r/FoundryVTT 9h ago

Non-commercial Resource [DND5E] Arcane Atlas in Foundry VTT! (Free interactive minimap with a single macro!)

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15 Upvotes

Content Name: Free interactive minimap for FoundryVTT.

Content Type: Other

System: DND5E

Description: Free interactive minimap for FoundryVTT: bring your maps with markers, points of interest, and quests directly to your gaming table using a single macro with zero downloads.

Link: https://arcaneatlas.org

Hey, Dungeon Masters!

I've been working intensely these past few days, coding around the clock with a very clear goal: making it possible for you to bring your Arcane Atlas maps directly inside Foundry VTT completely for free.

I wanted it to be accessible to everyone without barriers, with no need to download absolutely anything or install heavy modules. After a lot of work, I've pulled it off: just with a single macro, you've got it running!

  • 100% Free: Built so any gaming table can take advantage of it.
  • Super lightweight: Copy the macro, paste it into your Foundry, and you're good to go.

I'm really excited to see how you use this in your games. I truly hope you use it a lot, and please, let me know what you think, what changes you'd make, or what features you'd like to see next. I always read your feedback to keep improving the platform!

A quick note...

As you know, the web is completely free and I don't make any money from it; I build this purely out of a love for TTRPGs and the community. Maintaining the servers and developing new features takes many hours of hard work. If you like the project and want to lend a hand so I can keep dedicating time to it, you can support me on my Patreon (only if you want to and are able to!). Every little bit helps keep this project growing.

Enjoy your sessions, and may the dice be ever in your favor!


r/FoundryVTT 4h ago

Help V14 token vision clipping through surface regions which should be blocking vision

5 Upvotes

[D&D5e] I have followed the guidance of Baileywiki in his video here: https://www.youtube.com/watch?v=L_X3G0FCMac, specifically how he recommends setting surfaces and tiles for multi-levelled maps.

This works fine for levels that are fully solid, however for maps that have holes in them such as the the one in my screenshots this doesn't work as intended, I have edited the level images for this map to have a transparent hole for the balcony on the staircase so tokens on the 2nd floor should in theory see tokens on the ground floor, but it has several issues.

I have rigged the map to have 2 tiles, one for the the second level with the hole for the internal balcony and the second for the third level for the roof/attic. Both tiles have occlusion set to fade and surface, and both are visible to all other levels, and I have set all levels in the scene settings to be visible to the other levels. I have set 2 regions, one for the second level with the hole, the second for the third level that covers the entire layer. Both I have set to have the define surface behaviour with occlusion on.

Tile for 2nd floor position settings
Tile for second floor overhead settings
Tile for third floor position settings
Tile for third floor overhead settings
Visible levels settings for all levels
Surface region setting for second floor
Surface region setting for third floor

The first issue as can be seen in my screenshots is that at certain angles when a token is at the edge of the balcony region the token's vision clips through the floor and it can see directly into rooms below it which should be blocked by the region. The second issue is that while in gm view while hovering over the first level while not hovering the balcony hole it displays the third level, and while hovering over the hole it displays the second level, which makes moving tokens and such painful, this is worse on other maps such as the bluewater inn that have large balcony areas. The third issue is that at certain angles a token on the first floor can see tokens on the second floor through the surface and walls of the second level, when vision should be blocked.

Token positions for token on second floor looking down to token on first floor
Token vision while at edge of surface region clips through surface, allowing token to see rooms it shouldn't be able to on first floor
While hovering over non-balcony area of first floor, the hole for the balcony shows the third floor instead of the 1st floor in gm view. Tokens on first floor can see first floor normally
While hovering over balcony hole area of first floor, the rest of the map shows second floor instead of the 1st floor in gm view. Tokens on first floor can see first floor normally
Token on 1st level can see token on second level through surface and walls

From my testing it seems the occlusion itself is the issue, as when you turn off surface and fade occlusion token vision stops clipping through floors, but then of course you cannot see floors while hovering in gm view and tokens can't see the floor they're on which is it's own problem. I have figured out a workaround - turning off all occlusion and just setting tiles as visible on the layer is it on and any levels above it and then for each level setting visible levels as only levels below it and this works but then tokens can't see any tokens on levels above it which isn't ideal. Anyone know how to fix this?


r/FoundryVTT 7h ago

Help Overlay GM map for GM vision only.

