diff --git a/wiki/Active-Effect-Guide.md b/wiki/Active-Effect-Guide.md
index f6da6c11bd..6525f42b22 100644
--- a/wiki/Active-Effect-Guide.md
+++ b/wiki/Active-Effect-Guide.md
@@ -1,4 +1,4 @@
-
+
This document only covers Active Effects available to the Core dnd5e System.
@@ -24,7 +24,7 @@ Useful examples:
> When using formulas in an Active Effect Value, the actor sheet display that corresponds to the changed value will not always display the evaluated formula, but it will be applied when rolled.
> E.g. When adding `@abilities.cha.mod` to `system.bonuses.abilities.save` to simulate a Paladin's Aura of Protection, the actor sheet will not display that bonus applied to saving throws. The bonus will be present when the saving throw is rolled.
-| Change Mode | Description |
+| Change Type | Description |
|------------ | ------------|
| Add | Adds the provided value to the specified attribute. For numerical attributes, this can be used to both add and subtract from a particular value by specifying `1` or `-1` as the value to add. For sets such as an item's properties or character's damage resistances this can be used to add or remove an entry (e.g. `mgc` to add the magical property, or `-mgc` to remove it). |
| Subtract | **V14 or higher.** Subtracts the provided value from the specified attribute. For sets such as an item's properties or character's damage reisistances this can be used to remove an entry. |
@@ -34,18 +34,38 @@ Useful examples:
| Upgrade | Increases the defined attribute only in cases where the current value of that attribute would be less than value specified in the Effect Value field. |
| Custom | The Custom change mode applies logic defined by a game system or add-on module. The dnd5e system does not utilize the Custom Change Mode|
+## Modify Roll Mode
+
+Various places in the system allow for setting the advantage mode for rolls, such as `system.dex.check.roll.mode` or `system.rolls.attack.mwak.mode`. In these cases there is some special handling for the change type and value.
+
+### Change Value
+- `0`: Normal
+- `1`: Advantage
+- `-1`: Disadvantage
+
+### Change Type
+- `Add`: Adds one instance of advantage (`1`) or disadvantage (`-1`)
+- `Subtract`: Removes one instance of advantage or disadvantage (`-1`)
+- `Override`: Forces the roll to be advantage (`1`), disadvantage (`-1`), or normal (`0`)
+- `Upgrade` and value of `0`: Prevents roll from having disadvantage (but can still have advantage)
+- `Downgrade` and value of `0`: Prevents roll from having advantage (but can still have disadvantage)
+
# Commonly Desired Effect Examples
## Abilities
```
system.abilities.[abbreviation].value
- bonuses.check
- save
- check.roll.min
+ attack.roll.bonus
+ min
+ max
+ mode
+ check.roll.bonus
+ min
max
mode
- save.roll.min
+ save.roll.bonus
+ min
max
mode
```
@@ -73,8 +93,7 @@ E.g. an Item or potion that sets an ability score to a set value while in use
| Attribute Key | Change Mode | Effect Value | Roll Data? |
| --------------------------------------- | ----------- | ------------ | ---------- |
-| `system.abilities.[abbreviation].value` | Override | `[number]` | No
-
+| `system.abilities.[abbreviation].value` | Override | `[number]` | No |
### Upgrading an Ability Score
E.g. an Item or potion that sets an ability score to a set value, if the value does not already exceed that value, such as the Gauntlets of Ogre Power
@@ -83,20 +102,30 @@ E.g. an Item or potion that sets an ability score to a set value, if the value d
| --------------------------------------- | ----------- | ------------ | ---------- |
| `system.abilities.[abbreviation].value` | Upgrade | `[number]` | No |
+### Increasing an Ability Score with a Maximum
+E.g. an Item that increases an ability score up to 20
-### Bonus to a Specific Saving Throw
+| Attribute Key | Change Mode | Effect Value | Roll Data? | Example |
+| --------------------------------------- | ----------- | ---------------------- | ----------- | ----------------- |
+| `system.abilities.[abbreviation].value` | Add | `[number] <= [number]` | Yes | `2 <= 18 + @prof` |
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ---------------------------------------------- | ----------- | ------------ | ---------- |
-| `system.abilities.[abbreviation].bonuses.save` | Add | `[formula]` | Yes |
+### Bonus to a Specific Saving Throw
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ------------------------------------------------- | ----------- | ------------ | ---------- |
