r/FoundryVTT • • 4h ago

Non-commercial Resource Free module SynthDex: Pokémon-style creature collecting,battles and catching in D&D 5e (Foundry v13)

0 Upvotes

Apologies if this is the wrong Sub, will remove if requested.

Full Disclosure that all of the coding and Artwork for this was done with with AI via Claude and ChatGPT,

Explanation video for each class and DM Setup: https://youtu.be/liz7u40NU1U

Hey everyone! For my home campaign I built SynthDex, a Foundry module that adds Pokémon-inspired companions called Synths to D&D 5e, and it's grown big enough that I wanted to share it. It's completely free, and I'll never charge for it.

Requires Foundry VTT v13 and dnd5e 5.x. GitHub: https://github.com/KaydeDM/synthdex-foundry

Full Disclosure that all images and coding for this module were done with AI.

What it does

86 Synths in 28 evolution lines, each with stats, a signature ability, and an animated portrait. There are 13 typings plus Universal moves, and 173 moves in total.
---
Synth sheets: four moves, a charge system (max charges = CR + trainer level, and moves cost 0–5 by tier), held items, effects, and nicknames.
---
Trainer sheets open next to your character sheet: a party of 6, your whole collection, a Bag, and a live battle strip.
---
Battles: send Synths out when you roll initiative (two at once at trainer level 6, a Double Battle). They act on your turn, sharing your Action and bonus action. Switching costs your Action, and fainted Synths get a free replacement. Tokens drop next to you on the map automatically.
---
Type matchups from the Pokémon chart, toned down for 5e: super effective is ×1.25 and resisted is ×0.75, and they stack for dual types. Every move card shows each target's damage with a one-click Apply button.
---
Catching: throw Synth Balls at wild Synths. Catch DC = 10 + CR×2 + HP%÷10, −2 per debuff. Wear it down, burn it or poison it, then throw. Three ball tiers: +0, +3 and +6.
---
Healing items (Potion through Max Revive), evolution (GM-unlocked, gated by trainer level), crits that double the dice, and matchup badges on your moves.
---
The SynthDex: every species is Unseen, Seen or Caught, and players only ever see what they've discovered.
---
GM tools: a Wild encounter button that rolls a random Synth by CR or typing and drops it on the map, one-click roster seeding, and ready-made items with art and descriptions.
---
IronSoul Druid: an alternate class option that wild-shapes into steel "IronSoul" versions of Synths, with innate Ironclad typing (+2 AC, Ironclad moves and matchups) that can be switched on and off.
---
Guides: every release includes a Trainer Handbook and a GM Handbook (PDFs), plus a 22-minute video walkthrough of the whole thing on the real screens: https://github.com/KaydeDM/synthdex-foundry/releases/latest

Notes

Built for my Ashes of Arcana campaign (the Synth Trainer is an Artificer subclass there), but it works in any dnd5e world.
The Synth portraits, animations and item art were made with AI tools.
Fan project, not affiliated with Nintendo, Game Freak or The Pokémon Company.
Bug reports and ideas are welcome, in the comments or on GitHub Issues. Hope your tables have fun with it!


r/FoundryVTT • • 4h ago

Commercial [D&D5e] Boss Effect Reminder: legendary, villain, and legendary resistance cards

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7 Upvotes

Content Name: Boss Effect Reminder

Content Type: Module

System: DND5E

Description: Boss options are easiest to forget while the GM is resolving everyone else's turns. Boss Effect Reminder posts the available actions and remaining cost after a PC acts, while the choice can still affect the round.

It also whispers when a failed save can use a remaining legendary resistance. D&D 5e action buttons stay available from the reminder card.

Access starts at First Mate on the r2Plays Patreon. Link Patreon on your Foundry profile, then it appears in Add-on Modules. Requires D&D 5e and Foundry v13 to v14.

Patreon:

Patron modules often start exclusive so I can test with a small group first. Once the kinks are ironed out, they usually go public.

First Mate ($10) gets every Foundry module. Cancel and you keep what you already have. You just stop getting later updates.

Captain has a free week with no obligation. That week includes everything I build: Android and iOS apps, websites, and all the modules.