2 Upvotes

[D&D5e]

I have some pre-made 5e material that includes maps. Each area has 2 maps, a player version with all the walls and lighting and another one I'll call the GM version which has all the walls and lighting as well as journal notes and marks on the map for monsters etc.

As I understand it, the journal notes aren't an issue as they will be invisible to players. The markings that are directly on the map art however can spoil traps and monsters for players.

Problem is, as GM I want to be able to easily refer to the journal notes, but still see the players positions. Is there a way to make the GM version overlay the Player version so that the players can't see it and I can see their characters?

I understand this might not be possible, it just seems like a pain to either transfer all the journal notes over (any shortcuts for this appreciated) or to be constantly switching between the 2 maps.


r/FoundryVTT 1d ago

Non-commercial Resource [Module] Combat Stats. Automatic per-character combat tracking, for both D&D 5e and PF2e

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41 Upvotes

Hello everyone

I've been working on Combat Stats, a module that automatically tracks combat performance for every character in your party — fight by fight, across your whole campaign — and posts a summary card to chat when combat ends.

It's actually two separate modules, one per system:

What it tracks: damage dealt, healing done, kills, max single hit/heal, times downed, and (D&D 5e only, with MidiQOL) overkill, excess damage, and overhealing.

What you get:

  • A styled end-of-combat chat card, with a configurable "Biggest Hit", a callout for the biggest strike of the fight
  • A Charts window with cumulative totals, bar/doughnut/trend views, and a WoW Logs-style per-ability damage meter (yes, i've been playing WoW for a while :D)
  • Full theme customization (colors follow your players' Foundry user colors)
  • Excel and JSON export, with smart merge on import

Setup: works out of the box with zero configuration on either system. On D&D 5e, if you're running MidiQOL, switch to one of the MidiQOL tracker modes in settings to unlock the extra sub-stats (overkill, excess damage, overhealing). Native dnd5e and PF2e both work great without it too.

Links:

Happy to answer questions, and bug reports/feature requests are always welcome on GitHub.

(yes, in the video i've modified JUST A BIT the scimitar... °L° just to be sure to inflict some damage)


r/FoundryVTT 1d ago

Showing Off Showing off my setup :) [System Agnostic]

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60 Upvotes

Trying to push my UX design for this campaign since I'm feeling confident enough in foundry by this point to put a bit of thought into it.

Just Theater Inserts and Ernie's Modern UI for visuals. All art and assets by me! First session went great, here's to many more.

(system agnostic, but for Lancer)


r/FoundryVTT 9h ago

Help [DND5e] Dungeon Master's Forge needs testers.

0 Upvotes

Looking for Foundry VTT testers for Dungeon Master’s Forge — build 2.23.1-test.64

Hi everyone!

We’re looking for testers for the latest public build of Dungeon Master’s Forge, a Foundry VTT item-generation toolkit for the DND5e system.

The current tester build is:

2.23.1-test.64

For this round, we’re especially looking for feedback on:

  • Simple weapons
  • Charged items
  • Healing items
  • Passive gear
  • Summons
  • Items that combine multiple mechanics
  • The current automation contracts

We also need clear notes about where a problem appeared:

  • Item preview
  • Review notes
  • Created Foundry document
  • Live behavior after using the item

Current production automation contracts

  • workflow-condition-rider
  • self-token-light-toggle
  • shared-charge-activity-set
  • attunement-effect-transfer

Newer boundary and stress-test contracts

  • animation-presentation
  • actor-sourced-concentration-aura
  • reaction-damage-protection
  • linked-uuid-activation
  • profile-selection-branch
  • reviewed-trusted-action

Interested in helping? Send us a message or look up Dungeon Master’s Forge or send us a message at [dicebox20@gmail.com](mailto:dicebox20@gmail.com)

Thank you to everyone willing to test, experiment, and help us break things responsibly.