+| `system.abilities.[abbreviation].save.roll.bonus` | Add | `[formula]` | Yes |
### Bonus to a Specific Ability Check
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ----------------------------------------------- | ----------- | ------------ | ---------- |
-| `system.abilities.[abbreviation].bonuses.check` | Add | `[formula]` | Yes |
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| -------------------------------------------------- | ----------- | ------------ | ---------- |
+| `system.abilities.[abbreviation].check.roll.bonus` | Add | `[formula]` | Yes |
+
+### Disadvantage on Attacks with Certain Ability
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| -------------------------------------------------- | ----------- | ------------ | ---------- |
+| `system.abilities.[abbreviation].attack.roll.mode` | Add | `-1` | No |
### Advantage on a Specific Saving Throw
@@ -104,28 +133,63 @@ E.g. an Item or potion that sets an ability score to a set value, if the value d
| ------------------------------------------------ | ----------- | ------------ | ---------- |
| `system.abilities.[abbreviation].save.roll.mode` | Add | `1` | No |
-
### Bonus to All Ability Checks
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| -------------------------------- | ----------- | ------------ | ---------- |
-| `system.bonuses.abilities.check` | Add | `[formula]` | Yes |
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ---------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.check.bonus` | Add | `[formula]` | Yes |
+### Advantage on All Ability Checks
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ---------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.check.mode` | Add | `1` | No |
### Bonus to All Saving Throws
E.g. Paladin Aura of Protection
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ------------------------------- | ----------- | ------------ | ---------- |
-| `system.bonuses.abilities.save` | Add | `[formula]` | Yes |
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| --------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.save.bonus` | Add | `[formula]` | Yes |
+
+### Disadvantage on All Ability Saves
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ---------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.save.mode` | Add | `-1` | No |
+
+### Grant Proficiency in All Ability Checks
+The number must be one of 0, 0.5, 1, and 2.
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ----------------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.check.proficiency` | Upgrade | `[number]` | No |
+
+### Grant Proficiency in All Ability Saves
+The number must be one of 0 or 1.
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ---------------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.save.proficiency` | Upgrade | `[number]` | No |
### Bonus to Initiative
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ------------------------------ | ----------- | ------------ | ---------- |
-| `system.attributes.init.bonus` | Add | `[formula]` | Yes |
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ----------------------------------- | ----------- | ------------ | ---------- |
+| `system.attributes.init.roll.bonus` | Add | `[formula]` | Yes |
+
+
+------------------------
+
+
+## Attunement
+
+### Increase Maximum Attainment Slots
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ---------------------------------- | ----------- | ------------ | ---------- |
+| `system.attributes.attunement.max` | Add | `[number]` | No |
------------------------
@@ -136,9 +200,9 @@ E.g. Paladin Aura of Protection
### Bonus to Concentration
Add a bonus to concentration saving throws.
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ---------------------------------------------- | ----------- | ------------ | ---------- |
-| `system.attributes.concentration.bonuses.save` | Add | `[formula]` | Yes |
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| -------------------------------------------- | ----------- | ------------ | ---------- |
+| `system.attributes.concentration.roll.bonus` | Add | `[formula]` | Yes |
### Concentration Limit
Change the amount of effects you can maintain concentration on at the same time.
@@ -155,9 +219,9 @@ Change the amount of effects you can maintain concentration on at the same time.
