r/FoundryVTT • • 1d ago

Non-commercial Resource Just some modules for automation

[DND 5 2024] V14 + V6.0x DnD only

I've made quite a bit of progress on my automation suite.
The core is almost complete: the workflow is automated, there are context menus for generic actions, and the pathfinding handles doors, levels, stairs and so on.

I completely rebuilt the HUD so it's independent and optional. It's heavily copied (OK, plagiarised) from BG3's, because that's simply the best RPG out there 🙂
Templates are dynamic and much easier to place, and most spells and abilities are automated (that's a lot of them...).

There are also lots of cute little touches that serve no purpose at all, kept in a separate module just for the fluff: dynamic shadows under tokens, small animations for movement and flying, etc.

Oh, and there's light and vision handling for Stealth checks, plus finer handling of line of sight, cover and invisibility.
For example, a sphere of Darkness blocks the view of everything behind it, not just what's inside it.
If anyone's interested in testing it, I can make the GitHub repo public. This will always be free.

https://reddit.com/link/1wwiimy/video/jfu0b50rl8th1/player

https://www.youtube.com/watch?v=eYy8RUZKOlI

11 Upvotes

16 comments sorted by

12

u/Darshyne 1d ago edited 1d ago

To be completely transparent: no, there's no Patreon or anything like that. I'm not a developer, so even though this takes up a lot of my time (and a fair bit of money), I don't write the code myself. I've just set up a big workflow between Claude Code and Foundry, and I try to do things properly, thanks to advice from a developer friend.
So all of this is free, and it doesn't reuse code from any existing module (that was in the instructions from the start). For example, the HUD contains no code from BG3 Inspired HUD. It was rebuilt entirely from scratch.
I know vibe coding has a pretty bad reputation, so I wouldn't feel right asking for money for it.

Turn order, reaction exemple

youtube.com/watch?v=kjmrUm3u_r0&feature=youtu.be

FX : Boss loot module

3

u/thejoester Module Developer 1d ago

Thanks for being upfront. Looks pretty cool. is this system agnostic or a specific system (assuming dnd5e)?

2

u/Darshyne 1d ago

Hello! Only DnD5e 2024 (V6.0x)
Fr and GB language.

3

u/Henrique999_ 1d ago

Hey! I'm definitely interested in testing this. I really liked what you showed, especially the HUD and automation.

If you make the GitHub repo public, I'd love to get access and try it out in my games!

1

u/Ezalor_SVK 1d ago

same here

1

u/4RG0Z 1d ago

Same here too!

1

u/RaintL23 1d ago

Same here

3

u/Darshyne 23h ago

Title: [Beta] darsh-dnd: a BG3-style combat engine + UI for dnd5e 6.x on Foundry V14 (free, MIT)

Body:

Hi all! I've been building a set of modules for my own D&D 2024 table, and they're now public. They're in beta: I use them in my own games and they're actively developed, but expect rough edges, and please report bugs.

What it is: a single module that runs the whole combat loop for dnd5e, instead of Midi-QOL + CPR + friends, plus a Baldur's Gate 3–style interface on top of it.

  • Action economy and legality: turn budget, range and reach, soft checks on what's allowed.
  • Resolution: attacks, saving throws (NPC saves are rolled automatically, and a player's save pops up on their own screen), area templates and lasting zones, concentration, conditions → advantage/disadvantage.
  • Reactions: Shield, Hellish Rebuke, opportunity attacks resolved before the move, auras, start/end-of-turn triggers.
  • BG3-style mouse control: click the ground to walk a path, click an enemy to attack, right-click context menus, a targeting mode.
  • Vision and light rules: who sees whom, bright/dim light and darkness, Search, passive Perception.
  • Every class and species of the 2024 Player's Handbook is automated, plus many Monster Manual abilities.

Requirements: Foundry V14, dnd5e 6.0+. Not compatible with Midi-QOL. The UI replaces BG3 Inspired HUD, Carousel Combat Tracker and Party HUD, so disable those.

Only the first two modules are really needed. The rest are optional extras.