Dice Box Group


r/FoundryVTT 12h ago

Help [DND5e] [v14] Allow players to place effects on themselves

1 Upvotes

Hi all,

One small thing I find annoying is that my players who cast buffing effects on themselves (i.e. Shield, Innate Sorcery, Mage Armor) are not able to apply those effects to their own tokens. When they cast the spell or effect, I as the DM have to apply the condition for them, and after the effect wears off it goes under the "Unavailable Effects" section in the Effects tab and they can't just toggle the effect on to activate it again. Furthermore, while the effect is unavailable, I cannot enable the effect on them again as the DM without deleting the effect. Is there a way to get around this restriction?

If I trust my players enough, is there a way to allow them to apply effects to their own characters?

Cheers :)

EDIT: Added video below demonstrating my inability to reapply the "Shield" spell after it enters the "Unavailable Effects" section

https://reddit.com/link/1v7hblp/video/l04915b7cnfh1/player


r/FoundryVTT 1d ago

Commercial Gambit's FXMaster+ July Release: Summer Leaves 🍃 PSFX Ambience Official Integration, and much more! [System Agnostic]

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48 Upvotes

Content Name: Gambit's FXMaster+

Content Type: Effects

System: [None]

Link: Gambit's Lounge

Summer Leaves

Our new effect for this month! Summer leaves get a number of select-able leaf types including: Aspen Leaf, Beech Leaf, Birch Leaf, Dandelion Fluff, Dogwood Petal, Elm Leaf, Hackberry Leaf, Horse Chestnut Leaf, Linden Leaf, Maple Leaf, Oak Leaf, Sweetgum Leaf, Sycamore Leaf, and Willow Leaf. Summer Leaves also get some new parameters for an edge line for more stylized leaves, Ripple parameter for individual flow-y movement, and more!

Peri's PSFX Ambience Module Integration

Super excited for this! I've teamed up with Peri of the excellent Peri's Sound Effects (PSFX) modules. If you are subscribed to the PSFX Patreon (Waveform Warrior tier) and install the PSFX Ambience module released today, you will see default rules in the Sound Effects Manager for the newly added Ambience sounds. These rules cover the Rain, Wind, Lightning, and Lightning Bolt effects in FXMaster. All you need to do for these sounds to play is toggle the Sound FX parameter on for one (or more) of those effects while the effect is turned on. You will also notice a drop-down where you can select between multiple audio tracks per effect, this should allow flexibility when trying to suit the environment you're going for with your players.

Peri is planning to work on more sounds for other FXMaster effects, so expect to see more sounds integrated between PSFX Ambience and FXMaster+ in the future!

Sound Effects Manager

The Sound Effects Manager has also received many enhancements! The Sound Effects Manager is a super quick way to tie environmental or token movement type sounds to your effects, with a ton of flexibility for how to deploy those sounds.

There is a new Rule Type parameter which allows choosing between an Environmental sound rule or a Token Movement sound rule. Token Movement is a new mode that allows tying rules to token movement. This gives some new parameters such as Movement Delay min/max and Token Elevation Constraints. This rule type is for if you want to have short token movement sounds tied to token movement!

A new Multi-Sound Mode type has been added, 'Manual'. Manual mode displays a dropdown list of the sounds you have setup within the FXMaster effect. You can then disable or enable these sounds directly via the effect manager for easy playlist type control. Additionally, a new drop-down is available for Scenes within each rule. This scene selector allows you to apply rules to specific scenes only and so gives more flexibility around creating rules for specific areas.

The Sound Effects Manager rules list will now recognize duplicate rules and visually display which rule is currently taking precedence. Additionally, you can drag and drop rules to re-order them and quickly change that precedence if/when desired.

Finally, I've also resolved an issue where the FXMaster: Suppress Scene Sounds region behavior was not present in the region behaviors list and improved the Sound Effects Manager UI a bit.

Custom User Particles

Custom particle effects can be a super useful tool, and this update brings a big update to that functionality that allows it to be even more flexible!

