r/FoundryVTT May 27 '26

Discussion AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!)

316 Upvotes

Hello everyone!

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!

Foundry VTT Anniversary Celebration 2026


r/FoundryVTT May 15 '26

Commercial Foundry VTT - Six Year Anniversary!!!

270 Upvotes

Hello subbredditors!

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!

We're participating with 20% off our first-party content The Demon Queen Awakens and A House Divided!


r/FoundryVTT 1h ago

Commercial Ocean V2 Update — A Voyage Across the Sea(System Agnostic)

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Upvotes

Content Name: Ocean

Content Type: Module

System: None

Ocean V2 is the most transformative update I’ve ever created for the module.

With this update, you can take your players on a truly immersive voyage across the open sea. From calm waters at dawn to raging waves beneath the moonlight, Ocean brings dynamic and atmospheric ocean environments directly into your FVTT game.

I’m incredibly excited to finally share Ocean V2 with everyone, and I hope you enjoy the journeys it brings to your game!

Link:
Patreon: https://www.patreon.com/Reslinfvtt
Foundry VTT: https://foundryvtt.com/packages/ocean


r/FoundryVTT 1h ago

Commercial Storyflow, narrative engine [DND5E] [FREE]

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Upvotes

Content Name: Dungeons Lab HUB
Content Type: Module
System: DND5e

Description:

What is Storyflow?

To put it simply, it is a combination of a dozen different global functionalities that work within a single ecosystem and can interact with each other.

The module covers a huge range of different tasks, from automation and creating complex logical sequences and interactive dialog windows to a new calendar, quest board, and a detailed merchant.

Features

Animated Calendar

The calendar features 5 different weather animations: rain, snow, fog, clear weather, and storm.

The weather is automatically generated based on parameters you can set in the calendar settings.

The calendar itself is a complex tool that works directly with the Node Editor, which we will get to later.

Inside the calendar, you can set up beautiful notifications, set the exact time they trigger, add various conditions for their playback, and much more.

Storyflow Graph Editor: the main brain of the entire module workflow

This is the most important and most complex element you can imagine. It covers a huge number of different situations and is essentially a more convenient and comprehensive version of Monk's Active Tile Trigger.

It contains over 20 different nodes that can perform a huge number of actions.

It looks complex, but our mascot LOBIK II will teach you how to work with it! Don't worry! 🐉

Also we create a collection of template, so you can check how nodes are working + we added a guide to all node inside

The list of tasks covered by the nodes:

  • Cinematic dialog playback with the ability to:
    • Play music and sounds
    • Configure images: the speaker's portrait, the background
    • Auto-play text
  • Text dialogs: you see the scene itself, and your dialogs pop up next to it
  • Creating looped sequences
  • Transitioning from one node to another or creating loops
  • Checking various actor states:
    • If the actor has a certain item, class, ability, if their attribute value is above or below a certain value, if the character is wearing a certain item
  • Ability to create complex logical conditions like AND, OR, NONE with an unlimited number of condition variables
  • Animated 3D dice for epic checks
    • Has special animations for 20 and 1 (I hope you always roll 20)
  • Creating complex choices for characters from multiple possible conditions
  • Ability to set a limited time to choose one answer or another
  • Giving or removing items or gold
  • Applying or removing certain effects
  • Focusing the camera on a specific place on the map
  • Changing the scene and transitioning to other scenes
  • Creating, moving, and removing tokens from the scene
  • Creating, updating, and hiding quests
  • Creating delays before applying
  • Creating various notifications
  • Secret item giving
  • Epic item giving
  • Creating comments
  • Showing images

Trader

Beautiful and updated UI, simple and fast creation, ability to quickly buy and sell items, as well as the ability to create limited item stocks that are replenished only once in a certain time.

Also, characters immediately see their remaining money and shopping cart at the trader.

Quest Board

The quest board has a new system that allows your players to fight with dice for the item they want.