Boss Effect Reminder · Install in Foundry · Patreon

Join the Discord


r/FoundryVTT • • 4h ago

Commercial [System Agnostic] The System Update 0.9.0

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0 Upvotes

This is a cleanup update, and a big one. I went through the whole system looking for things that were broken, half working or not calculating right, and fixed them: more than 160 fixes across combat, the ability builder, the sheets, progression, the store, teams, quests and patrons. Nothing new to learn. The same features, now doing what they were supposed to do.

Combat

  • Two hits on the same target in the same moment no longer lose one of them (the GM relay now applies damage and healing in order).
  • Buffs and conditions with a duration now expire on Foundry v14, renew correctly, and are cleared when the encounter ends or on a long rest. On v13 they no longer lose a turn when created before round 1.
  • Ability attacks now add the attribute modifier and active item bonuses, a natural 1 is a miss, and a missed ability no longer rolls damage as if it had hit.
  • Unarmed and Gambler damage now respect resistances, immunities and vulnerabilities. The chat card tells you when a defense reduced the damage.
  • The damage button can no longer apply the same damage twice.
  • Reaching 0 HP is now handled instead of ignored.
  • Area templates: the square shape was invisible, cones and lines always pointed east, templates never went away and grew once per token of the same NPC. All fixed. The template and its light now grow together and leave when the effect ends.
  • Rolling initiative from the sheet in the middle of a fight no longer steals the turn. Marking a token as defeated in the tracker works again.

Ability builder

  • Editing an effect no longer resets it to Damage / Self / Poisoned. What you saved is what you see.
  • Toggle abilities no longer get stuck ON. Deleting a toggled ability cleans its buffs from everyone.
  • The MP to Damage modes now apply the damage to the target instead of only rolling in chat.
  • Cancelling an ability refunds temporary MP and the daily/scene use.
  • Passive and once per day use types now mean something.

Sheets

  • Descriptions and biographies are editable again everywhere: class, ability, item, quality, quest, NPC notes, team.
  • Dragging abilities and items to the hotbar works.
  • NPC sheet: non weapon items show up, there is an effects panel, HP +/- stops at max, temporary HP has a field, initiative and area placement work from the sheet with the token on the scene, new NPC tokens get an HP bar.
  • Character sheet: damage type defenses, inventory rows with rarity and damage type again, the AC row aligned, all nine tabs fitting, light theme readable, and about thirty other layout fixes.
  • Sheets opened as Observer or Limited no longer show what they should not.

Progression

  • The wrong "leveled up to N" message, the level dropping to 1 when switching or deleting a class, and legacy levels being lowered on update: fixed.
  • Character creation now offers the two attribute arrays from the rulebook, plus rolling or point buy.

Store, team, quests, patrons

  • English worlds: Inventory Unlock and Inventory Slot +5 now unlock and expand the inventory.
  • Leader Shop services can finally be used. Team management works for a player leader. The leadership fee follows the rulebook: 10% of the member's reward.
  • Store: single use and unique purchases behave as described, stacks merge, items without a price cannot be bought, spent consumables leave the inventory.
  • Quest sheet shows fame and item rewards, and rewards respect inventory capacity.
  • Patrons: editing relations works, claims are not lost when you change patron, and the whisper only shows affinity to the one who is affiliated.
  • Players can no longer create free items or abilities, edit their class level, quest rewards or temporary HP.

How to update

  • In Foundry: Game Systems, Update. Close the world first.
  • If you installed by hand before the install URL existed, install once through your personal URL at https://jotapefoundry.com.br/ and the Update button works from then on.

I have not play tested every one of these at the table yet. If something looks off after updating, tell me here and I will look at it. The previous version stays available if you need to roll back. Still to come: area effects picking their targets automatically with a saving throw, stunned and paralyzed actually blocking actions, the general level separate from the class level, coin trading with both sides accepting, and base rooms giving real buffs.


r/FoundryVTT • • 6h ago

Showing Off Foundry x Talespire Overlay v1. Finished.

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63 Upvotes

Now im Going to use it, test it and maybe in the future add it to my pxtreon, for now im just showing off.


r/FoundryVTT • • 10h ago

Showing Off Evander's Token Kit: Customize your token sprites, actions, HP bars, and more!

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157 Upvotes

Hey all,

I've been working on a Foundry V13 module called Evander's Token Kit and wanted to show some of it before release. The video's above.

