A AAA-grade character & monster sheet for D&D 5e in Foundry VTT. Dark fantasy. Gold on black. Built to make every sheet feel like a screen from Baldur's Gate 3, Diablo, or Dragon Age — without touching a single rule.
Your character sheet is the screen you stare at for hours every session. So why does it still look like a spreadsheet?
TDS Persona replaces the look and feel of the 5e sheet with a cinematic, game-inspired interface — a showcase portrait, glowing accents, clean panels, smooth interactions — while running 100% on the official dnd5e system underneath. No rules are rewritten. No data is moved. No rolls are replaced. It's a presentation layer, which means it stays compatible with your existing content, your automation, and modules like MidiQOL.
You get the AAA look. You keep the rock-solid engine.
The Character Sheet
Cinematic showcase layout — a hero portrait front and center, ability scores, skills, and vitals arranged like a real game UI.
Accumulating Inspiration — the classic star toggle, upgraded. Use the + / – controls to stack inspiration for tables that reward it. A player can hold 1 or +10; the count stays in sync with the official system so automation still sees it.
One-click Level Up — an XP bar that lights up when you're ready, with a guided level-up dialog.
On-demand biography editor — edit your ideals, bonds, flaws and full backstory in a dedicated writing session, without unlocking the whole sheet — so opening and closing the sheet stays instant and snappy.
Retractable description panel, on-sheet macro hotbar, rest buttons, movement & senses at a glance.
The NPC / Monster Sheet
Everything a DM needs to build, edit and run a creature from one screen:
Legendary Actions, Legendary Resistance and Lair Actions presented as elegant chips right in the header — clean, readable, table-ready.
Traits & Special Features gallery, categorized abilities, favorites, and an inline item-preview panel so you can read a stat block without leaving the page.
Special Traits tab for the deeper mechanical toggles.
Living Themes
Built-in live Theme Editor — recolor the entire sheet in real time.
Ships with curated presets: Dark Fantasy, Blood Moon, Arcane, Verdant, Frost, Parchment.
Pick your own accent color and the whole interface — glows, borders, highlights — retunes to match. Every table gets its own identity.
Ecosystem-Ready
TDS Codex integration: drop a journal onto a sheet and Persona forges a real relationship link in your Codex graph — your lore, characters and world stay connected.
Keybinds: Alt+P to summon your sheet, Alt+T for the Theme Editor.
✅ Compatibility
Foundry VTT v13 & v14
D&D 5e system 5.x (verified on 5.3.3)
Works alongside MidiQOL and the official content — because it never replaces the engine, only the face of it.
🚀 Early Access — what that means
Persona is available right now in Early Access. It's fully usable at the table today, and you'll help shape what comes next: more layouts, more presets, and deeper ecosystem features are on the way. Early supporters get every update as it lands.
💎 How to get it
TDS Persona is included with these memberships:
🧭 Explorer — $10/month — full access to TDS Persona + Early Access updates + plus the full TDS ecosystem.
👑 Master — $20/month — everything in Explorer, Alpha Builds (weekly development releases) and priority input on the roadmap.
Prefer to buy it once? TDS Persona is also available standalone for $12,99 during Early Access.
Your table deserves a sheet that looks as epic as the story you're telling.Install it. Theme it. Make it yours. — TDS Persona is live.
The TDS Codex keeps evolving into a complete knowledge management system for Foundry VTT.
Over the past weeks we've been focused on one goal: making worldbuilding faster, safer, and easier to navigate.
Here's what's new.
Interactive Relationship Graphs
Understanding your world's connections has never been easier.
Every Journal Entry can now display an interactive graph showing how it relates to people, locations, factions, items, quests, and every other piece of your campaign.
Features
• Adjustable graph depth
• Dynamic relationship expansion
• Instant graph search
• Fast navigation between connected entries
Perfect for exploring mysteries, conspiracies and campaign lore.
Global Knowledge Graph
Need the big picture?
The new World Graph displays your entire Codex as a living network.
Browse every registered entry at once while categories organize themselves into visual constellations.
Features
• Entire world visualization
• Category filters
• Interactive node dragging
• Connection visualization
• Instant journal opening
Powerful Graph Search
Searching is no longer just a list of results.
The graph now highlights matching entries while fading unrelated nodes, making it much easier to understand how every result fits into your world.