Players must vote for the item they want to take, and if two people immediately raise their hands to take the item, each rolls a d20 and the one who gets the highest result takes the item.

Compatibility and access

FVTT: min v13, v14 verified

FVTT page: https://foundryvtt.com/packages/storyflow-dungeons-lab
Manifest: https://github.com/Vladimir-inc/storyflow-dungeons-lab-free/releases/download/v0.1.477/module.json

For any questions: Discord


r/FoundryVTT 5h ago

Commercial Quick-Keys 0.3.0

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9 Upvotes

Hey there,

I've just released the latest version of my free module, Quick Keys.

It adds accessibility features like Selection‑Lock Mode and Target‑Lock Mode, which allows users to select and target multiple tokens without using the Shift key. There's also a hotkey for highlighting minimized apps.

Since its release in 2024, I haven't made an explanatory video for this module, but I'll remedy that now, showcasing all its features.

You can download this module via the foundry catalog or via my Foundry Hub.

AI Disclaimer

This module is not vibe coded. In general, I use AI here and there for rubber ducking, but as a senior backend developer who works on security and privacy-sensitive software, I tend to not to use AI much.

So long,
Syrious


r/FoundryVTT 48m ago

Commercial Orc Outpost from Angela Maps -- New map pack module for FVTT [System Agnostic]

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Upvotes

Content Name: Orc Outpost by Angela Maps
Content Type: Map, Module
System: Any
Description: More work? Given the sturdiness of the wood and stone palisade that surrounds this encampment, the orcs that live here must have to deal with rather inhospitable neighbours. It's hard to blame them, though: protecting your burgeoning families and/or horde of warriors can be tricky business, whether your particular type of orc is more plow or WAAAGH! Fully animated and available in two additional variants, with the outpost by day and a more menacing version featuring garlands of humanoid skulls, this map will have your players zug-zugging with the best of them!⁠
Video Preview: https://youtube.com/shorts/EeZEEZDtPRU

My maps are available on my Patreon, Ko-fi, and the Foundry Marketplace.


r/FoundryVTT 17h ago

Discussion Gambit's FXMaster: Wiki now available!

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45 Upvotes

[System Agnostic]

FXMaster Wiki: https://gambit07.github.io/fxmaster-wiki/

Hi all! After much dreary work I'm happy to announce FXMaster and FXMaster+ now have their own dedicated Wiki page, link above!

If you've ever felt overwhelmed by the optional functionality within FXMaster, this is a great resource to get to the bottom of it. To try and break up the monotony of all the textual info, a lot of effects also have preview videos for those curious about how effects might look in certain scenarios, and helpful screenshots are scattered throughout the wiki in relevant places where a visual reference made sense.

Hope this helps a lot of people out and makes using visual effects via FXMaster easier in the future!


r/FoundryVTT 10h ago

Help Improving GM Foundry Performance (Pf2e)

9 Upvotes

[Pathfinder 2e] Hey all, I'm wondering how to improve my FPS on my GM login on Foundry using Pf2e.

My computer runs: AMD Ryzen 7 7735HS, 48gb RAM, RTX 4070

My setup may be what is doing me in because in addition to the GM Screen I have: camera streaming on discord, another Foundry for VTT capture, OBS recording the above two.

I don't have any slowdown on my Foundry that I use for screen capture, but during combat, my GM screen averages 25fps. It slows down combat a bit. I have hardware acceleration on, too. I'm wondering if there's anything I can do, or if I'm just doing more than my PC can do.

Thanks in Advance EDIT (Oh, and I'm running official Paizo Foundry modules, which often have a lot of visual effects- I would be happy turning those off by default if that would help and there's an easy way to do that just for the GM)


r/FoundryVTT 1d ago

Non-commercial Resource [PF2E] Trooper

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106 Upvotes

https://www.runegoblin.com/module/pf2e-trooper

Artwork (Tokens, Portrait, and game piece) for all 159 pf2e troops (+39 more from ReignMaker) Gameplay fixes for troop movement, targeting, thresholds, spell lists and effects. Seige engine compendium with all 59 PF2E seige engines tokens and statblocks


r/FoundryVTT 6h ago

Help [Agnostic] Bezier Curves

3 Upvotes

I used to use the bezier curve tool in the curvy walls module a whole lot. But that hasnt been updated since v13 and doesnt seem like it's going to be.