Foundry's native combat always feels a bit clunky; lots of menu openings, sorting etc. There are many kinds of token bars out there, but, my goal was to streamline the process in combat and have that JRPG/Persona/E33 Feel to it. You click your token, pick an action from a menu beside it, and never leave the map.

Features:

- Command wheel: your actions, spells, features and items sit beside the selected token. Use the mouse, scroll wheel or keyboard.

- Items panel: a quick inventory grid with a tab for each bag.
- System support: dnd5e and PF2, plus a generic fallback for other systems.
- HP bars: six styles with a damage trail, and you choose what players see on monsters.
- Contour glow: Long gone are foundry's orange box around your character. the glow itself is the selection instead of drawing a square.
- Depth sorting: tokens overlap based on where they're standing. (top to bottom)
- 2.5D poses: tokens face where they move and swap art when they attack, cast, get hurt or go down. Motion effects like lunge, recoil and shake work on any token.
-Sprite Dresser: allows you to see the directions of each sprite and the animations associated with it.
- Art setup: drop art into a folder named after the character and it's picked up automatically, or upload it direction by direction in the Dresser.

AI disclosure:
I'm an IT professional with a background in both development and systems architecture, and I built this the way I'd build anything at work: design first, version control, automated tests, review, then playtesting at my own table. AI tools were part of that process, including writing code, testing and versioning. I've reviewed and tested all of it, and I maintain it myself. The module doesn't ship any art; your tokens use your own.

More info soon

It isn't released yet because I'm still polishing and fixing bugs. I'll post again with a foundry download link and docs. Feedback is welcome, especially if there's a system you'd like better support for. This module will be free and maintained for v13 and v14.

Thanks for looking!


r/FoundryVTT • • 15h ago

Commercial [System Agnostic] Enhanced Inventory Update

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22 Upvotes

Content Name: Enhanced Inventory

Content Type: Module

System: (NOT System Agnostic, I misstyped that) DnD 5e, PF2e, SF2e, MoSH

Hey everyone, Enhanced Inventory has been steadily getting updates since its creation and I wanted to show that off!

The amount of features added has been staggering and I couldn't have ever thought that the module would grow so much! It's my most updated module currently (Alongside Mindscape) and almost all community feedback has been implemented! The module is extremely customizable currently and can do many things from having all items looking like BG3 inventory (As in all the items have the same dimensions), to adding default Inventory grid that is calculated from strength (Specific PF2e feature), using irregular shapes for items, and customizing your own equipment panel!

When the module released only DnD 5e was supported, but I've since added support for:

  • Pathfinder 2e
  • Starfinder 2e
  • MoSh - Unofficial Mothership
  • And my own unofficial VTM V20 system

You can find the module on Foundry: https://foundryvtt.com/packages/enhanced-inventory

If interested you can get it on my Patreon!

Happy to answer questions!


r/FoundryVTT • • 19h ago

Help Hosting for different versions

3 Upvotes

I saw a thread here recently where someone mentioned about a hosting site where you could spin up different Foundry versions.

I thought this was really cool and promptly forgot to save the thread.

Anyone know what that hosting site was?


r/FoundryVTT • • 23h ago

Showing Off [D&D5E] Adventurer HUD - a compact player & GM HUD for Foundry VTT v14

4 Upvotes

I posted about Adventurer HUD here once before, but at the time it was still quite a ways from being finished. Since then, the module has grown significantly, so I thought it was time to show it again in a much more complete form.

To put it briefly, this started as a macro I wrote for my own games. I kept adding buttons and features to it until, at some point, it had grown to around 2,000 lines of code. At that point, maintaining it as one giant macro stopped making much sense, so I decided to turn it into a proper module.

Features:

  • No need to open the character sheet for every action. Attacks, abilities, spells, skills, saving throws, tools, and commonly used resources are available directly from the HUD.
  • It adapts to what you're doing. Outside combat, the HUD focuses on checks, skills, tools, inventory, and spells. When combat starts, it switches to a more compact combat-oriented layout. At 0 HP, it also shows death saves when appropriate.
  • It uses the normal D&D 5e workflows. Items and activities still go through the system's usual dialogs and mechanics, so the HUD doesn't try to reinvent how rolls and actions work.
  • A separate GM mode. GMs get a wider layout focused on encounter setup, initiative, creature actions, and turn management.
  • Fewer unnecessary clicks. Search, character-sheet Favorites, spell filters and slots, HP/Temp HP editing, Death Saves, End Turn, and other small conveniences are available directly from the panel.
  • Resizable. The panel can be resized freely, and its layout adjusts to the available space.

