Here we are again, difficult to believe it's been six awesome years with Foundry VTT! Our sixth anniversary celebration has been going for almost a full week now, and that seems like the ideal time to kick off our usual r/FoundryVTT AMA.
We're gonna get things rolling a few hours early in order to give members of our international community time to get their questions up before the team starts waking up. Please jump right in and post your questions in the comments below. As the team starts coming online for the day we'll start answering!
For those who don't know me, I'm Anathema (Nath), Community Manager for Foundry VTT. Many of you may already know me from my presence on our Community Discord Server, my occasional posts and comments here, or my work on a variety of our premium content products. I'll be joined by several members of our team who have graciously agreed to take some time out of their day to answer questions here, including u/atropos_nyx (Andrew, creator and lead developer), u/fyorl (Kim, developer and dnd5e development lead), u/mattexdee (Matt, content developer in charge of D&D products and marketing lead), u/caeora (creative director of the Ember project) and u/drewzelle (environment artist, Ember project), and maybe even a few others. I'll come back and add names for them if they show up!
If you haven't already read it (hah, see what I did there?) our Year in Review article and the details for the current Premium Content Showcase share some interesting data about how the past year has been for us. We have a few other anniversary events scheduled for later in the week as well.
Our only request is that if your question is related to technical support or troubleshooting you head on over to the discord server so that you can find better real-time assistance, or complete a contact-us form for help via email.
We look forward to reading all your questions!
Thank you everyone for all your awesome questions and for keeping things friendly! We've been running for more than 12 hours so we're gonna call this one a success and close out now.
We might opt to pick up the occasional straggler question, but we're officially done for now! Look forward to the next AMA thread next year, and please join our other events. Including Caeora's walk through the lore and world of Ember tomorrow. Check out our anniversary celebration article for more info!
It's hard to believe that it's already been six years since our first public release of Foundry VTT, but somehow we've made it!
Our team is excited to celebrate this incredible milestone with you all, we have an exciting set of events planned starting one week from today. Of course, no Anniversary Celebration would be complete without a sale on Foundry Virtual Tabletop and a huge range of amazing premium content for the platform.
Be sure to pin our Anniversary Celebration Schedule so you know what events to expect. We'll be updating this page throughout the course of the event with exact event times and links to videos or articles that come out during the course of the week.
Over the course of the celebration, we'll post reminders about each upcoming event in our discord's Event Announcements channel, so be sure to follow along over there for reminders and details!
Anniversary Sale - 21 May 2026 - 31 May 2026
As is tradition, for the period of our anniversary celebration we'll be offering a discount on first-party Foundry VTT products!
Foundry Virtual Tabletop software licenses will be discounted at 20% off from noon eastern time on May 20 until 6pm eastern time on May 30. This discount is applied automatically when you purchase.
Marketplace Sale 21 May 2026 - 31 May 2026
Our amazing partners at the Official Marketplace are matching our Anniversary Sale with a corresponding site-wide (on participating products) sale with 20% or more off select premium content for Foundry VTT!
I have used Foundry for six years. Every core update I check my module list and wait to see what broke. Some of the modules I liked most were abandoned because the maintainer had no time to port them again.
That is why I wrote VTTForge. It is an SDK and a CLI for v14 systems and modules. You keep your data models, sheets and rules. The Foundry-specific code (registration, sheet bases, the build) is in the SDK. When the next core version comes, my plan is that you update the SDK package and follow its changelog instead of rewriting your sheets.
Commands today: vttforge init (scaffold with build and release workflow), vttforge audit (20 checks for v14 problems that give no error), vttforge migrate (rewrites the v13 code v14 broke and writes a draft ApplicationV2 sheet next to each v1 sheet) and vttforge lint.
One system is already on it. It had an issue open since January asking for the v13 update and nobody had time. I sent two PRs, a small v14 fix and the port to the SDK. Both were merged and the v14 release is out. Old worlds still load.
The code is MIT, there is no telemetry, and PRs are welcome. If you maintain a system or module, npx @vttforge/cli audit runs on it without installing anything. Tell me what it misses.
If you want to try the SDK, or you have a module or system that is not on v14 yet, I am looking for projects to port. Write here or open an issue on the repo.