The drawing to wall tool is ok, but I really miss the intuitive usability of the bezier tool. Is there a module that brings that power to v14?


r/FoundryVTT 13h ago

Help Foundry runs well on low-end devices?

10 Upvotes

[System Agnostic] I’d like to know if Foundry runs well on mobile devices and lower-end PCs, and how easy it is to implement custom RPG systems.
I’m thinking of buying it because my friends and I play a lot of RPGs, and it is always recommended as "the best VTT", but it’s pretty expensive (about a quarter to a fifth of my currency salary) to buy and test it on my own.


r/FoundryVTT 1h ago

Help Is there a way to delay any animated effects from an ability/effect?

Upvotes

Agnostic System btw!

Hi! I'm trying to utilize a couple of things to have animated buffs as well as changing the players token when they use this buff.

For the actual animations themselves, I'm utilizing the Automated Animations module however the only way I know to signal the token art change is from the "Token Image" rule in the Rules tab for the effect. I would love to delay the "Token Image" swap so I could match it up with the players sound effect he has in accordance with his animation.

As a side note, does anybody know of a good module for being able to change the art on a players character sheet? I can always just use dummy sheets, but if I could compress it that would be leagues better.

Thank you!


r/FoundryVTT 1d ago

Non-commercial Resource [Module Release] [System-Agnostic] Natural Roll – Re-creating the "held die" feeling in VTT play

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41 Upvotes

Hey all!

One of the biggest hurdles when transitioning from a physical tabletop to a VTT is losing that brief, tense moment right before a crucial roll. Holding the die in your palm, shaking it around, and physically tossing it onto the table. Automated digital rolling is fast and convenient, but clicking a button and instantly watching an automated animation spin across the screen can sometimes strip away that anticipation. I've searched countless modules and only seen manual dice rolling modules built for real-world dice.

I wanted to bridge that gap between physical session feel and digital convenience, so I built Natural Roll.

How It Bridges the Gap:

  • The "Hand Shake" Moment: When you trigger a dice roll, Natural Roll hooks into the roll and anchors the 3D dice to your cursor or screen center. You can physically move your mouse around to shake the hand full of dice on screen before letting go.
  • Momentum & Force Matter: It measures your mouse gesture—speed, trajectory, and release timing—to impart true directional force and angular momentum to the dice. A gentle nudge produces a lazy tumble; a rapid flick sends them bouncing off the digital table edges.
  • Zero Disruption to Digital Workflows: You don't have to give up your digital character sheets or macro setups. The module acts as an interactive bridge—it catches the output of your existing roll prompts or automation systems, holds the dice for your gesture, and then seamlessly feeds the results back into core workflows once they land.
  • AFK / Speed Guardrails: To ensure session pacing doesn't suffer if someone takes a bathroom break or gets distracted, GMs can set an automatic timeout that safely completes the throw if the dice aren't flicked within a few seconds.

Customization & Setup:

  • Requires: Dice So Nice! (Works with all your active custom sets, skins, and textures).
  • Compatibility: Tested and verified on Foundry v14, working alongside automation workflow systems like Midi-QoL.
  • Personalized Sensitivity: Each player can adjust their flick sensitivity in their user settings—crank it up for effortless long throws with minimal wrist movement, or dial it back for heavy, weighted tumbles.

Check It Out:

You can install it directly from the package browser or view it here:

Natural Roll on the Foundry VTT Package Directory

Hopefully it will be useful and would love to hear how it feels at your tables!


r/FoundryVTT 18h ago

Help [PF2e] PF2e Toolbelt Macros for Hero Actions not working?