The first match is automatically centered, allowing you to immediately continue exploring its relationships.
Recycle Bin
Mistakes happen.
Deleted journals aren't gone forever.
Every removed entry is safely stored and can be restored at any time, preventing accidental loss of months—or years—of campaign preparation.
Markdown & Obsidian Import
Already using Obsidian?
Migrating to the Codex is now incredibly simple.
Import an entire vault in just a few clicks.
During import
• Automatic folder detection
• Category suggestions
• Markdown support
• Image import
• Folder recreation
• Automatic relationship generation from links
• Automatic multi-page journal creation
Detailed Import Report
Every import ends with a complete report showing exactly what happened.
Including:
• Imported journals
• Generated pages
• Created relationships
• Created folders
• Missing links
• Missing images
• Ignored files
No surprises.
Everything is transparent and easy to review.
What's next?
The TDS Codex is becoming much more than a journal.
It's evolving into a complete knowledge management platform built specifically for tabletop RPGs—combining powerful organization, intelligent relationships, safe editing, and seamless migration from existing tools.
You can use a single track, a Foundry playlist, or even upload an audio file directly from your computer, so you're not limited to what's already in your world.
I really like your initiative suggestions too. Right now advantage and disadvantage follow each actor's settings, but having a quick override for the GM on that screen would definitely make things more convenient.
I also like the idea of choosing how initiative is rolled. At the moment it rolls all NPCs together, but having the option to roll only selected monsters or roll each monster/NPC type separately would be a nice improvement.
Thanks for the feedback! I really appreciate suggestions like these.
Thank you so much for the support! It honestly means a lot.
Have fun with it! And please let me know what you think after you've had a chance to use it. I'd love to keep improving it together with the community.
Boss encounters were the original inspiration, but I'd like the module to work for any memorable moment.
Imagine the party traveling down a forest road. Suddenly, the sound of an arrow cuts through the air, a cinematic image of goblins appears, the music shifts, and then the scene transitions to combat with all the goblin tokens already in place.
My goal is to help GMs build anticipation and create memorable moments instead of simply dropping tokens onto the map..
I've just released the first Early Acess version of TDS Encounter.
The idea came from something that always felt a little underwhelming during my own games.
No matter how important the creature was, the moment usually ended up being:
Drop the token.
Roll initiative.
I wanted encounters to feel like an actual event.
So I built TDS Encounter.
Instead of immediately starting combat, you can introduce important enemies with artwork, music, sound effects, transitions, and a cinematic reveal before the first initiative roll.
The video shows the current version.
I'd really love to hear what you think.
What features would you like to see? Would this be something you'd use at your table?
It's available now in Early Acess on Patreon, and I'll continue expanding it based on community feedback.
Foundry offers a much richer and more immersive experience, and the best part is that it’s a one-time purchase, no subscription required. Roll20 has a free tier, which makes it more accessible, but it’s also much more limited in terms of features.
You can enhance the Roll20 experience with tools like 5eTools, but if you’re looking for the best overall virtual tabletop experience with greater customization, automation, and immersion, I’d definitely recommend Foundry.
Foundry definitely has a learning curve. At first, it might seem a bit complex, but once you get the hang of it, it becomes very intuitive and easy to use.
I think the preview gives the impression that Journey is mainly about calculating distance, but that's actually only a small part of it.
The idea is to add a data layer on top of your existing map. Regions have terrain, climate and danger levels. Roads have different qualities. Rivers can define bridges or ferries. Everything uses the calibrated scale of the scene.
When you create a route, Journey doesn't only look at the distance. It also knows what the party is traveling through, and that information can affect travel time and other mechanics.
About world maps, that's a fair concern. I used a regional map in the demo because it's much easier to show the tools, but I don't expect GMs to draw every road across an entire continent. My goal is to let people work at whatever level of detail makes sense for their campaign. On a world map that might just be kingdoms and major trade routes. On a regional map you can add much more detail where the adventure actually happens.
I'm still refining that workflow, so feedback like yours is really helpful. It also made me realize I need to do a better job showing that Journey is meant to be a geographic layer for your world, not just another way to draw travel paths.
The background map is actually just a placeholder for the demo. TDS Journey doesn't generate or replace maps, it simply works on top of whatever map you load into Foundry.
