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Enchantment
Enchantments are a special type of Active Effect that makes changes on the item to which they are added, rather than the actor like normal Active Effects. They are configured in much the same way as normal Active Effects, but rely on different attribute keys that are documented below.
In the example above, the spell "Magic Weapon" is configured to modify the name of the item to add +1
to the end, add the magical property, and set the magical bonus. The name is set using a change format that allows for referencing the original name using a pair of curly brackets ({}
) and the override
change mode. This allows for more complex changes to the item's name than would normally be possible with active effects.
This describes how to create Active Effects used as Enchantments. This differs from the Active Effect Guide in that these are changes to items instead of the actors. If you're creating an Active Effect to add to the Additional Effects section when configuring an Enchantment, then use that guide.
Because of the differences in item types, there are separate sections for each type that can be enchanted. This uses the same Legend that the Active Effect Guide does in addition to:
-
[string]
- A string value -
[file]
- A file path, e.g.icons/svg/mystery-man.svg
These examples are common across item types, meaning they'll work equally well for a Weapon or Equipment.
name
img
system.description.value
chat
properties
You can reference the original name using a pair of curly brackets ({}
) and the override
change mode (e.g. {}, +1
for a +1 weapon would result in Shortsword, +1
).
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
name |
Override | [string] |
No |
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
img |
Override | [file] |
No |
You can reference the original description using a pair of curly brackets ({}
) and the override
change mode (e.g. {} <p>Some more description</p>
) or use the add
change mode to add to the end of the existing description. Note that any added description should be written using HTML, which can be copied from an existing item using the "Source HTML" button in the description editor.
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.description.value |
Override | [string] |
No |
The valid effect values depend on the item type, and in the case of consumables the subtype, which are documented below.
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.properties |
Add | [string] |
No |
Weapon Properties
Weapon Property Abbreviation Adamantine ada
Ammunition amm
Finesse fin
Firearm fir
Focus foc
Heavy hvy
Light lgt
Loading lod
Magical mgc
Reach rch
Reload rel
Returning ret
Silvered sil
Special spc
Thrown thr
Two-Handed two
Versatile ver
Source:
CONFIG.DND5E.validProperties.weapon
Equipment Properties
Equipment Property Abbreviation Magical mgc
Stealth Disadvantage stealthDisadvantage
Source:
CONFIG.DND5E.validProperties.equipment
Tool Properties
Tool Property Abbreviation Magical mgc
Source:
CONFIG.DND5E.validProperties.tool
Ammunition Properties
Ammunition Property Abbreviation Adamantine ada
Magical mgc
Silvered sil
Source:
CONFIG.DND5E.validProperties.consumable
andCONFIG.DND5E.itemProperties
that haveisPhysical: true
Scroll Properties
Scroll Property Abbreviation Magical mgc
Ritual ritual
Somatic somatic
Verbal verbal
Source:
CONFIG.DND5E.validProperties.consumable
andCONFIG.DND5E.validProperties.spell
minusmaterial
Consumable Properties
Consumable Property Abbreviation Magical mgc
Source:
CONFIG.DND5E.validProperties.consumable
Container Properties
Container Property Abbreviation Magical mgc
Weightless Contents weightlessContents
Source:
CONFIG.DND5E.validProperties.container
Loot Properties
Loot Property Abbreviation Magical mgc
Source:
CONFIG.DND5E.validProperties.loot
system.proficient
magicalBonus
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.proficient |
Upgrade | 1 |
No |
Make the weapon magical by adding the Magical property and an optional Magical Bonus that will be added to attack and damage rolls.
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.properties |
Add | mgc |
No |
system.magicalBonus |
Override | [number] |
No |
system.proficient
armor.value
magicalBonus
dex
strength
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.proficient |
Upgrade | 1 |
No |
Make the armor magical by adding the Magical property and an optional Magical Bonus that will be added to AC.
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.properties |
Add | mgc |
No |
system.armor.magicalBonus |
Override | [number] |
No |
system.proficient
ability
bonus
chatFlavor
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.proficient |
Upgrade | 1 |
No |
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.bonus |
Add | [formula] |
Yes |
system.magicalBonus
Make ammunition magical by adding the Magical property and an optional Magical Bonus that will be added to the attack/damage rolls.
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.properties |
Add | mgc |
No |
system.magicalBonus |
Override | [number] |
No |
system.capacity.value
type
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.properties |
Add | weightlessContents |
No |
This documents the Usage section on item sheets, common to many item types.
system.activation.type
cost
condition
target.value
width
units
type
prompt
range.value
long
units
duration.value
units
uses.value
max
per
recovery
prompt
consume.type
target
amount
scale
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.range.value |
Multiply | 2 |
No |
system.range.long |
Multiply | 2 |
No |
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.uses.max |
Override | [formula] |
Yes |
system.uses.per |
Override | charges |
No |
system.uses.prompt |
Override | false |
No |
Uses Per Values
Uses Per Abbreviation Short Rest sr
Long Rest lr
Day day
Charges charges
Dawn dawn
Dusk dusk
Source:
CONFIG.DND5E.limitedUsePeriods
Warning
Never alter the system.uses.value
attributes with an enchantment as this will cause issues.
This documents the Action section on item sheets, common to many item types.
system.actionType
ability
attack.bonus
flat
critical.threshold
damage
damage.parts
versatile
formula
save.ability
dc
scaling
chatFlavor
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.critical.threshold |
Downgrade | [number] |
No |
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.critical.damage |
Add | [formula] |
Yes |
Since damage is both a roll formula and damage type, you need to include both when adding extra damage.
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
system.damage.parts |
Add | [["2d6", "fire"]] |
Yes |
Damage Types
Damage Type Abbreviation Acid acid
Bludgeoning bludgeoning
Cold cold
Fire fire
Force force
Lightning lightning
Necrotic necrotic
Piercing piercing
Poison poison
Psychic psychic
Radiant radiant
Slashing slashing
Thunder thunder
Source:
CONFIG.DND5E.damageTypes
Enchantments can also target changes to item activities based on their type. This is done using the format activities[<type>].<change path>
.
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
activities[attack].attack.ability |
Override | [string] |
No |
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
activities[attack].attack.bonus |
Override | [formula] |
Yes |
activities[attack].attack.flat |
Override | `true | No |
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
activities[attack].attack.critical.threshold |
Downgrade | [number] |
No |
Attribute Key | Change Mode | Effect Value | Roll Data? |
---|---|---|---|
activities[save].save.dc.calculation |
Override | No | |
activities[save].save.dc.formula |
Override | [formula] |
Yes |