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Enchantment
The D&D system includes an item activation method that allows for adding enchantments to items. These enchantments can modify the stats of an item (such as Magic Weapon giving a mundane weapon a +1 magical bonus), carry effects that apply to an actor (such as the Fire Rune granting a player double proficiency on tool checks), and carry items that are added to the actor (such as the Arcane Propulsive Armor give the player a set of gauntlets that can be used to attack).
To set up a feature or spell to perform enchantment, it first must have the "Action Type" of "Enchant". This is configured on the details tab of the item beneath the header "Spell Effects" or "Feature Attack", depending on item type. Once that is selected a new enchantment line will appear below. The "Configure Enchantment" button will allow for further configuration and the area below will display any other items that have been enchanted by this one.
Clicking the "Configure Enchantment" button will open the enchantment configuration screen. This screen contains all of the controls needed to configure what enchantments can be applied and what items can be enchanted.
The top section contains a list of Enchantments that can be applied by this item. The "Create Enchantment" button can be used to create one which will open up the setup window for that specific enchantment. These enchantments are special active effects that target the item to which they are added rather than the actor, and thus they are configured in much the same way as normal active effects.
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.
Within the "Additional Settings" dropdown for each enchantment there are more controls for each individual enchantment. The Level Limit defines what levels an enchantment can be used. Since "Magic Weapon" shown above is a spell, these levels correspond to the level at which the spell is cast. If this were on a feature, then these numbers would reference either the character level or a class level if the "Class Identifier" field is filled in (not visible in the above screenshots).
The other two options define what effects and items are added whenever the enchantment is added. The effects must be normal active effects defined on the same item as the enchantment. The items can be any item, but it is generally good practice to create links only to items in compendiums.
Note: The "Additional Items" can only be configured when running Foundry V12 or later, on V11 the items will be read-only.
The next section defines what types of items can be enchanted. Checking "Allow Magical" will allow the enchantment to be applied to items that are already magical, and the "Item Type" will restrict the enchantment to certain broad item categories (e.g. Equipment, Weapon).
Once configuration is complete, enchantment is very easy. Simply activate the feature or spell as you would normally and the enchantment options will appear in the usage prompt if these is more than one enchantment profile available, otherwise the enchantment will go straight to chat.
In the activation chat message a drop area will appear. Any player may drop an item in this area to enchant that item and the enchanted items will be listed. GMs or the player who owns the item will have access to the "Remove Enchantment" button in the chat card which will quickly remove the enchantment. Enchantments can also be removed by breaking concentration if they are from a concentration effect, or by enter the "Effects" tab on the item and manually deleting the enchantment.
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).
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>
).
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 Concentration concentration
Magical mgc
Stealth Disadvantage stealthDisadvantage
Source:
CONFIG.DND5E.validProperties.equipment
Tool Properties
Tool Property Abbreviation Concentration concentration
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 Concentration concentration
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.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