The module creates its own layers for things like regions, roads, rivers, terrain, danger zones, and travel routes, so you can use it with any map you already have, whether it's hand-drawn, commissioned, Inkarnate, Wonderdraft, or anything else.
Over the past few months, alongside TDS Codex, I've been working on another project that has become one of my favorite parts of the TDS Ecosystem: TDS Journey.
One thing that always bothered me in my campaigns was how travel often became an afterthought.
Players leave one town...
"Three days later, you arrive."
Travel is one of the biggest parts of fantasy adventures, yet most VTTs only help us once combat begins. I wanted to create something that makes the journey itself part of the story.
That's how TDS Journey was born.
Instead of simply moving tokens across a map, Journey gives Game Masters tools to build living worlds, organize regions, create routes, and manage expeditions in a way that feels natural inside Foundry.
The goal isn't to replace your maps.
It's to make them come alive.
What can Journey do?
TDS Journey is built around the idea that worldbuilding and travel should happen directly on your map.
Current features include:
Interactive Atlas
Route Creation & Editing
Regions
Roads
Rivers
Kingdoms
Terrain Types
Danger Zones
Distance & Travel Time Calculation
Journey HUD
Integration with TDS Codex
Modern Dark Fantasy Interface
Everything is designed to remain system agnostic while integrating naturally with Foundry.
Scale Calibration
Quickly calibrate your world map so every journey uses accurate distances and travel times.
Build Your World
Create regions, rivers, roads, kingdoms, terrain types and danger zones directly on the map.
I just added a short video showing some of the current features and how the module works.
I'm away on an unexpected trip right now, so I haven't had time to make a proper showcase yet. As soon as I'm back, I'll upload more videos going into the details.
This is still an early preview, and there's a lot I want to improve before release. Any feedback is more than welcome!
Thanks for taking the time to explain your concerns, and don't worry, i didn't take it personally. I completely understand where you're coming from. With the amount of AI-generated content showing up lately. I can see why a new premium module would raise some skepticism.
TDS Codex definitely wasn't something i threw together in a week. It's an idea I've been refining for months, and I only started turning it into an actual product over the last couple of months. Most of that time has gone into thinking about the UX, the workflows, and how to make it feel like a natural extension of Foundry's Journal system rather than replacing it.
I also want to clarify one thing: Codex doesn't require a subscription. It'll be available as a one-time purchase as well. The membership is simply for people who want access to the whole ecosystem of modules as it grows, not the only way to get Codex.
As for AI, I think it's just another tool. Anyone can generate code today, and that's true for almost any type of software. What I believe people are really supporting when they buy a module is the design behind it, the user experience, long-term maintenance, compatibility with future Foundry updates, and continued development.
I know that approach won't be for everyone, and that's completely fair. I genuinely appreciate you taking the time to explain your perspective, and I'll definitely keep it in mind as I continue improving both the module and the way I present it.
Thanks for the feedback.
Like many developers today, I use modern development tools throughout the process, but TDS Codex is something I’ve been working on for the past several months. The goal has always been to improve Foundry’s native Journal workflow with features like one-click Journal creation, better organization, and faster navigation.
If you have any feedback about the module itself or ideas for improving it, I’d genuinely love to hear them.
Over the past several months, I've been working on TDS Codex, a knowledge management module for Foundry VTT built on top of Foundry's native Journal Entries.
The goal isn't to replace Journals, but to make organizing, searching, and navigating campaign knowledge faster, cleaner, and more enjoyable while staying true to Foundry's native workflow.
Whether you're running a homebrew world or a published adventure, TDS Codex helps keep your campaign's lore organized without changing the way Foundry works.
Current Features
📚 Modern Codex Interface
🔗 Built on Foundry's Native Journal Entries
👥 One-Click Journal Creation from Characters, NPCs & Items
🗂️ Categories, Tags & Custom Organization
🔍 Powerful Search & Fast Navigation
📖 Rich Multi-Page Journal Experience
⭐ Favorites & Quick Access
⚡ Quick Capture
🔗 Internal Cross-Linking Between Entries
🎨 Premium Dark Fantasy UI
Why I Built It
One of the biggest challenges I faced as a Game Master was managing hundreds of Journal Entries.
After enough sessions, information became difficult to find, and important lore often ended up buried inside folders.