```
system.skills.[abbreviation].value
- bonuses.check
- passive
- roll.min
+ bonuses.passive
+ roll.bonus
+ min
max
mode
```
@@ -192,10 +256,9 @@ system.skills.[abbreviation].value
### Bonus to a Specific Skill Check
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| -------------------------------------------- | ----------- | ------------ | ---------- |
-| `system.skills.[abbreviation].bonuses.check` | Add | `[formula]` | Yes |
-
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ----------------------------------------- | ----------- | ------------ | ---------- |
+| `system.skills.[abbreviation].roll.bonus` | Add | `[formula]` | Yes |
### Bonus to a Specific Skill Passive
@@ -203,14 +266,12 @@ system.skills.[abbreviation].value
| ---------------------------------------------- | ----------- | ------------ | ---------- |
| `system.skills.[abbreviation].bonuses.passive` | Add | `[number]` | No |
-
### Advantage on a Specific Skill
| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ---------------------------------------- | ----------- | ------------ | ---------- |
| `system.skills.[abbreviation].roll.mode` | Add | `1` | No |
-
### Upgrade Proficiency Level to Expertise
The number must be one of 0, 0.5, 1, and 2.
@@ -218,12 +279,18 @@ The number must be one of 0, 0.5, 1, and 2.
| ------------------------------------ | ----------- | ------------ | ---------- |
| `system.skills.[abbreviation].value` | Upgrade | `[number]` | No |
-
### Bonus to All Skill Checks
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| -------------------------------- | ----------- | ------------ | ---------- |
-| `system.bonuses.abilities.skill` | Add | `[formula]` | Yes |
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ---------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.skill.bonus` | Add | `[formula]` | Yes |
+
+### Grant Proficiency in All Skill Checks
+The number must be one of 0, 0.5, 1, and 2.
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ----------------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.skill.proficiency` | Upgrade | `[number]` | No |
------------------------
@@ -244,13 +311,17 @@ system.attributes.encumbrance.multipliers.encumbered
Multipliers will multiply the default encumbrance values and bonuses will add a fixed amount to them. The values for `encumbered`, `heavilyEncumbered`, and `maximum` apply to the three encumbrance thresholds while `overall` applies to all three equally. Each of these take numbers and allow roll data.
+
------------------------
+
## Movement
```
-system.attributes.movement.[movementType]
+system.attributes.movement.bonus
ignoredDifficultTerrain
+ multiplier
+ speeds.[movementType]
```
>
@@ -268,21 +339,12 @@ system.attributes.movement.[movementType]
>
-### Multiply Speed by modifier
-E.g. An Item or Spell which doubles/halves/etc. an Actor's speed.
-
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ------------------------------------------- | ----------- | ------------ | ---------- |
-| `system.attributes.movement.[movementType]` | Multiply | `[formula]` | Yes |
-
-
### Add a different Speed
-E.g. An Item or Spell which grants an Actor a flying or swimming speed. **Note**: Speeds can reference any speed prepared earlier (in the order of the movement types listed above). So when setting the fly speed you can use `@attributes.movement.walk` to reference the character's walk speed, but not the other way around.
-
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ------------------------------------------- | ----------- | ------------ | ---------- |
-| `system.attributes.movement.[movementType]` | Upgrade | `[formula]` | Yes |
+E.g. An Item or Spell which grants an Actor a flying or swimming speed. **Note**: Speeds can reference any speed prepared earlier (in the order of the movement types listed above). So when setting the fly speed you can use `@attributes.movement.speed` to reference the character's walk speed, but not the other way around.
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| -------------------------------------------------- | ----------- | ------------ | ---------- |
+| `system.attributes.movement.speeds.[movementType]` | Upgrade | `[formula]` | Yes |
### Give a bonus to all speeds
E.g. A Feature or Spell which increases all movement speeds by a certain amount.
@@ -291,6 +353,12 @@ E.g. A Feature or Spell which increases all movement speeds by a certain amount.
| ---------------------------------- | ----------- | ------------ | ---------- |
| `system.attributes.movement.bonus` | Add | `[formula]` | Yes |
+### Multiply all speeds by amount
+E.g. An Item or Spell which doubles/halves/etc. an Actor's speed.