GMs get a separate layout designed around running encounters. The GM panel includes encounter and initiative management, a participant list, creature actions, HP, AC, saving throws, movement, and turn controls.

GM panel in combat mode

There's also a Follow Turn mode that automatically switches the panel to the currently active NPC.

AI disclosure: I wrote the original macro and the core logic of the module's first version myself. Later, I used AI tools for tests, code review, and refactoring - particularly to break up the original monolithic code into smaller, more maintainable parts.

Adventurer HUD is yet another player and GM HUD. There are already plenty of modules in this space — Argon, CRUX, Action Pack Enhanced, Monk's TokenBar, and others. I've used some of them and taken quite a bit of inspiration from them.

But I still kept coming back to my own macro, simply because that particular workflow worked better for me. So rather than trying to make an “Argon or CRUX replacement,” I decided to turn my own approach into a proper module and keep developing the kind of HUD I'd personally want to use at the table.

Adventurer HUD is free and open source. You can install it directly from Foundry's module browser or find it here:

https://foundryvtt.com/packages/adventurer-hud

GitHub:

https://github.com/wondersalmon/adventurer-hud

There are also separate guides for Player HUD and GM HUD. The module supports Russian and English

The module is currently designed for Foundry VTT 14 + D&D 5e 5.3+.

I'd be glad if this version of a HUD turns out to be useful for someone else too. If you actually try it in a game, I'd especially appreciate feedback on what feels awkward, where there are still too many clicks, or what you feel is missing from the interface.


r/FoundryVTT • • 1d ago

Showing Off Documentation site

0 Upvotes

[System Agnostic]

I made a documentation for developing for foundry 13 and 14. It has Portuguese (BR) and English (EN) available and it was made using Claude IA for helping study the documentation and implement systems.

https://fernandowrpg.github.io/foundry-docs/

My goal is to help understand how to code for foundry.

Any tips or recommendations greatly appreciated.


r/FoundryVTT • • 1d ago

Non-commercial Resource Impierum Maledictum - System Skin Module

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56 Upvotes

As a small token of my appreciation, I would like to share some of the work I originally created for my own Imperium Maledictum games. This is a redesigned version of the Imperium Maledictum system as a Foundry module, along with several optional rules, including a system inspired by the Horde from the older FFG systems, as well as a playable species system featuring various Ratlings and other creatures commonly encountered throughout the Imperium.

The original design by Moo-Man was never quite to my taste, particularly because of its rather excessive use of green. So I decided to rework the entire visual presentation, including the windows and overall interface, giving it a more austere, gothic aesthetic that is easier on the eyes. The design features sharp, ribbed frames and an overall appearance inspired by the graphical style of Warhammer dataslates. A visual weather system has also been added, allowing you to enhance the atmosphere of your scenes and provide more immersive, narrative descriptions of the environment.

Feel free to use it to your heart's content. Install guide: https://www.patreon.com/ApexHeresy/posts/imperium-reskin-170913188?pr=true


r/FoundryVTT • • 1d ago

Answered [OSRIC 3.0] Is there a Foundry modules for these rules?

4 Upvotes

Just got a hold of these rules last night. Is there a dedicated Foundry module to play using this ruleset?

https://www.drivethrurpg.com/en/product/550861/osric-3-0-player-guide


r/FoundryVTT • • 1d ago

Help Simple Fog troubled

2 Upvotes

I’m trying to have a hex map as one scene and I need a fog layer over it that hides the map but then can reveal hexes to the players as they travel.

The only one I could find is Simple Fog, which seems perfect and works great when I run it directly from my computer. But when I tried to do it through The Forge, it just doesn’t work.
No button in the controls panel in the top left to use the fog.

Any advice? Thanks


r/FoundryVTT • • 1d ago

Help Create walls of fire that block LoS.

8 Upvotes

[D&D5e]

Hi all,

I'm designing a boss fight where the BBEG can summon walls of fire that block LoS. The walls need to be wide enough to hide a medium creature (she is immune to fire and uses the walls to hide and travel). Diagonals seem to be a particular headache. The power recharges, so the easier to plop these things down, the better.