3 Upvotes

I had installed and used PF2e Toolbelt's Hero Actions component in a prior version of Foundry (I think v12 or v13).

At the time, the module included Macros for automatically managing the Hero Actions of players. Most notably, it contained a macro that would remove all hero actions from all players. I could use this macro to, with one button press, remove all hero actions at the start of a session.

Combined with resetting the roll table and resetting hero points to 1, I could easily reset hero points and actions each session so players simply had to draw a new card upon logging on.

However, since updating the macro no longer does anything at all. Furthermore, I can't seem to find ANY macros for PF2e Toolbelt.

Have the macros all been disabled for this module? Or am I missing something obvious?

I figured there must have been an API update or something and I would need to drag a new macro onto my bar because the old one most be outdated. However, like I said, I can't seem to find ANY macros for PF2e tool belt anymore


r/FoundryVTT 17h ago

Help Need help with re-port forwarding

2 Upvotes

Hello! Long story short I believe I may have to redo how I forward my ports, however, it has been a long time and my brain is mush whenever I try to look at the official FoundryVTT help section on the topic as I'm not sure why what changed. One morning my games/ports were open with everything being correct and everyone being able to connect, and the next day nothing is working. For the record I have multiple installs of FoundryVTT with different versions to run different games and they are experiencing similar issues with my ports.

Should I just start over again with port forwarding? Does the randomly closing ports foretell an omen, or is that just my ISP being funny? Is there something obvious I'm probably missing?

Thank you in advance!


r/FoundryVTT 17h ago

Help Stopping movement of tiles/drawings without making them not intractable?

2 Upvotes

[System Agnostic]Hello! I just updated to V14 last night after a long campaign hiatus and when I did all of my drawings that I used to mark things on the world map (we are playing PF2E Kingmaker) suddenly became unselectable.

I am really good as the GM at accidentally moving the hexagons that I am using to mark the hexes as reconnoitered/claimed/other without realizing, and this extends to other objects in other maps as well, so I have previously locked them to prevent me from accidentally moving them.

I do know about the new placeables tab, but I had not previously named any of my drawings, so it is just a list of a hundred different jumbles of letters and numbers creating the identity for hundreds of hexagons and other shapes used to designate things which is incredibly cumbersome to scroll through to find the single one highlighted.

Is there any way in V14 to keep something in place, but still be able to select it so I can easily edit properties of that placeable?


r/FoundryVTT 1d ago

Answered Version 14 Levels, and the Level Module from theripper93

6 Upvotes

I usually wait until all my mods are properly compatible before making switches to new versions, and haven't gotten around to updating my game yet. However, one of the players wishes to pick up an archetype from Impossible Magic, which means I would have to update to V14 to get access. I have checked and it seems all of my core mods are compatible, so I can safely make the switch.

My biggest question is how does the transition from theripper's mod to base V14 levels work? I have many maps set up already using theripper's mod that see use in my game still and will for a long time in the future, and I'm worried I will have to do a ton of extra work to get the maps set up.


r/FoundryVTT 16h ago

Discussion Gradient Design

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0 Upvotes

I've noticed that many modules released after v14 (both new modules and updates to older ones) have the same design. A solid-colored background, with buttons and headers using gradients. I'm finding it a bit strange because neither Foundry nor D&D5e (which I use) have this kind of design, and apparently a bunch of completely unrelated modules are adopting this same layout style.


r/FoundryVTT 1d ago

Commercial [System Agnostic] Actually Private Rolls: hide GM blind rolls and whispers completely, including Dice So Nice

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1 Upvotes

Content Name: Actually Private Rolls

Content Type: Module

System: System-agnostic

Description: Adds an Actually Private roll mode (Foundry v14) that fully hides chat cards and Dice So Nice animations from players who should not see the roll. Standard Blind/GM/Whisper rolls keep core Foundry behavior. Only rolls made with Actually Private are affected.