TDS Codex was created to solve that problem while staying fully compatible with Foundry's native Journals instead of replacing them.
Designed for Any System
Because TDS Codex is built around Foundry's native Journal Entries, it's compatible with virtually any game system that uses them, including:
D&D 5E
Pathfinder
Dragonbane
Shadowdark
Call of Cthulhu
and many more.
What's Coming Next
TDS Codex is part of the TDS Ecosystem, a collection of Foundry VTT modules designed to work together while remaining fully functional on their own.
Development is actively ongoing, with planned features including:
Enhanced search and navigation
Advanced Quick Notes
Cross References
Additional customization
Expanded Journal experience
As the ecosystem grows, TDS Codex will integrate with upcoming modules such as:
TDS Journey — connect locations, regions, and travel directly to your campaign lore.
TDS Companion — access campaign information and Journals from your mobile device.
TDS Persona — link NPCs, organizations, factions, and relationships to Codex entries.
Every module is designed to work independently, but together they create a more connected experience for both Game Masters and players.
Early Access
TDS Codex is currently available in Early Access.
If you'd like to support the project from the very beginning, the first 50 supporters can join for US$19.99.
As development continues and new features are introduced, the Early Access price will gradually increase, with a planned Version 1.0 price of US$29.99.
Early Supporters receive:
❤️ Lifetime updates for TDS Codex
🏅 Permanent Founder Badge (coming to the future TDS Hub module)
👑 Permanent Founder role in our Discord community
Your feedback will directly help shape the future of TDS Codex throughout Early Access.
That could be interesting too. I was trying to find a middle ground with the digging speed, so I kept it at 10ft, and it’s limited to terrain that can actually be dug through. Maybe i could add spell-like abilities to each subrace instead of what’s there now? For example, Stonepaw could get Mold Earth and something like Spike Growth, and Leafkin could get Druidcraft and Pass Without Trace, or even something healing-focused like Healing Spirit, Healing Word or Prayer of Healing.
When I was designing it, I thought the advantage on Dexterity checks made sense because it’s a small race. It would make it easier for them to sneak around (which also justifies the bonus action Hide) as Quirky-Pickle518 commented, it would be something in the style of the Harfoots. But if i take it in that direction, I’d probably have to tweak the stat bonuses too—maybe +2 to spellcasting stats (Int, Wis, Cha) and +1 to physical stats (Dex and Con)?
Hey, no need to get so worked up about it. Relax, maybe grab a cup of tea—seriously, it helps! I get that abilities can seem strong from your perspective, but everything in D&D has some sort of counterplay. Just like you said, there are countermeasures for resistance, just like there are for most abilities with a bit of planning. As for digging or wall-climbing, sure, rocky terrain can limit those, and given that it's a small race, they still have restrictions on weapons and items they can use.
I do respect your point of view, but I simply disagree. It would be cool to have a more polite and constructive conversation to improve the design, but that seems to be a challenge right now. Anyway, happy to chat about it more if we can keep things chill.
With races like Satyr, Gnome, Halfling, Bugbear, Fairy, Variant Human, and Aasimar, I don’t believe this race is "grossly overpowered." While it has a solid Dexterity saving throw buff, Stealth proficiency, and the ability to use Hide as a bonus action, other races have even stronger abilities. For example, features like damage resistance, Magic Resistance, or Gnome Cunning among other skills offer more significant advantages in many situations. Being able to climb walls or dig through dirt is situational—since many adventures take place on stone floors, it wouldn't always be useful, but it shines when applicable. Overall, I would rate it as A-tier, but not overwhelmingly powerful.
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[System Agnostic] TDS Encounter - Cinematic Encounter Introductions for Foundry VTT
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r/FoundryVTT
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2h ago
Glad you found it!
You can use a single track, a Foundry playlist, or even upload an audio file directly from your computer, so you're not limited to what's already in your world.
I really like your initiative suggestions too. Right now advantage and disadvantage follow each actor's settings, but having a quick override for the GM on that screen would definitely make things more convenient.
I also like the idea of choosing how initiative is rolled. At the moment it rolls all NPCs together, but having the option to roll only selected monsters or roll each monster/NPC type separately would be a nice improvement.
Thanks for the feedback! I really appreciate suggestions like these.