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| --------------------------------------- | ----------- | ------------ | ---------- |
+| `system.attributes.movement.multiplier` | Multiply | `[number]` | No |
### Add a type of difficult terrain to ignore
@@ -328,9 +396,6 @@ system.attributes.senses.ranges.[senseType]
special
```
-> [!Note]
-> Modifying senses via Active Effects changes the values on the actor's sheet but does not automatically configure token vision settings.
-
>
> Sense Types
>
@@ -348,10 +413,9 @@ system.attributes.senses.ranges.[senseType]
### Set or Upgrade a Sense
E.g. A Feature or Spell which grants or upgrades darkvision.
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ------------------------------------------------ | ----------- | ------------ | ---------- |
-| `system.attributes.senses..ranges.[senseType]` | Upgrade | `[number]` | No |
-
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ----------------------------------------------- | ----------- | ------------ | ---------- |
+| `system.attributes.senses.ranges.[senseType]` | Upgrade | `[number]` | No |
### Override a Sense
E.g. A Feature which sets a sense to an exact value.
@@ -368,30 +432,47 @@ E.g. A Feature which sets a sense to an exact value.
```
system.attributes.ac.bonus
- formula
- calc
+ calcs
cover
flat
+ formulas
min
+ override
```
### Add a Bonus to AC
-
E.g. An Item or Spell which adds something to the Actor's current AC for the duration.
| Attribute Key | Change Mode | Effect Value | Roll Data? |
| ---------------------------- | ----------- | ------------ | ---------- |
| `system.attributes.ac.bonus` | Add | `[number]` | Yes |
+### Add a new custom AC formula
+E.g. An Item or Spell which sets the Actor's AC to `12 + @abilities.int.mod` for the duration.
-### Override the AC Calculation to a custom formula
+| Attribute Key | Change Mode | Effect Value |
+| ------------------------------- | ----------- | ------------ |
+| `system.attributes.ac.formulas` | Add | `[formula]` |
+| `system.attributes.ac.formulas` | Add | `[object]` |
-E.g. An Item or Spell which sets the Actor's AC to `12 + Int` for the duration.
+Examples of an AC formula object:
-| Attribute Key | Change Mode | Effect Value |
-| ------------------------------ | ----------- | ------------------------- |
-| `system.attributes.ac.calc` | Override | `custom` |
-| `system.attributes.ac.formula` | Override | `12 + @abilities.int.mod` |
+```json
+{
+ "formula": "10 + @abilities.dex.mod + @abilities.con.mod",
+ "armored": false,
+ "label": "Unarmored Defense (Barbarian)"
+}
+```
+
+```json
+{
+ "formula": "10 + @abilities.dex.mod + @abilities.wis.mod",
+ "armored": false,
+ "shielded": false,
+ "label": "Unarmored Defense (Monk)"
+}
+```
------------------------
@@ -407,13 +488,13 @@ E.g. An Item or Spell which sets the Actor's AC to `12 + Int` for the duration.
