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  • To create a new item other than a weapon or armor proceed as follows.

  • Open the Items sheet and right click and select 'Create Item' or click the 'Edit List' button and then 'Add Item'.

  • Click on <<new item>> to open up the new item dialog and type in a name for the item.

  • At the top right there is an ID toggle, which if green, means this item is identified or if red means it is unidentified.

Non-ID Name

This box is used to type in a name for an item which will be unidentified initially when the players obtain it. This can be completely different from the items true name (for example the Non-ID Name could be simply 'Longsword' whereas the items name might be Longsword of Dragon Slaying.

Notes

This box holds a description of a non identified item. Players will only see this description if the item is currently unidentified.

Type

In the 'Type' box you can type in whatever you want but it is recommended that you stick to the item descriptions from the Player's Handbook (PHB) or Dungeon Master's Guide (DMG). Thus Adventuring Gear, Tools, Tack, Vehicles, Gemstones, Art Objects, Magic Items etc. The type entered here will be added to the item filter list (see 5 above).

Subtype

Again anything can be typed in this box but it is recommended that the descriptions found the the PHB or DMG be followed. Thus, holy symbol, arcane focus, ammunition, wand, rod, wondrous item etc.

Rarity

Mainly for use with magic items but anything can have a rarity. Per the DMG the categories are Common, Uncommon, Rare, Very Rare and Legendary.

Cost

The cost of the item. The nomenclature of the coinage should conform to the standard 5e rules (i.e. GP, CP etc). If the DM has created their own currencies via the currency option use the appropriate currency here. See 5E Options for more information on currencies.

Weight

The weight of the item in pounds (lb). Note decimal fractions of a pound are acceptable (0.1, 0.2 etc).

Description

A description of the item as well as what it might do in game terms. This box will accept formatted text as well as links to images, tables etc.

Create a Weapon

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  • Open the Items sheet and right click and select 'Create Item' or click the 'Edit List' button and then 'Add Item'.

  • Click on <<new item>> to open up the new item dialog and type in a name for the item.

  • At the top right there is an ID toggle, which if green, means this item is identified or if red means it is unidentified.

Field

Description

Non-ID Name

This box is used to type in a name for an item which will be unidentified initially when the players obtain it. This can be completely different from the items true name (for example the Non-ID Name could be simply 'Longsword' whereas the items name might be Longsword of Dragon Slaying.

Notes

This box holds a description of a non identified item. Players will only see this description if the item is currently unidentified.

Type

Enter 'Weapon' in the type. This will open up some new boxes for completion in the dialog.

Subtype

This will be either simple melee, martial melee, simple ranged or martial ranged

Rarity

As above this will be Common, Uncommon, Rare, Very Rare or Legendary.

Cost

The cost of the item. The nomenclature of the coinage should conform to the standard 5e rules (i.e. GP, CP etc). If the DM has created their own currencies via the currency option use the appropriate currency here. See 5E Options for more information on currencies.

Weight

In pounds (lbs).

Note decimal fractions are acceptable.

Bonus

You can enter a bonus here if this is a magical weapon. Such a bonus will apply to attack and damage rolls.

Damage

Enter the damage that this weapon will do. This should be in the form of a dice expression followed by a damage type (e.g. 1d6 piercing). Acceptable damage types are acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder. Fantasy Grounds also recognizes silver, adamantine and cold-forged iron as special damage types.

NOTE: Multiple dice strings can be entered here separated by the word 'plus'. For example 1d6 piercing plus 1d8 cold. If the weapon is made of special materials add the damage type to the normal damage separated by a comma (e.g. 1d6 piercing, silver)

Properties

The weapon's properties should follow those noted in the PHB so that Fantasy Grounds recognizes what they mean, Thus the acceptable properties would be, light, finesse, thrown, heavy, two-handed, reach etc. Also record here whether the weapon is magical or is made from rare materials. Acceptable words are magic, silver, adamantine or cold-forged iron. Properties should be listed separated by commas e.g light, finesse, silver, magic. Two further properties are available 'crit range x' will determine whether this weapon criticals on a number less than 20 (crit range 19 for crit on 19-20); and 'reroll x' where a weapon rerolls damage dice (for example reroll 2 will reroll any 1's and 2's that come up on the damage dice and take the rerolled values).

Note: If the word ‘magic’ is included in the weapon properties then when this weapon is equipped Fantasy Grounds will automatically append ‘magic’ to the weapon’s damage line in the actions tab of the character.

Description

A description of the weapon and any special properties or uses it might have in game terms.

Create Armor

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  • Open the Items sheet and right click and select 'Create Item' or click the 'Edit List' button and then 'Add Item'.

  • Click on <<new item>> to open up the new item dialog and type in a name for the item.

  • At the top right there is an ID toggle, which if green, means this item is identified or if red means it is unidentified.

