The item sheet is used by Players and Dungeon Master to view items in the campaign; and by the Dungeon Master to create new items for use in the campaign. To open up the items dialog click the 'Items' button in the right hand menu. Players will only be able to view items which have been shared by the Dungeon Master, either via a module (such as the Player's Handbook) or directly shared in the campaign. Players cannot edit items that are in the items list (but can edit items in their character’s inventory).
Item List Window
1 - Menu Bar Use the buttons here to quickly open the list of Armor, Weapons, Gear, and Templates. (Only the DM will see templates; players cannot access them).
2 - Group This shows the currently selected group or ‘All’ if no group is selected. Items are grouped by the module that they are in - for example Player’s Handbook. Use the dropdown to change the selected group. Inside the dropdown there is a green ‘+’ icon and an edit list button which can be used to create or delete your own groups. Any items created will be automatically added to the currently selected group. Items can be moved from one group to another by dragging them from the list and dropping them onto any group which is showing when the group list is open. Note players will only see groups if the group is in a shared module; items shared by the DM will be placed in the ‘All’ group.
3 - Item List This shows the items in the currently selected group. The right of the panel shows in which group the item is in and a P or S symbol next to the item shows that it has been made public or shared with players. To unshare an item click on the P or S symbol. (DM Only) If the selected group is ‘All’, clicking on the name of any book listed on the right side of this list will select that as the current group.
4 - Pages The list of items is paged; click on the next or previous symbols to move to the next or previous page. You can also click on the end or start icons to quickly move to the last or first page.
5 - Icons Click on the ‘All’ button to quickly filter to a list of items that have been shared with players. The DM has a green ‘+’ icon and a red edit list icon which allows for the creation and deletion of items.
6 - Search Bar Type here (minimum three letters) and press return to search for a particular item.
7 - Filter Bar There are three filters which can be used independently or together to filter out items. Click on the dropdowns to select the filter for each type. The filters will only be applied to the currently selected group. Filters can be removed by selecting the blank line at the top of each filter list.
Edit an item
Any existing item from any open module that appears on the item list can be edited. In many cases the item will have a red ‘lock’ icon at the top right and this will prevent editing. However DMs can make a copy of the item by dragging and dropping it back into the list. The copy can then be unlocked and edited.
Create A New Standard Item
To create a new standard item proceed as follows. (Only the DM can create items).
Open the Items sheet and right click and select 'Create Item' or click the green ‘+’ button at the bottom of the window. A new blank item will be created ready to be completed. The ‘ID’ symbol at the top right defaults to green meaning that this is an identified item and the players will see its full details. Clicking on the icon will toggle it to red meaning that the item will not be identified when first given to players.
The lock symbol next to this will default to open meaning the item can be edited. The lock icon can be clicked on to toggle between the editable and non-editable state. The following fields can be filled in or edited by the user.
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 item's true name (for example the Non-ID Name could be 'Longsword' whereas the item's actual name might be Longsword of Dragon Slaying.
This box holds a description of a non identified item. Players will only see this description if the item is currently unidentified.
Whatever you type in here categorizes the item. Generally it will be something like Adventuring Gear, Wondrous Item, Potion, Ring, Gemstone, Treasure or any of the other types which are found in the Player’s Handbook or Dungeon Master’s Guide. Whatever is typed here will be included in the ‘Type’ filter at the bottom of the item list.
Whatever is typed in here is used to subcategorize an item in the Gear list (accessed by clicking on the ‘Gear button at the top of the window). Examples are Standard, Druidic Focus, Holy Symbol, Equipment Packs, etc.
Mainly for use with magic items but anything can have a rarity. Per the Dungeon Master’s Guide the categories here are Common, Uncommon, Rare, Very Rare and Legendary. If this item needs to be attuned to use or wear then include (Requires Attunement) after the rarity - for example Rare (Requires Attunement)
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. See5E Options for more information on currencies.
The weight of the item in pounds (lb). Note decimal fractions of a pound are acceptable (0.1, 0.2 etc).
A description of the item including what it might do in game terms if necessary. This box will accept formatted text (bold, italic etc) as well as links to an image or a table. This description will only be seen by players if the item has been identified.
