is [ability]. The [NPC] has the following spells prepared.

Cantrips (at will): <spell name>,<spell name>1st name>

1st level (4 slots): <spell name>, <spell name>2nd name>

2nd level (2 slots): <spell name>, <spell name>

Info

Note: It is important that the wording is exactly as above including the punctuation. All spell names should be in lower case separated by a comma.

Innate Spellcasting

The <NPC>[NPC]'s spellcasting ability is <ability>. It can innately cast the following spells, requiring no material components:

At will: <spell name>, <spell name>xname>

x/Day each: <spell name>, <spell name>xname>

x/Day each: <spell name>, <spell name>

  • Overriding automatic calculations If you want to override the automatic calculation of spell save DC's and attacks insert the following into the first line of the trait.

SpellcastingThe [NPC] is a nth-level spellcaster. Its spellcasting ability is [ability] (+x to hit with spell attacks, Spell save DC x). The [NPC] has the following spells prepared.Innate SpellcastingThe <NPC>'s spellcasting ability is <ability> (Spell save DC x). It can innately cast the following spells, requiring no material components:The 5e ruleset also supports spellcasting as an action rather than as a trait. Use the following wording in an action to correctly populate the spells for the NPC

Spellcasting

The [NPC] casts one of the following spells, using <ability> as the spellcasting ability (spell save DC x):

At will: <spell name>, <spell name>

x/day each: <spell name>, <spell name>

x/day each:<spell name>, <spell name>

Info

Note: all punctuation is required, and the spells must be laid out exactly as shown. The spell save DC is NOT calculated so the spell save DC is required.

Other Traits

  • Magic resistance Include a trait called 'Magic Resistance'. The NPC will then automatically rolled saves vs spells with advantage

  • Magic Weapons Include a trait called 'Magic Weapons'. All damage done by the creature will automatically add the magic tag to the damage dealt

  • Recharge Where a trait rolls a dice after it is used to see if it can be used again include in the trait heading <Heading> (Recharge x). A six sided dice will automatically be rolled at the start of the creatures turn and if the result equals or exceeds 'x' then the trait will be available again.

  • Gnome Cunning When this trait is present the actor will have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.