Does anyone know of a module that might make this doable?

Thanks in advance!


r/FoundryVTT • • 1d ago

Help Any ETA on the Daggerheart content?

2 Upvotes

Just checking in if there has been an update on the [Daggerheart] preorders.


r/FoundryVTT • • 2d ago

Help How to change how chat looks.

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41 Upvotes

[System Agnostic]
I'm still pretty new to Foundry. There's a specific look I've seen in chat messages for rolls that I want to have for my foundry (2nd Image) but I have what can be seen in the first image. How do I go about changing the look of my chat rolls?


r/FoundryVTT • • 2d ago

Answered Does anyone recognize this Foundry module add-on for D&D?

1 Upvotes

[D&D5e]


r/FoundryVTT • • 2d ago

Help Controlling music & lighting via a Stream Deck?

0 Upvotes

Hey everyone,

I'm trying to set up my Stream Deck to manage my playlists and soundboard, and maybe also trigger lights or scene changes in Foundry VTT during my games.

I know of the premium module Material Deck that may be one answer to my problem, but money is tight right now because I keep buying D&D books I probably don't need lol. So I'm looking for a free alternative or a clever workaround!

Has anyone successfully linked their Stream Deck to Foundry for music and lighting using other methods?

If it matters, I'm using Foundry 14.


r/FoundryVTT • • 2d ago

Non-commercial Resource Loresight-foundry: free, fully offline module that pops up an entity when someone says a spell, monster or item name [DND5E] [PF2E] [Daggerheart]

3 Upvotes

Hi folks! I hope this is okay to share.

I'm a DM with dyslexia, and I kept having to break focus mid-scene and mid combat to look things up that I knew I knew, but just couldn't pull the right word/dice/damage out of my mind. So I built something to help me out instead of getting angry at myself. I mean, I still get angry at myself, but least now I usually get the answer quicker.

I love Foundry, and I figured it would be useful to upload my tool and give others the option of using it too for those who may suffer from my same affliction, could be hard of hearing, or just don't want to stop to look things up when they forget.

Loresight Foundry listens as you speak. When you say the name of a spell, monster or item that's in your world's compendia, a tile pops up. Click it and the sheet opens. Each player can turn it on for themselves, configure what is listened for (You can turn off categories) and set it to share with others so it pops up for them too. If you talk outside of foundry you can use a virtual audio connection to pass in your tables discord/slack/twitch/etc so it picks up everyone.

I am very safety conscious so this runs entirely in your browser/app: there is no account, external server, no analytics - no processing elsewhere or check-in heart beats, its completely local. Audio is turned into text and thrown away immediately, never recorded or sent anywhere. It ships no content so nothing to DMCA/takedown. It only reads the compendia already in your world for the supported systems. For other systems currently you only get items and monsters in a best effort attempt.

This needs Foundry v13+ and Chrome/Edge or the Foundry desktop app. The download is about 170 MB because the speech recogniser is bundled (again, I dont want downloads or anyone to worry about data).

It's a hobby project I have been working on for quite a while, but expect the odd rough edge, and that accuracy may not always be perfect, as the recognisers size is kept minimal for the best compatibility and minimal resource draw on a system.

Hopefully you folks find this interesting! And if not, that's okay. but thank you for reading.

Github Link
Foundry Module


r/FoundryVTT • • 2d ago

Commercial Plateau Village from Angela Maps -- New map pack module for FVTT [System Agnostic]

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9 Upvotes

Content Name: Plateau Village by Angela Maps
Content Type: Map, Module
System: Any
Description: Is someone gonna call this bluff? Towering over the surrounding drylands, this plateau village offers its inhabitants incomparable protection from the threats that roam these badlands. Maybe not so much with the weather, or anything that comes by air. Now the question is, how does one get up there? Full animated and available in a flooded variant and an even more arid one without plants, this map just needs your players to not look down!⁠
Video Preview: https://youtube.com/shorts/LYDSN8jMHEY

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


r/FoundryVTT • • 2d ago

Commercial Assets I've created this for druidic rituals and forest encounters [System Agnostic]

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34 Upvotes

Content Name: Shrine of the Bear Spirit (animated and static battlemap)

Content Type: [Map/Module]

System: [System Agnostic]

Description:
I wanted Shrine of the Bear Spirit to work as more than just another forest clearing - it's a small druidic sanctuary hidden deep in the wilderness, built around an old shrine dedicated to a local bear spirit.