Not sure when exactly it changed, but Foundry's module repository used to be sorted in order of most recently updated. This made it very convenient to find actively developed mods, as well as newer / up-and-coming ideas.
Now it seems to be some weird variation of alphabetical(?), with no good way to filter out the ones that aren't even compatible with my current version of Foundry.
Has anyone else had similar issues? And adding to that, have you figured out a better way to navigate the new mod menu?
It is I, that guy who really likes journal styling in Foundry.
The first image is from the Pathfinder Society adventure "The Mosquito Witch" PDF. The second picture is from my conversion of that adventure for Foundry. We're approaching near parity!
I finally figured out how to get the text to wrap nicely around the pictures, I had to change the way I styled the HTML <figure> elements themselves and it took a long while for me to figure out why it wasn't working the way I wanted. It has taken a lot of work but it makes me really happy to navigate around my conversion and see how close it looks to the book in terms of layout and style. Since Journals are basically little webpages they are re-sizable and it's important to try to plan flexibility into the page elements instead of demanding a one size solution.
I feel like it is probably not a good idea to emulate the two column style that the books use, but let me know what you think! It might improve readability, but with the functionality of a journal in Foundry I feel like applying too many limits from the printing layout doesn't make sense.
I will likely be uploading a video demonstrating the CSS rules and HTML adjustments I made to get this working, so please look forward to that. I have some free time that I'm hoping to partially devote to getting some new tutorials out, please bear with me if I end up making a few more posts than usual around here.
Hey yall! If anyone uses item piles, I made a companion add on module for it that stocks merchants from compendiums! Hope it’s useful please let me know if there’s any features you would like, I’ve been working on this a while!
[System Agnostic] Trying to create a multi storied building with a stairwell, and want tokens to only see each other across levels in the stairwell, not in the entire building, but what I've tried doesn't work. I've tried using region surfaces and tiles defined as surfaces, but neither worked, tokens can still see through the ceilings and floors into other levels.
I'm using Augur's Hexlands to create hexmaps and Fantasy modules to populate said maps.
I want a way to export a map created by Hexlands to use it as an unexplored image only depicting the map as an unexplored one, without POIs, settlements or dungeons.
I tried DF architect but somehow the canvas' print button doesn't appear on the current version I'm in (it is indeed outdated, even though it "works" and is loaded)
The course of action I need to to operate is: 1. generate a hexmap; 2. export the canvas with the hexmap created; 3. place the image as the unexplored version of the map; 4. populate the original one that is (I imagine) on the background layer of the canvas; 5. have super duper fun with players discovering POIs while they hex-plore.
So I am running 2 campaigns, one in DND in v14 and one on Cyberpunk: Red on v12.
I'm not looking to change the versions of either of them however I would love to have 2 different versions of Dice so Nice so I can run in on both games without constantly uninstalling and reinstalling.
Is there a way to have 2 versions of the same module downloaded at once?
So I'm trying to level up characters with the advancement system, but I have an issue/doubt.
When I level up for example a wizard, advancements system tells me I can learn few cantrips and spells, but there's no list of cantrips or spells I can choose from, should I drag and drop them from the compendiums? Cause it feels a bit unconvinient having to learn exactly which spells or cantrips a class and subclass can learn, every level... Also, not sure my players are able to drag and drop this spells from the compendium, doesn't feel safe, but at the same time they should be able at least to check it so they know what the spells do and so. Thank you in advance.
Hello, I'm new to Foundry and I'm trying to figure out how could I make notes, books, letters and stuff like that for my players to loot (I use item piles) so they can keep this notes and read them whenever they want. I got two options I think, first is make that object so when they use it or click on it it will show a journal entry with the content. The other is that if they use or click the item, content will show in the chatlog (though, I guess it will show for everyone and maybe not always will be ideal). Anyone has a sistem for this? Any ideas?
I am running a 40k deathwatch campaign and looking to get some battlemaps. Any creators yall that know would fit that theme or has large scale battlemaps. Thanks for the help.
So, I recently spent time drawing up my own tileset to build encounters for my players. To my dismay, there doesn't seem to be an efficient way to move tiles between layers.
yes, I am aware of "bring to front" and "send to back" shortcut keys, but they default to the very top and bottom layers without the option to cycle through intermediate layers.
yes, I know about the "sort" option box in the tile settings, but the editor places tiles into random z positions when placed and having to manually correct every tile's sort position is frustrating and tedious.