------------------------
-## Attack Roll Bonuses
+## Attack Roll Modifications
```
-system.bonuses.msak.attack
- mwak
- rsak
- rwak
+system.rolls.attack.[type].bonus
+ min
+ max
+ mode
```
>
@@ -432,18 +513,24 @@ system.bonuses.msak.attack
### Bonus to All Melee Attack Rolls (both spell and weapon)
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ---------------------------- | ----------- | ------------ | ---------- |
-| `system.bonuses.mwak.attack` | Add | `[formula]` | Yes |
-| `system.bonuses.msak.attack` | Add | `[formula]` | Yes |
-
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| -------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.attack.mwak.bonus` | Add | `[formula]` | Yes |
+| `system.rolls.attack.msak.bonus` | Add | `[formula]` | Yes |
### Bonus to All Ranged Attack Rolls (both spell and weapon)
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ---------------------------- | ----------- | ------------ | ---------- |
-| `system.bonuses.rwak.attack` | Add | `[formula]` | Yes |
-| `system.bonuses.rsak.attack` | Add | `[formula]` | Yes |
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| -------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.attack.rwak.bonus` | Add | `[formula]` | Yes |
+| `system.rolls.attack.rsak.bonus` | Add | `[formula]` | Yes |
+
+### Advantage on All Spell Attack Rolls
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.attack.msak.mode` | Add | `1` | No |
+| `system.rolls.attack.rsak.mode` | Add | `1` | No |
------------------------
@@ -452,10 +539,7 @@ system.bonuses.msak.attack
## Damage Roll Bonuses
```
-system.bonuses.msak.damage
- mwak
- rsak
- rwak
+system.rolls.damage.[type].bonus
```
>
@@ -474,35 +558,79 @@ system.bonuses.msak.damage
### Bonus to All Melee Attack Damage Rolls (both spell and weapon)
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ---------------------------- | ----------- | ------------ | ---------- |
-| `system.bonuses.mwak.damage` | Add | `[formula]` | Yes |
-| `system.bonuses.msak.damage` | Add | `[formula]` | Yes |
-
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| -------------------------------- | ----------- | ------------ | ---------- |
+| `sysetm.rolls.damage.mwak.bonus` | Add | `[formula]` | Yes |
+| `sysetm.rolls.damage.msak.bonus` | Add | `[formula]` | Yes |
### Bonus to All Ranged Attack Damage Rolls (both spell and weapon)
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ---------------------------- | ----------- | ------------ | ---------- |
-| `system.bonuses.rwak.damage` | Add | `[formula]` | Yes |
-| `system.bonuses.rsak.damage` | Add | `[formula]` | Yes |
-
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| -------------------------------- | ----------- | ------------ | ---------- |
+| `sysetm.rolls.damage.rwak.bonus` | Add | `[formula]` | Yes |
+| `sysetm.rolls.damage.rsak.bonus` | Add | `[formula]` | Yes |
### Specifying Damage Types
Damage types can be specified for bonus damage by adding them in square brackets after the dice formula. For example, to add 1d8 radiant damage to melee weapon attacks:
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| ---------------------------- | ----------- | --------------- | ---------- |
-| `system.bonuses.mwak.damage` | Add | `1d8[radiant]` | Yes |
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| -------------------------------- | ----------- | --------------- | ---------- |
+| `sysetm.rolls.damage.mwak.bonus` | Add | `1d8[radiant]` | Yes |
-This works with any damage type and any of the attack damage bonuses (mwak, rwak, msak, rsak). Examples:
+This works with any damage type and any of the attack damage bonuses (mwak, rwak, msak, rsak). The damage type needs to be in English and all lowercase. Examples:
- `1d6[fire]` - 1d6 fire damage
- `2d4[cold]` - 2d4 cold damage
- `1d10[necrotic]` - 1d10 necrotic damage
- `@abilities.cha.mod[radiant]` - Charisma modifier as radiant damage (using roll data)
+------------------------
+
+
+## Size
+
+```
+system.traits.size
+```
+
+>
+> Sizes
+>
+> | Size | Value |
+> | ------------- | --------------- |
+> | Tiny | `tiny` |
+> | Small | `sm` |
+> | Medium | `med` |
+> | Large | `lg` |
+> | Huge | `huge` |
+> | Gargantuan | `grg` |
+>
+> Source: `CONFIG.DND5E.actorSizes`
+>
+
+### Make the Creature a Specific Size
+
+| Attribute Key | Change Mode | Effect Value |
+| -------------------- | ----------- | ----------------- |
+| `system.traits.size` | Overrride | `[size]` |
+
+### Increase the Size to a Specific Size if not larger
+
+| Attribute Key | Change Mode | Effect Value |
+| -------------------- | ----------- | ----------------- |
+| `system.traits.size` | Upgrade | `[size]` |
+
+### Increase the Size of the Creature one Size Class
+E.g. The Enlarge/Reduce spell or Potion of Growth
+
+| Attribute Key | Change Mode | Effect Value |
+| -------------------- | ----------- | ----------------- |
+| `system.traits.size` | Add | `[number]` |
+
+
+
+
------------------------
@@ -547,7 +675,6 @@ system.traits.ci.value
| ------------------------ | ----------- | ----------------- |
| `system.traits.ci.value` | Add | `[conditionType]` |
-
### Add a Damage Type Immunity
>
@@ -577,21 +704,18 @@ system.traits.ci.value
| ------------------------ | ----------- | -------------- |
| `system.traits.di.value` | Add | `[damageType]` |
-
### Add a Damage Type Resistance
| Attribute Key | Change Mode | Effect Value |
| ------------------------ | ----------- | -------------- |
| `system.traits.dr.value` | Add | `[damageType]` |
-
### Add a Damage Type Vulnerability
| Attribute Key | Change Mode | Effect Value |
| ------------------------ | ----------- | -------------- |
| `system.traits.dv.value` | Add | `[damageType]` |
-
### Add a Damage Type Modification
These are properties that cause the actor to take increased or decreased damage from certain damage types.