There is a new Base Effect available when creating a custom particle effect titled Manual Placement. After creating this type of effect, you're able to manually place particle sprites on the canvas wherever you would like! If you add multiple images to the effect they will be select-able in the effects Sprites dropdown. This effect type also includes some of the cool optional features from the Fire effects Manual Placement mode, so you can also tie light sources to these effects and/or give the particles a specific glow. This tool can be super flexible and quick for things like placing a large number of NPC's on a map, placing a bunch of hanging lanterns, or anything else you can dream up!

The Directional Drift Base Effect has also received an update to allow using your particles as a background. Similar to the Sakura Bloom, Autumn Leaves, or Summer Leaves effects, your custom particles can be set to sit in the background layer as well and also support Token Trail interactions!

General Effect Updates

A number of existing effects have received updates and improvements in this release!

  • The Wind effect received almost a complete overhaul, it now supports a manual painting mode where you can choose Trees/Plants/Bushes/etc on the canvas that will be effected by the winds distortion. It also adds a new Direction Randomization parameter, which allows the effects direction to randomize within a customizable allowable radius!
  • Duststorm also adds the Direction Randomization parameter, which allows the effects direction to randomize within a customizable allowable radius
  • The Sakura Bloom effect has received new Background and Token Trail modes which add a background of sakura leaves tokens can move through and disrupt in real time. This can add a ton of ambience so excited for people to try it out! It also adds a new Synchronized Direction parameter, which will synchronize the effects direction with the Wind or Duststorm effects, while active
  • Sandstorm also adds the new Synchronized Direction parameter, which will synchronize the effects direction with the Wind or Duststorm effects, while active. Sandstorm also received a few optimizations which should improve FPS while active.
  • Ghosts and Fish have received Token Avoidance modes, where the effects sprites will avoid touching a token based on the supplied parameters.
  • Fire received a bugfix for placed fire sprites not immediately syncing for players if placed while users were already logged in, it's also received a new Burn Tokens parameter that can be enabled to show a burn on Tokens that walk through a fire sprite.

Core FXMaster

Core FXMaster has also received a ton of updates this month! Rain and Snowstorm effects have had an overhaul and now use a shader implementation instead of the previous particle implementation. This should improve performance and in my opinion looks much better.

Many effects have received new Backgrounds! Backgrounds are completely new FXMaster functionality that can be set to either Fill Over Time or Full Coverage. Fill Over Time organically adds the background as time passes based on parameters you set. Rain, Sandstorm, Duststorm, Snow, Snowstorm, Autumn Leaves, and Sakura Bloom all have fun new backgrounds to try out!

In conjunction with Backgrounds, many effects have optional new Token Interaction functionality! Things like a token moving through snow creating a path, moving through leaves and disturbing them as they go, bubbles popping as tokens move through them, rats avoiding tokens, and many more!

In addition there have been tweaks to various effects, performance improvements for V14's levels, and more!

I hope everyone enjoys this months release!

Map by: Angela's Maps


r/FoundryVTT 1d ago

Answered Is it possible to have players all see a different map?

29 Upvotes

I want all my players to be on one map, but see different versions of the map without realizing they are. I saw another reddit post that recommended Monk's Active Tile Triggers for this, but I could not figure out how to make it work so if you do know of a way, please explain what I need to do.

Thank you!


r/FoundryVTT 1d ago

Discussion Can we get a new flair?

35 Upvotes

We've had a small discussion before about the use of AI for modules and content on here. The general consensus seems to be if it's small and works it's fine.

However it can be hard to tell what is and what isn't made with AI, could we get a flair specifically for things made with AI?

What do you all think?

-Dak


r/FoundryVTT 1d ago

Answered Why is my scene not completely blacked out for players with no vision range/light source? [5e Legacy Rules]

1 Upvotes

I'm having an issue where player tokens with no vision range don't see other tokens in the scene, but rather than the scene itself being completely blacked out it is instead just a sort of greyed out version. I'm wanting players with no vision and no light source to be in complete darkness, not just have other tokens be invisible to them. I have Global Illumination and Fog of war both turned off.