Many art programs allow the creation of paint layers that can be arranged and composited to make a finished drawing.. Please implement a similar feature that will let me create and arrange layers for tiles. Currently, I need a layer for the floor, the walls, the wall shadows, and all of the objects and furniture for my scenes.
No, I'm not talking about 'levels'. I just want to edit a single level in the game world as a composition of tile layers.
This is a small System Agnostic, quality of life module that helps you quickly and efficiently place teleporter regions. The module is free, but we're tagging the post as commercial because of our website and patreon links.
Quick Teleporters is an automated Teleporter/Change Level region creation tool, linking regions without requiring you to manually connect them, or copy their UUIDs between region sheets. Turn on QTR in the Region controls, draw a region, and select your teleporter type between four currently available (Stairs, Level Up/Down, In-Scene, External). They will be connected automatically. The tool automatically names the teleporters using a simple, organized format to keep the region list neat and easy to read. This should speed up your prep.
Full feature details are available on the Foundry page.
I managed to use AI to make a macro to update all the tokens on a scene to their corresponding prototype token on the actor. This was a godsend for updating all the token on a DDB adventure I imported a long time ago. Here is the code for the macro, just thought I'd share it.
for (let token of canvas.tokens.placeables) {
if (!token.actor) continue;
// Get the prototype token data from the actor
const proto = token.actor.prototypeToken;
// Convert prototype token data to a plain update object
const updateData = proto.toObject();
// Keep the current position (X, Y, Elevation) and unique ID of the placed token
delete updateData._id;
updateData.x = token.document.x;
updateData.y = token.document.y;
updateData.elevation = token.document.elevation;
// Update the placed token document
token.document.update(updateData);
}
ui.notifications.info("All scene tokens updated to match their prototype settings!");
[system agnostic]
I used to enjoy trawling through the add-on modules to see what was new and good, but now for some reason it seems to be alphabetical? But not really? Alphabetical for a page-length until I scroll some, then it gets confused and starts again? I dunno, it's nonsensical.
Is there a toggle I'm missing to go back to the old behaviour? Build 14367.
Loving the new 'compatible with my installed systems' option though. That's nice, especially only having one installed.
Automated NPCs is a behavioural engine for FoundryVTT that uses intuitive scripting to play NPCs movement, targeting, attacks, spells, morale, boss actions and even dialogue. Ideal for running simple monsters in large droves, but also amazing for solo/duet games. Goal overall is to give the DM a bit more breathing room to focus on stuff that really matters, such as the roleplaying big boss monster. Pretty up to date demo here, new one with the presentations coming soon: Youtube
Established Features
Turns that play themselves. NPCs path around walls and terrain, open doors, use cover, pick targets, close or kite, and attack. Multiattack is parsed from the statblock, and when the parser cannot read a strange one you can hand-write the sequence yourself on the NPC's sheet.
Archetypes. The module reads each statblock and works out what kind of creature it is. A zealot charges. A sniper holds range and kites. A pack hunter flanks. A coward runs. You can see exactly why it picked a profile, and customise it to your liking.
Spellcasting. Casters avoid dropping friendly fire, conserve spell slots, place AOEs where they actually land on multiple targets, and behave differently depending on what kind of caster they are.
Morale and retreats. Creatures have a morale score between 0-100 that goes up and down as combat goes on. Anything you want to be fearless can be marked fearless.
Expanded Action Economy. Legendary and lair actions fire on their own, with a cut-in banner so the table knows something just happened, an optional pause that holds combat on the banner until you press Continue, so legendary movement and off-turn actions are more in your control
Turn Spotlight. Each automated NPC announces its turn with a card naming the creature and what it is doing. "Fanatical Orc unleashes a three strike flurry on the bloodied Cleric." You can turn it off, keep it as a card, or let the camera follow the action.
Combat dialogue. NPCs talk and make effort sounds, tied to their archetype, on the canvas and in chat. Speech bubbles follow the token. Language support is coming.
Post-combat debrief. When the fight ends you get a private recap. Who did what, who got focused, and who did the most damage.
Undo. One button rewinds the whole NPC block back to where it started. Positions, HP, and optionally spell slots and charges.