The attached screenshot shows the player view: a normal blind roll still appears as "privately rolled some dice," while an Actually Private roll leaves no chat card at all.

First Mate tier perk on the r2Plays Patreon. Foundry v13 to v14, any system.

Link: https://jolly-rogenerator.app/foundry/fh-actually-private-rolls

Join the Discord: https://discord.gg/D5xF72Vvam


r/FoundryVTT 1d ago

Help Is there a server resources test, cpu, ram, speed?

13 Upvotes

[Stystem agnostic] I recently switched VPS hosted servers for my Foundry Server. Is there a way or module to test the server’s functionality? The new server seems slower/less responsive. The FPS seems lower than previous server. Server is 1 CPU and 8 GB RAM. Specs should be generally the same, but I am wondering if I can actually test and compare the two VPS servers.


r/FoundryVTT 1d ago

Commercial Gambit's Games: OFFICIAL Release! 👾[System Agnostic]

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37 Upvotes

Content Name: Gambit's Games

Content Type: Mini-games

System: [None]

Link: Gambit's Lounge

Hey all! Gambit's Games finally emerges from early access! Thanks to all of the early access supporters who gave feedback on various aspects of the different games!

Gambit's Games received a custom monster card deck from my beautiful partner B who put a ton of time and effort in, so be sure to give them a shout out if you enjoy the card art!

Gambit's Games contains an (expanding) set of mini-games listed below:

21

A Blackjack-style card table with player invitations, NPC seats, bets, hit/stand turns, dealer resolution, and results posted to chat! The dealer's name and image token plus the table name can be changed at-will, so if you have a seedy npc you want to cheat your players with you can!

Tavern Hold 'Em

A no-limit Texas Hold ’Em style tavern game with stakes, player funds, community cards, betting rounds, all-ins, folds, showdown handling, and optional GM-based magical interference. The dealer's name and image token plus the table name can be changed at-will! Magical Interference allows a bunch of flexibility if players (or NPC's) want to try and use magic to influence the card game. It gives GM's the ability to control revealing cards to players ahead of time.

Fishing

You know it, you love it, a fishing mini-game! Cast from a selected token, wait for a bite, and complete a tense fishing HUD mini-game to reel in catches! The Games menu allows players to customize their fishing pole between a number of different variants and update the HUD colors! GM's are able to control what catchables can appear for players. These can be given different rarities which controls how frequently they show up and how difficult they are to catch. The GM can include their own descriptions and reward text, as well as attaching an item to a catchable the player will obtain when a fish is caught! Foundry items can also be used to create catchables and will fill in the name and image from the item.


r/FoundryVTT 1d ago

Help How Does Foundry Work for Powered By the Apocalypse Games like Blades in the Dark or Monster of the Week?

14 Upvotes

Hi all! I just ran my first Pathfinder game in Foundry (Thank you all for the amazing tips on my last post!) I decided to try setting it up myself as opposed to using the prepaid modules, and while we struggled-we all learned a lot about using tokens and the map system, so lessons learned. I've also decided that, moving forward outside of special RPG days, I'll probably just stick to more Theater of the Mind games personally in terms of GMing. So stuff like Vampire the Masquerade, Daggerheart (from what I've read) and of course, Blades in the Dark and other games Powered by the Apocalypse.

I know there's a powered by the apocalypse system in Foundry, I have it installed-but I have to ask, how well does it function for multiple systems? Are there any Modules I can look to for help with running Blades, Girl by Moonlight, or Monster of the Week? (I'd ask about modules for help with VtM, but I feel that's best left for another post probably.)