Field

Description

Non-ID Name

This box is used to type in a name for an item which will be unidentified initially when the players obtain it. This can be completely different from the items true name (for example the Non-ID Name could be simply 'Longsword' whereas the items name might be Longsword of Dragon Slaying.

Notes

This box holds a description of a non identified item. Players will only see this description if the item is currently unidentified.

Type

Enter 'Armor' in the type. This will open up some additional boxes in the new item dialog.

Subtype

This will be Light, Medium, Heavy or Shield to keep it in line with the descriptions in the PHB.

Rarity

As above, Common, Uncommon, Rare, Very rare, Legendary.

Cost

The cost of the item. The nomenclature of the coinage should conform to the standard 5e rules (i.e. GP, CP etc). If the DM has created their own currencies via the currency option use the appropriate currency here. See 5E Options for more information on currencies.

Weight

In pounds (lbs).
NOTE decimal fractions of a pound are acceptable (0.1, 0.2 etc).

Bonus

This will be the bonus that the armor provides to the user's Armor Class.

AC Base

Enter the base armour class that this armor provides.

Dex Bonus

This is the maximum dexterity bonus allowed whilst wearing this armor. If 'Yes' is entered here the full DEX bonus will be used to calculate AC in the character sheet. If the box is left blank then no DEX bonus will be used. If a maximum DEX bonus is desired then enter 'Yes (max x)' where x is the maximum DEX bonus allowed; e.g. Yes (max 2).

Strength

Enter the minimum strength required by the character in order to wear this armor if appropriate; e.g Str 15

Stealth

If disadvantage to stealth checks should be applied whilst wearing this armor enter 'Disadvantage' in this box. Otherwise leave it blank.

Properties

If this is magical armor enter 'magic' in this box; otherwise leave it blank

Description

A description of the armor and any special properties or consideration for game purposes.

Using The Forge

  • The Forge is a Magic Item Creation Tool which can be used by the DM to create magic items. Although it is possible to make some use of the Forge without it, the Dungeon Masters Guide is almost essential and the following assumes ownership of the Fantasy Grounds DMG module. The idea is to allow for the creation of 'non standard' magic items,thus the DM can for example create +4 weapons or +5 armor which aren't available from the list in the DMG.

  • To access the Forge click on the Items menu button and then on the icon in the top right of the window which opens.

  • The basic idea behind the forge is that mundane or ordinary items are dragged into the left hand panel and magic item templates are dragged into the right hand side. Once everything is in place clicking 'Forge Magic Item' will create the item using whatever has been placed within the Forge.

  • Open the Magic Item templates by clicking on the templates button at the top of the item dialog.

  • There are some restrictions and caveats which the user needs to be aware of.

    • Items in the left and right hand windows must be compatible. In other words you cannot combine properties from a magical armor template to a weapon. Attempting to forge incompatible items will give an error and nothing will be created.

    • You can forge 'illegal' items. For example you could combine an 'Arrow of Slaying' template with a greatsword. The Forge, when checking compatibility, only checks the type and not the subtype. Since both an arrow and a greatsword are weapons the items will happily combine.

    • Extremely overpowered items can be created and the Dungeon Master is cautioned against doing so.

  • To create an item open up the equipment list either in the Player's Handbook or the extended one from the Dungeon Masters Guide. Find a mundane item, weapon, armor, ring, rod, wand, staff or potion and drag that into the left hand side of the forge under 'equipment'.

  • Now open up the 'Magic Item Templates' in the Dungeon Masters Guide and find a compatible item in the list. Drag that into the right hand side of the Forge.

  • You can continue to drag more compatible items into the right hand side if you want to give the item you are crafting several properties.

  • Once you have done click the 'Forge Magic Item' button and your item will be created.

  • At any time you can click the 'Clear Forge' button to remove all the items in it. You can also right click on any individual item and select 'Delete Item'.

  • You can also drag items which have been created in the Forge into the left hand side. Thus it is possible to have items which might 'grow' with the player. For example if you created a +1 sword for a particular character and later when they reached a certain level you can 'upgrade' it to have a +2 or have some additional property that only becomes available at higher levels.

  • Magic weapons which give bonuses to hit and/or damage will automatically create the proper entry in the actions tab when equipped by the character.

  • In the case of Wondrous items almost any mundane item from the equipment list can be imbued with magical properties using the Wondrous magic item templates. You could for example create a Bag of Health, A Belt of Holding or Boots of Fire Giant Strength. The possibilities here are almost limitless.

  • Once you have created your item you can then edit it in the usual way.

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A treasure parcel is, as it's name suggests, a parcel of treasure which the PCs might find during the course of an adventure. It need not of course contain anything of great monetary value but might be a clue or some other seemingly mundane item. Treasure parcels are built from items in the Items list (apart from coins) so before proceeding make sure that all of the items you want to include in the parcel are available on the list. See the Tables section for details on how to set up a treasure parcel using tables.

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