Create a Weapon
A new weapon is created in the same manner as a normal item following the steps above. However the item type must be ‘Weapon’. When this is typed into the ‘Type’ field several more fields will open up allowing the user to define certain statistics which are unique to weapons.
Fields unique to weapons are detailed below. Refer to the standard items section above for information on the other fields.
As noted above this must be 'Weapon' otherwise the other fields unique to weapons will not be visible.
The standard subtypes are simple melee, martial melee, simple ranged or martial ranged. Whatever is typed in here will appear as a filter category in the ‘Weapons’ list accessed from the button at the top items list window.
If this weapon is magical then it should have a rarity. Per the Dungeon Master’s Guide the categories here are Common, Uncommon, Rare, Very Rare and Legendary. If this item needs to be attuned to use or wear then include (Requires Attunement) after the rarity - for example Rare (Requires Attunement)
You can enter a bonus number here to indicate any bonus to the weapon’s attack and damage rolls.
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, and 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)
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 one or more of: ammunition (range n/n), finesse, light, loading, thrown (range n/n), heavy, two-handed, reach, and versatile.
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 (for example 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 will use 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.
A description of the weapon and any special properties or uses it might have in game terms. In the case of magic weapons this description can be quite lengthy and could detail additional damage in particular circumstances or against particular creature types. As with any item, formatted text is accepted here, as are links to images, tables etc.
Similar to weapons, armor can only be created by typing ‘Armor’ into the Type field to reveal the hidden fields unique to armor.
Details of these unique fields are noted below. The other fields are the same as those noted for standard items above.
This must be 'Armor' in order to see the fields related to this item type.
This will be Light, Medium, Heavy or Shield to keep it in line with the descriptions in the PLayer’s Handbook. Other types can be entered and will be added to the subtype in the Armor filter accessed via the Armor button at the top of the items window.
If this armor is magical then it should have a rarity. Per the Dungeon Master’s Guide the categories here are Common, Uncommon, Rare, Very Rare and Legendary. If this item needs to be attuned to use or wear then include (Requires Attunement) after the rarity - for example Rare (Requires Attunement)
Add a number here for any magical bonus that this armor provides when worn. This will be added to the wearer’s Armor Class in addition to the AC Base entered in the next field.
Enter the base armor class that this armor provides. Do not include any magical bonuses that the armor may provide to armor class (from the bonus field above).
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).
Enter the minimum strength required by the character in order to wear this armor if appropriate; e.g Str 15. Note that Fantasy Grounds will not prevent a character from equipping armor that they do not have the strength to wear.
If disadvantage to stealth checks should be applied whilst wearing this armor enter 'Disadvantage' in this box. Otherwise leave it blank.
If this is magical armor enter 'Magic' in this box; otherwise leave it blank
A description of the armor and any special properties or consideration for game purposes. Players will only see this description if the item has been identified.
Create an Equipment Pack
Equipment Packs can be created by typing ‘Equipment Pack’ into the ‘Type’ field. This opens up a section at the bottom of the window into which items contained in the pack can be created or dragged in from another source, such as the gear list from the Player’s Handbook.
Equipment Packs have the same subtype, rarity, cost and weight fields as described in the standard items section above. When an equipment pack is added to a character’s inventory it will add all of the items in the pack into the inventory.
To populate the included items section either drag in items from the items list or click on the green ‘+’ button to manually add an item. You can edit the number of the item in the pack by typing a new value into the box to the left of the item name. Items can be removed by clicking the red edit list button and then clicking the icon that appears next to each row twice. Note that once items have been added it is possible to rename the Type to ‘Adventuring Gear’ and if you include ‘Equipment Packs’ as the subtype the pack will appear in the Equipment Packs section of the Gear filter accessed by clicking on the button at the top of the window list.
Create a Vehicle Component
Similar to weapons and armor users can type ‘Vehicle Component’ into the ‘Type’ field to create vehicle components. New fields and an actions section will now open up ready for entries to be made. Vehicle components don’t have fields for weight and rarity. The fields are all optional and apart from Cover default to zero.
Type in the number of crew required to operate this component (if required).
This is the Armor Class of the component. Type in a number if the component has an armor class.
This is the component's hit points. Type in the number of hit points if the component has hit points.