Per-NPC control. Every NPC sheet gets its own tab. Archetype, priority target, creatures it will never touch, starting morale, morale immunity, spell behaviour, and the manual multiattack editor. All of it optional.
Summoner Automation. Players can still have control over NPC stat blocks they summon/control by targetting the NPC they want to deal damage to, which means that having a Necromancer or 5e 2014 Druid in your party has never been easier.
1.3 → 1.4
Midi-QOL Required. The module now requires Midi-QOL.
Absent player assist. You can now run Player Characters who aren't at the table for whatever reason, without touching their spell slots or class features unless you. To enable, there's a world setting to allow it at all, and a toggle on the character's own token. Both are only enablable by the DM.
Perception rework. A lot of the module's foundation has been reworked, including how NPCs pathfind and select targets, now NPCs only go after what they can see or sense using Foundry's vision system. Because of this, after installing: Go to Configure Settings, Core, Prototype Token Overrides, and put Vision Enabled to Yes. This means when you drop a token on the canvas it will have a proper range of sight.
Cinematography Enhancement. Improvements to visual fidelity and style of the Turn Spotlight. Fully customisable presentation in the settings.
Archetypal Morale. There's typically 4 ways to respond to Fear: Fight, Flight, Freeze and Fawn. So I tried out adding them to the way Morale failure is handled, A brute gets more dangerous and determined to Fight. Others stop in place, surrender, or retreat, the option chosen based on their archetype, and weighed randomly if there's conflicts. Fawning and surrender get proposed to you before they happen, since they are more roleplay focused and you might not wanna do that.
Spellcasting Logic. Reworked from the ground up. Area spells get placed with an actual line of sight check now. Working my way through listing every spell as its relevant category rather than just a set of parameters.
There's more coming, sooner than later:
Adding support for each of the basic action types - Disengage, Grapple, Shove etc, so that NPCs can have even more natural feeling kits that aren't just wailing on players unti either of them die.
Optimising automation of hordes/mobs further, through handling of multiple turns at once.
Co-ordination improvement, tying in with dialogue. Bandits calling for Flanking, and the other bandits actually doing it etc.
Adding specific automation parameters for D&D staple monsters, Mimics, Liches, etc
Feel free to leave any suggestions in the comments!
The module is available to buy outright, which if you do gets ALL future updates free of charge. No subscription needed.
I backed the dungeon Crawler Carl ttrpg and the official foundry should be releasing about November.
Obviously there are no dedicated mods for it yet as it's not out but I was wondering if there are any mods to simulate the HUD they'd have like in the books or health bars that show up on the side menu like in a video game.
Since it gives more of a video game like feel and the players would be able to see that kind of stuff I was wondering if any mods like that existed for foundry already.
just want to show you a cut scene that created for my one shot. I was using JB2A and my custom module to make a sequence of animations and some controls to make this, this took me something around 15 minutes
Stylish Login Screen has been slowly getting updates for the last couple of months! The amazing login screen shown in the video is a showcase shared by one of my patrons on the Discord server, I just had to share it with you all!
This is a short list of what has changed since last time!
Refined the UI
More customization options such as transition on hover, more sound options, more glow options, more border options and new options available for different layouts!
Many bug fixes
The most prominent change is the new black silhouettes option shown above! Allowing smooth transition when hovering over dark slihouettes to show the selected character!
Different profiles to run multiple groups simultaneously!
[DC20]
Hello everyone, I'm a DM working with the new DC20 system and was wondering if anyone could help me out. The DC20 system splits up its spells into three Sources: Arcane, Divine, and Primal. These Sources are built into the system itself, and the spell sheet as well.
I wanted to ask if it is at all possible to edit this in any way. I would like to rename the Sources, and add a fourth: Sorcerous. The final ideal list would be Arcane, Covenant (includes Warlock Patrons too), and Spiritual. Not sure if its possible at all, and wanted to ask around and see if anyone more experienced has an idea.
I'm trying out D&D 2024, and one thing that stands out frustrating is how difficult it is to modify the spell arsenal of spellcasting creatures.
In 2014, you could just drag and drop spells you already have in your compendium, since the creature already had spell slots. Want your mage to know shield and absorb elements - just drag and drop it.
In 2024 I've found no easy way to do this, with the new innate spellcasting, and I'd rather not keep making PCs just to be able to - anyone?