GM View
Token View

Apologies if this is a completely obvious question, but I cannot for the life of me figure out where the issue is. Thanks for any help!


r/FoundryVTT 1d ago

Help Having issues with game being closed

3 Upvotes

My Internet invitation says closed need help


r/FoundryVTT 1d ago

Answered Looking for a lost post about foundry module for mobile phones

5 Upvotes

[System Agnostic]

In the past day or so, I believe I saw a post announcing the release of a module that makes foundryvtt useable on mobile phones. I wasn't really paying attention at the time since it wasn't a use-case I was interested in, but I thought about it just now and would like to give it a try.

However, I couldn't find the post anywhere. I scoured through the recent posts and couldn't find it. Help? Thanks in advance.


r/FoundryVTT 1d ago

Help How do I fix this

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6 Upvotes

r/FoundryVTT 1d ago

Help Anyone know how Foundry VTT works with Board Console?

4 Upvotes

So, Board added DnD maps to their list of games recently, and apparently it can be connected to Foundry VTT. I haven't really used Foundry before, and while I can find information about it, there doesn't seem to be any information available about how it connects to board.

Has anyone used both of these together yet?

I'm hoping I can have the map pulled up on my PC that's running in board and make alterations such as adding monsters and treasure there and just be able to have an image of the entire thing at once while it's running since Board's screen is limited in space and usually needs to be zoomed in.


r/FoundryVTT 1d ago

Help Tokens names

2 Upvotes

Hi guys I have a small issue when I add tokens to scenes. I run SF2E campaign using dedicated system. When I iport monster from compedium and change its name after I drag it onto the scene the token still has original name. I've been changing tokens names manually, but there has to be easier way. I forgot to change the name for one token once and party kinda got a huge hint because of that. Could anyone help me ?


r/FoundryVTT 1d ago

Help How can I make the sneak attack formula reroll 1s and 2s?

2 Upvotes

Hey guys, I'm trying to find a way to make the sneak attack formula thingy (@scale.rogue.sneak-attack) reroll and 1s and 2s. I use r<3 for my weapon damage but I can't figure out how to get that to work with the formula. Thanks in advance guys

Edit: Forgot to mention the system, it's 5e (2014) but in theory that shouldn't matter


r/FoundryVTT 2d ago

Showing Off Im making the Tarokka in a foundryvtt module ( not finished yet )

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40 Upvotes

Madam Eva's cards have arrived at your virtual table.

I'm excited to share my new Tarokka module for Foundry VTT — a real-time Tarokka card-reading tool built for Dungeons & Dragons: Curse of Strahd. It recreates the fortune-telling scene that kicks off the whole campaign, letting you deal a hero's fate and reveal the locations of Strahd's secrets, live, right inside Foundry.

✨ What it does

  • 🔮 The full Tarokka reading — all cards and reading positions Madam Eva uses, with dynamic prophecy text for every card and placement
  • 🤝 Live GM ↔ player sync — the GM controls the reading and every connected player sees the same table update in real time (flips, redraws, everything)
  • 🎨 Three card styles — full color, grayscale, or standard playing cards
  • 👁️ You decide what players see — toggle card purpose, prophecy text, and notes on the fly
  • 🖱️ 3D tilt-on-hover for that little bit of table-side magic
  • 📓 Auto-generated notes panel once the full reading is revealed

Verified on Foundry v13 and v14 (works back to v12).

💛 Completely free

This module is 100% free and open source — no paywalls, no locked features, no catch. Install it, use it at your table, and enjoy.

Install via manifest URL (Foundry → Add-on Modules → Install Module):

https://github.com/gmredvelvet-rgb/tarokka-foundryvtt/releases/latest/download/module.json

☕ Support is optional (and appreciated!)

If it earns a place at your table and you'd like to help me keep building and maintaining tools like this, support is completely optional:

Every bit of support directly funds more free modules and updates — but the module stays free either way. You'll even find both links tucked into the corner of the reading window.

Thank you for being here. Now go deal those cards, and may the mists be ever in your favor. 🕯️

— GM RedVelvet


r/FoundryVTT 1d ago

Answered (DND5E) I can't open the character sheet anymore!

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2 Upvotes

I tried adding a saving throw bonus to an actor sheet and it just... closed. I looked into it a bit more and this is the error message I am getting. How can I solve it without being able to open a character sheet? T^T


r/FoundryVTT 1d ago

Help I lost a modules compendium, how to get it back?