This is the component’s Damage Threshold. The component will only take damage if the damage done from a single source is equal to or greater than this value.
Click on the box next to ‘Cover’ to cycle through the options (None, ½, ¾, Full) to select the amount of cover that this component provides.
Create Actions For a Vehicle Component
Actions can be added to the component by clicking on the green ‘+’ button. This will open several new editable fields.
Type a name in the trait or action name field.
You can add a number here to represent the number of rounds that it takes to load this weapon (only needed if the component is a weapon and it requires time to load).
Add a number here if this component is a weapon which requires time to aim.
As with Load and Aim add a number if needed to represent the number of rounds required to fire the weapon.
The last line contains the description of the trait or action. This could be purely descriptive text but if this is a weapon or it has actions then the text here should follow the same patterns as described in the NPCs wiki page for weapons and actions.
Create a Vehicle Component Upgrade
Type “Vehicle Component Upgrade” into the ‘Type’ Field. There are no special fields for this item type; it has all of the same fields as a standard item. Upgrades have no special components or statistics and are simply descriptive in nature.
Item Templates are similar to items except they are only used by the Forge (see below) to create new magic items. The list of available templates is accessed by clicking on the Templates button at the top of the Items list. THe Item Templates list has the same functionality as most lists in Fantasy Grounds Unity. You can use the search bar to search for a particular templet and you can use the filter at the bottom to filter the templates by type.
To create a new template click on the green ‘+’ symbol at the bottom of the Item Templates window. The fields available are completed in the same way as a standard item would be. There isn’t a Non-ID Name or Notes field in a template. You can create templates for Standard items, Weapons, and Armor but not for Equipment packs, Vehicle Components or Vehicle Component Upgrades. Refer to the relevant sections above for details on what should be included in each field.
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 Forge button at the top of the Item Templates list window (the templates list being accessed from the button on the Items list window). The Forge consists of two windows and some editing buttons as well as a Clear and Create button. To use the forge to create an item, drag one or more templates into the right hand window and a single compatible item into the left hand window and then click on the Forge Magic Item button to combine them into a new magic item. The name given to the item will be a combination of the template name and the item name.
Some things to be aware of are:
Items in the left and right hand windows must be of the same type. 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.
Items which have been created in the Forge can be added to the left hand panel and combined with an item template. Thus, for example, a +1 sword could ‘grow’ with the player by periodically adding further magical properties to it.
Almost any mundane item can be combined with a Wondrous Magic Item template.
Scrolls cannot be combined with anything (scrolls are uniquely magical and there’s no non-magical equivalent).
You can give an existing magic item additional properties by dragging it into the left hand side and adding a compatible template into the right hand side.
Once an item has been created it can be edited in the usual way.
A treasure parcel is, as its name suggests, a parcel of treasure which the PCs might find during the course of an adventure. It need not 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 create a treasure parcel using tables.
The current list of treasure parcels which exist in the campaign can be found by clicking on the ‘Parcels’ tab in the right hand menu. This window has the usual search and filter buttons at the bottom as well as an ‘All’ button which filters parcels that have been shared. To create a new parcel click on the green ‘+’ icon at the bottom of the window.
Type a name for the parcel into the field at the top of the window.
Type in numbers next to each currency type in the boxes in the left hand side. The currencies shown here will reflect the currencies which have been set up for this campaign. You can add new currency types by clicking on the green ‘+’ button at the top of the panel. The currencies shown can also be edited.
Drag items into the right hand side from the items list. These items can be anything that is an item, such as a weapon, armor, gemstone, adventuring gear, etc. Edit the number of items as necessary by clicking in the box to the left of the name and typing in a new number. (Dragging in an item which already exists will increment the number of items rather than creating a new line).
You can click on the green ID icon next to the item name to make the item unidentified.
New items can be directly created in the treasure parcel by clicking on the green ‘+’ icon at the top of the right hand panel. Type a name in the new line that is created and then click on the link icon at the far right of the name to open the New Item window so that you can add details for the item. The item fields are the same as described above. (Note that adding an item in this way does not add the item to your campaign list of items - the item will only exist in this parcel).
The green ID button at the top right of the parcel window can be used to change the status of all unidentified items in the parcel.