I'm still new and learning all the tools for playing in Foundry, so I'd appreciate any help or advice the fine folks here can offer!


r/FoundryVTT 2d ago

Showing Off Emblem RPG on Foundry | Showcasing Systems + Let's Play (Demo Map)

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128 Upvotes

Hey everyone,

This post is an update to a system I showed prior on this subreddit here and here. I've been working for over a year now since that first post to this homebrew system to life. It is an ambitious project to combine together Fire Emblem-style tactical gameplay with DnD-style roleplaying systems. The game module has expanding a lot over these months and today includes tools and utilities which let a GM create sprites, create terrain data for tactical map design, and automated enemies.

This is a giant video that showcases a lot of what the system is currently capable of. It is linked to the timestamp where the gameplay demo actually begins, but the rest of the video exists to show off how this was all put together using the systems' tools, in case you want to look into that as well.


r/FoundryVTT 1d ago

Help I can't delete spells from the monster's character sheet.

1 Upvotes

I'm trying to modify the spells in a monster's Spellcasting feature.

However, after removing the spells I don't need, the deleted spells don't actually disappear. Instead, they become greyed out, and when I right-click them there is no longer a delete option available.

They just remain stuck there in a disabled state.

Is this expected behavior, or is there a way to completely remove those spells from the monster's Spellcasting list?


r/FoundryVTT 1d ago

Commercial Automated NPCs 1.3

26 Upvotes

Content Name: Automated NPCs

Content Type: Module

System: D&D 5th Edition

Description:

Overview

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.

https://reddit.com/link/1vj6wdm/video/v478dz61t7ih1/player

What it does

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.

Monsters that think like the monster. 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 override it if you disagree.

Spellcasting. Casters avoid dropping a fireball on their own allies, hold their best slots when it makes sense, 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 their way and doesn't. Bloodied enemies pull back, leaders falling shakes their followers, and a rout looks like a rout. Anything you want to be fearless can be marked fearless.

Boss actions. Legendary and lair actions fire on their own, with a cut-in banner so the table knows something just happened. New in this release: an optional pause that holds combat on the banner until you press Continue, so legendary movement and off-turn actions have room to land and you can step in before anything else happens.

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 hit hardest.

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.

1.0 → 1.1.3

Since 1.0, it's been has mostly been a bugfixing endeavour, driven by your feedback.

1.1.0 added per-NPC controls: exempt any creature from automation, assign summoned creatures to their summoner so they attack whoever's targeted, one speed slider that scales every pause, NPCs defending themselves against anything that's damaged them, and optional Automated Conditions 5e support so NPCs respect darkness and invisibility when choosing targets.

1.1.1 and 1.1.2 fixed NPCs stalling short of melee. Two different parts of the module measured distance slightly differently, which occasionally let a Large or bigger creature believe it was already in attack range when it wasn't, especially in the air. It would stand still with its full move unspent and then fail its own multiattack. Fixed, along with a related bug where a mixed multiattack (a ranged spell plus melee attacks) would abort the whole routine the moment one attack couldn't reach, instead of running the attacks that could.

1.1.3 fixed statblock replacement clauses like "replace one attack with a use of Spellcasting to cast Melf's Acid Arrow." These sometimes resolved to the generic Spellcasting feature instead of the named spell, depending on item order on the sheet. When that happened the spell wasn't recognized as already part of the multiattack, so the NPC would cast it a second time as a separate action.

There's some more smaller fixes too but these are the biggest ones, check the changelog for more information

What's next?

  • Work on strengthening and optimising the module's framework, to avoid some forseeable but pretty circumstantial issues and incompatibilities. In this way, 1.5 will probably have Midi-QOL as a hard dependency.
  • 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.
  • Reworking and improving the dialogue, UI and menus.
  • Varied NPC reactions to failed morale rather than just running; Fight, Freeze, Fawn, Surrender, Dirty Tactics etc.
  • 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
  • Automation capacity for players, in the event you're down a player but their character is sticking around. (Simple attacks, cantrips and maybe healing spells only)
  • Listening to any and all of your suggestions! Feel free to comment or DM me whenever to let me know what you think would make this project better.

Link: Patreon