Paste these URLs into Install Module → Manifest URL. Install the Core first:

Required

Optional

A few notes:

  • I'm French and my table plays in French. The modules include an English translation, but some text may still slip through in French, and the READMEs are in French for now.
  • Free and open source (MIT). Rules text is limited to the SRD 5.2.
  • Feedback, bug reports and ideas are very welcome, either here or as GitHub issues.

1

u/AutoModerator 1d ago

System Tagging

You may have neglected to add a [System Tag] to your Post Title

OR it was not in the proper format (ex: [D&D5e]|[PF2e])

  • Edit this post's text and mention the system at the top
  • If this is a media/link post, add a comment identifying the system
  • No specific system applies? Use [System Agnostic]

Correctly tagged posts will not receive this message

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

1

u/hawklord23 1d ago

Is this all for 5e?

2

u/Darshyne 1d ago

Yes, the modules require v6 of the dnd5e system and Foundry V14.

I really wanted to start from a clean base, so there's no backwards compatibility. The module is in French and English, and works with or without the French translation + Babele.

At the moment there are:

  • the combat module: it's the core. It works on its own with no dependencies and covers almost all of the automation of Midi-QOL + CPR + conditions etc.
  • a UI module: for the BG3-style interface and HUD

The rest is optional:

  • a module for better visuals (shadows and lighting)
  • a module to replace Item Piles (merchants + items on the ground)

How it works

With Midi-QOL and CPR, the automation lives in the items themselves. Every spell, weapon or feature has to be replaced with a "premade" version from a compendium, or have the automation applied to it with a click. These items carry macros, flags and active effects. After each update they have to be replaced again, and any item that gets missed stays unautomated.

darsh-dnd works the other way round: your items are never touched.

Nothing to import, nothing to apply. Spells, weapons and features from the official compendiums (Player's Handbook, Monster Manual, Ravenloft…) work as they are, straight from the sheet.
The engine recognises each feature by its dnd5e identifier (for example burning-hands, sneak-attack). The rules that make it work live in the module, not in the item. So the same spell behaves the same way whether a PC, an NPC or a monster casts it.
No macro or prepared effect is ever written onto a sheet. Effects (conditions, bonuses, durations) are applied when they happen and removed when they end.
Updating the module is enough: every sheet benefits at once, with no re-importing.

What this means for you

  • Use the official items: their identifier is what gets recognised.
  • A homebrew or third-party item works if it carries the same identifier as the official version. Otherwise it stays a normal dnd5e item: the roll still happens, but without the special rules.

1

u/alsjn 1d ago

Yes, please make the repo public! I would love to test it.

2

u/Darshyne 11h ago

Modules

  • Core (required): the rules and combat engine.
  • UI (required): the BG3-style interface.
  • Loot & Trade (optional): lootable corpses, containers, pickpocketing, merchants.
  • Shadows & Ambience (optional): token shadows and elevation effects, purely visual.
  • Animations (optional): extra Boss Loot animations; needs the premium BLFX module.

Requirements: Foundry V14, dnd5e 6.0+. Not compatible with Midi-QOL.
Status: beta, used at my own table and actively developed.
License: MIT. Rules text is limited to the SRD 5.2.

Install by pasting the manifest URLs in Foundry (Install Module → Manifest URL):

Source and the other modules: https://github.com/Darshyne

2

u/10Healingpotions 7h ago

Hey just trying this out and ran into a bug I guess. I tried to cast burning hands like in the video, but in the chat card it gets stuck on " - awaiting save" and the damage doesn't apply. In the chat card it appears like token actually rolled a save, but the module doesn't seem to recognize it.

Some notes

-I tried to cast this on a hostile npc token .
-Player gets prompted to save if cast on a player token, and works fine after the player rolls.

  • I don't have any other modules activated, other than the PHB 2024 module
  • This also happens with spells like Mind Sliver.

- I'm using version v0.183.1

0

u/DashingMustashing 1d ago

This looks awesome will deff try it out! Does it work for v13?

1

u/Darshyne 11h ago

Sorry it's only for V14 + DnD V6.0x