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Many effects are created automatically for you in the 5e ruleset by dragging and dropping from the source material such as the Player's Handbook. 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 the 5E NPCs and Encounters and the section below on the wording used to create NPC effects.

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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.

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  • 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

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

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  • 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 [concentration]

(-)

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

ADVCHK: [ability]

(-)

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

DISCHK: [ability]

(-)

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

ADVSKILL: [skill]

(-)

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

DISSKILL: [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.

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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.

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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

  • 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

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 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 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

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

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  • Magic Weapons [Damage Resistances/Immunities] bludgeoning, slashing and piercing from nonmagical weapons

  • Magic and Other Types [Damage Resistances/Immunities] bludgeoning, slashing and piercing from nonmagical weapons that aren’t silvered

  • Other Types [Damage Resistances/Immunities] piercing from weapon attacks that aren’t adamantine

  • Damage Threshold If the damage from a single source dealt to this creature is less than or equal to <X> then the creature will take no damage. Any damage from a single source which exceeds this value will be applied in full' will create an appropriate effect on the CT when this creature is added to it.

Info

Note: Acceptable types are magic/adamantine/silvered/cold-forged

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