@@ -603,11 +727,118 @@ These are properties that cause the actor to take increased or decreased damage
------------------------
+## Weapon Proficiencies
+
+```
+system.traits.weaponProf.value
+ mastery.value
+ bonus
+```
+
+### Weapon Types
+
+>
+> Weapon Types
+>
+> | Weapon Type | Value |
+> | ----------------------- | --------------- |
+> | Simple Weapons | `sim` |
+> | Club | `club` |
+> | Dagger | `dagger` |
+> | Dart | `dart` |
+> | Greatclub | `greatclub` |
+> | Handaxe | `handaxe` |
+> | Javelin | `javelin` |
+> | Light Crossbow | `lightcrossbow` |
+> | Light Hammer | `lighthammer` |
+> | Mace | `mace` |
+> | Quarterstaff | `quarterstaff` |
+> | Shortbow | `shortbow` |
+> | Sickle | `sickle` |
+> | Sling | `sling` |
+> | Martial Weapons | `mar` |
+> | Battleaxe | `battleaxe` |
+> | Blowgun | `blowgun` |
+> | Flail | `flail` |
+> | Glaive | `glaive` |
+> | Greataxe | `greataxe` |
+> | Greatsword | `greatsword` |
+> | Halberd | `halberd` |
+> | Hand Crossbow | `handcrossbow` |
+> | Heavy Crossbow | `heavycrossbow` |
+> | Lance | `lance` |
+> | Longbow | `longbow` |
+> | Longsword | `longsword` |
+> | Maul | `maul` |
+> | Morningstar | `morningstar` |
+> | Musket | `musket` |
+> | Pike | `pike` |
+> | Pistol | `pistol` |
+> | Rapier | `rapier` |
+> | Scimitar | `scimitar` |
+> | Shortsword | `shortsword` |
+> | Trident | `trident` |
+> | War Pick | `warpick` |
+> | Warhammer | `warhammer` |
+> | Whip | `whip` |
+>
+> Source: `CONFIG.DND5E.weaponProficiencies`
+> Source: `CONFIG.DND5E.weaponIds`
+>
+
+### Weapon Masteries
+
+>
+> Weapon Masteries
+>
+> | Mastery | Value |
+> | ------------ | --------------- |
+> | Cleave | `cleave` |
+> | Graze | `graze` |
+> | Nick | `nick` |
+> | Push | `push` |
+> | Sap | `sap` |
+> | Slow | `slow` |
+> | Topple | `topple` |
+> | Vex | `vex` |
+>
+> Source: `CONFIG.DND5E.weaponMasteries`
+>
+
+### Add a Weapon Proficiency
+
+| Attribute Key | Change Mode | Effect Value |
+| -------------------------------- | ----------- | --------------- |
+| `system.traits.weaponProf.value` | Add | `[weaponType]` |
+
+### Add a Weapon Mastery
+
+Adding to the `mastery.value` will add a new normal weapon mastery such as one gained when taking the normal "Weapon Mastery" feature.