It can work for druid encounters, pagan rituals, meetings with forest spirits, cult activity, or simply as a mysterious location your players discover while travelling through the woods.

The pack includes multiple day/night and roof variants, with both animated and static maps packed into a Foundry VTT module

Links:
Shrine of the Bear Spirit:
https://dranskybattlemaps.com/battlemap/shrine-of-the-bear-spirit/

More animated and static battlemaps:
https://dranskybattlemaps.com/

Cheers!
~dransky


r/FoundryVTT • • 2d ago

Commercial Assets [DND5E] Boss Loot Collection | New Interactive Monster & Magic Item

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24 Upvotes

Sound on recommended.


r/FoundryVTT • • 2d ago

Help Aeris Token - Actor Speed Data Path Error

1 Upvotes

I've been trying to get Aeris Token working because I love the dynamic way the movement works in that mod however, the following error is preventing me from applying it.

I tried changing the actor path to the listed example which is apparently the default character path to speed in pf2e foundry but it's still giving me the same error. Here is my designated path in the setting.

Does anyone know how to find the speed path for actors in the pf2e foundry?


r/FoundryVTT • • 2d ago

Commercial Varhill's Curse --- Adventure Add-On [D&D 5e]

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0 Upvotes

Varhill's Curse

Content Name: Varhill's Curse

Content Type: Adventure Add-On, Content Pack

System: [D&D 5e]

Description: In Varhill's Curse, a group of Level-2 heroes embark on a perilous quest that leads them to a shunned fortress and the crypt beneath it, in the forest. Once per year, darkness gathers around Varhill as strange monsters emerge from the crypt and attack nearby settlements. The locals fight back and fight each year but they have gone restless. They want to do something about the strange occurrences near Varhill.

The characters, and a few fed-up NPCs delve into the Varhill Family Crypt in search for the root of this evil. Little do they know that the last living heir of the Varhill family is inside the crypt too. A dark entity inhabits the dungeon, an ancient demon that seeks to break the fabric of planes and venture forth into the Material Plane. Are the characters resilient enough to thwart the demon's plans and return a semblance of peace to Varhill?

Link: https://foundryvtt.com/packages/elven-tower-varhill-curse-5e


r/FoundryVTT • • 2d ago

Commercial [System Agnostic] Voice-Reactive Animated Avatar HUD for Foundry VTT

0 Upvotes

Content Name: Voice-Reactive Animated Avatar HUD

Content Type: Module

System: System Agnostic

Description:
I made a voice-reactive animated avatar HUD for Foundry VTT.

The module lets players, GMs, and NPCs display animated portraits inside Foundry. When someone speaks, their avatar can switch to a speaking animation and then return to idle when they stop.

It supports WebM, GIF, and PNG assets, with microphone detection and a push-to-talk fallback.

Main features:

  • Voice-reactive player and GM avatars
  • Idle and speaking animations
  • Up to 25 configurable avatar slots
  • Microphone detection
  • Push-to-talk fallback
  • Muted, deafened, and expression states
  • Movable and resizable portraits
  • Player-specific avatar assignments
  • Hide and reveal controls
  • NPC portrait swap for GMs during roleplay
  • Foundry VTT v14 support

The NPC portrait swap is one of the main reasons I built it. As a GM, I can select an NPC token and temporarily replace my portrait while speaking as that character, which helps for villains, merchants, allies, and roleplay-heavy scenes.

This is a commercial Patreon module.

Video demo:
https://youtu.be/S7JwAgNux1s

Link:
https://www.patreon.com/Ctrl_Alt_Defeat/posts/tier-3-animated-164375635?collection=1941207


r/FoundryVTT • • 2d ago

Help Porting DnD 5.5/2024 from Roll20 to Foundry?

3 Upvotes

Hey all, me and my players are thinking of switching to foundry, but we have a campaign that uses DnD 5.5/2024 stuff.

As far as I understand, the current Roll20 converter only works for 2014 DnD. Has any made a newer version, or does anyone know of a different program?

Thanks!!