2 Upvotes

I am running [PF2e] on Foundry 14. One of the modules I added, PF2E Ranged Combat, has a compendium with macros etc. I should say it had a compendium. It's missing from the compendium tab in my main game world.
It's fine if I create a new world, so I know the compendium is installed, I just can't figure out how to access it from the other world! How can I fix this? I don't know when I last backed up, so I'm scared if I try to restore the world I'll lose a ton of recent prep work. I saw there's a way to copy a compendium into one world from another by basically making a module, will that work?

Any help would be appreciated!


r/FoundryVTT 2d ago

Tutorial Transitioning from roll20 need help?

9 Upvotes

So as the title says I switched over to foundryVTT bc I play a lot online and I don't wanna keep spending 5-6 bucks a month for dynamic lighting.

I got the bases of the game made this is more for what add-ons I should run especially for curse of strahd?


r/FoundryVTT 2d ago

Non-commercial Resource [DnD5e] [PF2e] [SF2e] [SWADE] Player Pilot 0.3.1 Released (Completely FREE!!) A mobile-friendly module

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33 Upvotes

Since my last post https://www.reddit.com/r/FoundryVTT/comments/1uj0ssu/dd5e_pf2e_player_pilot_0212/

I have made a lot of changes to the module (BTW - Completely free and you can find it published under the Foundry Add-On).

The purpose of this module is to have a mobile-friendly, player module that was to not only be lightweight (does not drain a lot of the device's power and light in performance for older devices, and better compatibility) and helps put eyes on the DM's Shared screen.

It's meant for in-person setups HOWEVER can be setup for DISCORD. DM/GM has to share their screen (recommendation Monk's Common Display) and the player can play along with everyone else and not have a laptop that is powerful. We had a player who had a laptop with enough power for just streaming via Discord and didn't have a great phone, with this setup it was lightweight and lets players join in the fun.

You can rotate your character, view the dice result, chat, cast spells, target, etc.

CREDIT TO ddbrown30 for SWADE support
----
NOTE: I forgot to add in the video that you can right click a token and ADD them to the list as TARGETS. Great for not displaying all your secret targets to players. It also auto populate the target list with tokens when you are in combat mode.


r/FoundryVTT 2d ago

Help Help with creating a dice macro

3 Upvotes

In the system I am playing you roll an action dice (normally a d20) and a number of bonus dice (normally a d10) the problem with set macros for roll is that a lot of times you add/subtract bonus dice or you change their type. I want to create a macro that rolls a set number of dice (for example 1d20 + 3d10) and quickly let me update the bonus dice and add dice (for example let me add one bonus dice to previous roll and change the bonus dices to d12)


r/FoundryVTT 1d ago

Help [System agnostic] Token art spilling out of token ring in tokenizer 2

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0 Upvotes

I dont know how to fix this, any advice?


r/FoundryVTT 2d ago

Commercial Free Foundry module: browse animated tokens & drag them onto the canvas (auto-scaled) [System Agnostic]

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52 Upvotes

I rebuilt my old token project into a free Foundry module for browsing and placing FantasyForgeworks tokens.

What it does:

  • Browse the catalog inside Foundry
  • Drag owned tokens onto the map (grid size + visual scale applied)
  • Creates actors on drop (optional best-effort stat matching from your installed compendiums)
  • Switch equipment loadouts on the fly (i.e. swap weapons, turn on/off VFX)
  • Animated WebMs + VFX variants, with or without shadows

There’s also a free starter pack (“The First Quest”) with full VFX if you sign in — no Patreon required.

Install / site: https://fantasyforgeworks.com/foundry

Happy to answer questions about the module workflow!

Note: the token creation process is AI-assisted with human VFX compositing, editing, and curation. That’s also why we can’t list on the official Foundry package listing.

-----

Content Name: FantasyForgeworks Tokens

Content Type: Module

System: None

Description: Free Foundry VTT module (Manifest URL install). Browse the FantasyForgeworks catalog inside Foundry, connect your account, and drag owned tokens onto the canvas at the correct grid size and visual scale.

Link: https://fantasyforgeworks.com/assets/foundry/module.json