5E Item Sheet and Treasure Parcels

5E Item Sheet and Treasure Parcels

NOTE: Some screenshots and older videos may use the Legacy - Leather theme, or Legacy - D&D theme. If you wish to use them instead of the current default Dungeons & Dragons theme, you can load them from the Fantasy Grounds VTT main menu under the EXTENSIONS section.

Applying different themes will not change underlying functionality.

5E Item Sheet

The item sheet is used by Players and Dungeon Masters 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

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  1. Menu Bar: Use the buttons here to quickly open the list of Armor, Weapons, Gear, Templates, and Forge. Only the DM will see Templates and Forge; players cannot access them.

Dungeon Master view

Player view

Dungeon Master view

Player view

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  1. 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 (shown below) 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.

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  1. Item List: This shows the items in the currently selected group.

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    The right of the panel shows the name of the group the item is in, and several icons denoting which module is listed, which version of D&D ruleset it is (Legacy or 2024), and a group icon to denote whether it was shared/made public or not. There may also be a Revert Changes symbol is the item was shared or changed in any way.

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Hovering over the “open book” icon will show you the SKU of the module.

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Items with an L icon denote a Legacy record, such as those from the original D&D Player’s Handbook released in 2014.

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The “people” icon denotes that the item has been made public and can be accessed by Players. Items can be unshared by clicking the “people” icon.

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A “person” icon denotes that the item was shared with a single or multiple players individually, usually by dragging an item’s link to their portrait on their Character Sheet.

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Clicking on the “back” icon will open the Revert Changes window and prompt you to complete a record reversion. This will appear if the item has been publicly shared or if the item has been changed in some way.

If the item is no longer shared, it may still show the “back” to denote that it was shared or changed at one time.

  1. Pages: The list of items is paged; click on the Next Page or Previous Page symbols to move to the next or previous pages. You can also click on the First Page or Last Page icons to quickly move to the last or first pages.

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  2. Filter Bars: There are four filters which can be used independently or together to filter out items that are shown in the Item List.
    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.

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Here you can filter by items that require Attunement.

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Rarity shows the typical rarity (common, rare, etc.) as well as some like City Only or Varies.

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Type denotes the specific type of item to filter.

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Version allows you to filter by the older Legacy items and newer 2024 items.

  1. Search Bar: Type here (minimum three letters) and press Enter to search for a particular item.

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  2. Icons: The All button toggles between All items and Shared items (only those shared with Players). The DM has a green + icon and an Edit List icon which allows for the creation and deletion of items.

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Edit an item

Any existing item from any open module that appears on the Item List can be edited. In most cases, the item will have a Locked icon at the top-right of its window and this will prevent editing. However, DMs can unlock items and edit them directly.*

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* It is best practice to make a copy of an item and edit the copied item. This leaves the original to be used again later without having to revert it to it’s original state. DMs can copy any item by dragging and dropping it back on the the Item List window.

If an items is unlocked or edited, it will show a Revert Changes to the right of that item denoting that it was manipulated in some way.

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Create A New Standard Item

To create a new standard item proceed as follows.
Note: Only the DM can create items.

  • Open the Items window and right-click to bring up the menu. From there, select Create Item. You can also click the green button at the bottom of the window.

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    A new blank item will be created ready to be completed.

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    • The Identify symbol at the top of the window defaults to Identified, meaning that this is an “identified” item and the players will see its full details. Clicking on the icon will toggle it to Not Identified, meaning that the item will not be identified when first given to players.

    • The lock symbol next to this will default to Unlocked meaning the item can be edited. The lock icon can be clicked on to toggle between the Locked (not editable) and Unlocked (editable).

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      This item is showing as Identified and Unlocked.

The following fields below can be filled in or edited by the GM.

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 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.

Non-ID Notes

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

Type

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.

Subtype

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 main Items window). Examples are Standard, Druidic Focus, Holy Symbol, Equipment Packs, etc.

Rarity

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)

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.). Decimal fractions of a pound are acceptable (0.1, 0.2, etc).

Description

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 display allowing the user to define certain statistics which are unique to weapons.

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Fields unique to weapons are detailed below. Refer to the Standard Items section above for information on the other fields.

Field

Description

Type

As noted above, this must be Weapon, otherwise the other fields unique to weapons will not be visible.
You can see specific examples and parameters here: 5E Character Sheet | Weapons

Subtype

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 Weapons button at the top of the main Items window.

Rarity

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)

Bonus

You can enter a bonus number here to indicate any bonus to the weapon’s 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, 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)

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 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 Sheet.

Description

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.

Create Armor

Similar to Weapons, Armor can only be created by typing Armor into the Type field to reveal the hidden fields unique to armor.

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Details of these unique fields are noted below. The other fields are the same as those noted for standard items above.

Field

Description

Type

This must be Armor in order to see the fields related to this item type.

Subtype

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.

Rarity

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)

Bonus

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.

AC Base

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).

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, 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.
Note that Fantasy Grounds will not prevent a Character from equipping armor that they do not have the Strength to wear.

Stealth

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

Description

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.

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Included Items

To populate the Included Items section, either drag in items from the Items List (as shown below), 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 Edit List button and then clicking the Delete Item 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 main Items window.

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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.

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Field

Description

Crew

Type in the number of crew required to operate this component (if required).

AC

This is the Armor Class of the component. Type in a number if the component has an armor class of its own. 

HP

This is the component's Hit Points. Type in the number of Hit Points if the component has hit points of its own.

DT

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. 

Cover

Click on the box next to Cover to cycle through the options (None, ½, ¾, and 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.

Field

Description

Name

Type a name in the trait or action name field.

Load

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).

Aim

Add a number here if this component is a Weapon which requires time to aim.

Fire

As with Load and Aim, add a number, if needed, to represent the number of rounds required to fire the Weapon.

Description

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. 

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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

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 window. The Item Templates list has the same functionality as most lists in Fantasy Grounds VTT. You can use the search bar to search for a particular template 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. 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.

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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 window.
ItemsTemplates button in Items window → Forge button in Item Templates window

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The Forge consists of two windows and some editing buttons as well as Clear Forge and Forge New Item(s) buttons. To use the Forge to create an item, drag one or more templates into the Item Templates (right-hand) window and a single compatible item into the Base Item (left-hand) window, then click on the Forge New Item(s) 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:

  • 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.

  • A scroll template can be combined with a spell to create a spell scroll.

  • 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.

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Treasure Parcels

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 button in the Sidebar menu. This window has the usual Search field and Filter button 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 if currency is part of the parcel. 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 Item Name (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 Item Name 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: 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.

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  • 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.

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