+
+| Attribute Key | Change Mode | Effect Value |
+| ---------------------------------------- | ----------- | --------------- |
+| `system.traits.weaponProf.mastery.value` | Add | `[weaponType]` |
+
+### Add a Bonus Weapon Mastery
+
+Adding to `mastery.bonus` gives a bonus weapon mastery that can be chosen when attacking with any weapon with which you have an existing mastery.
+
+| Attribute Key | Change Mode | Effect Value |
+| ---------------------------------------- | ----------- | ----------------- |
+| `system.traits.weaponProf.mastery.bonus` | Add | `[weaponMastery]` |
+
+
+------------------------
+
+
## Tools
```
system.tools.[abbreviation].value
- bonuses.check
+ roll.bonuus
+ min
+ max
+ mode
```
### Artisan's Tools
@@ -696,10 +927,9 @@ system.tools.[abbreviation].value
### Bonus to a Specific Tool Check
-| Attribute Key | Change Mode | Effect Value | Roll Data? |
-| -------------------------------------------- | ----------- | ------------ | ---------- |
-| `system.tools.[abbreviation].bonuses.check` | Add | `[formula]` | Yes |
-
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ----------------------------------------- | ----------- | ------------ | ---------- |
+| `system.tools.[abbreviation].roll.bonus` | Add | `[formula]` | Yes |
### Upgrade Proficiency Level to Expertise
The number must be one of 0, 0.5, 1, and 2.
@@ -708,6 +938,19 @@ The number must be one of 0, 0.5, 1, and 2.
| ------------------------------------ | ----------- | ------------ | ---------- |
| `system.tools.[abbreviation].value` | Upgrade | `[number]` | No |
+### Bonus to All Tool Checks
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| --------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.tool.bonus` | Add | `[formula]` | Yes |
+
+### Grant Proficiency in All Tool Checks
+The number must be one of 0, 0.5, 1, and 2.
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ---------------------------------------- | ----------- | ------------ | ---------- |
+| `system.rolls.ability.tool.proficiency` | Upgrade | `[number]` | No |
+
------------------------
@@ -804,16 +1047,15 @@ E.g., making Sneak Attack reroll 1s by using the Effect Value `r=1`. For details
## Hit Points
```
-system.attributes.hp.value
+system.attributes.hp.dt
max
- temp
tempmax
bonuses.level
overall
```
> [!warning]
-> **Never** alter the `value`, `max`, or `temp` attributes with an active effect, as this **will** cause issues.
+> **Never** alter the `value` or `temp` attributes with an active effect, as this **will** cause issues. The `max` attribute should only be modified for NPCs.
### Temporary Bonus to the Maximum HP
@@ -823,7 +1065,6 @@ E.g. An Item or Spell which temporarily increases a character's Max HP (e.g. Aid
| ------------------------------ | ----------- | ------------ | ---------- |
| `system.attributes.hp.tempmax` | Add | `[number]` | No |
-
### Bonus to the Maximum HP
E.g. An Item or Feature which increases a character's Max HP by a flat amount.
@@ -831,7 +1072,6 @@ E.g. An Item or Feature which increases a character's Max HP by a flat amount.
| -------------------------------------- | ----------- | ------------ | ---------- |
| `system.attributes.hp.bonuses.overall` | Add | `[number]` | Yes |
-
### Bonus HP for each Character Level
E.g. An effect that provides a bonus to the hit points a character gains for each level they acquire (e.g., the Tough feat).
@@ -839,11 +1079,75 @@ E.g. An effect that provides a bonus to the hit points a character gains for eac
| ------------------------------------ | ----------- | ------------ | ---------- |
| `system.attributes.hp.bonuses.level` | Add | `[number]` | Yes |
+### Set the Damage Threshold
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ------------------------- | ----------- | ------------ | ---------- |
+| `system.attributes.hp.dt` | Override | `[number]` | No |
+
+
+------------------------
+
+
+## Hiding Items
+Active effects have a special syntax that allows them to hide items on the actor sheet. Specific items can be referenced using their ID or their identifier.
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? |
+| ------------------------- | ----------- | --------------------- | ---------- |
+| `items.hidden` | Add | `[id]` | No |
+| `items.hidden` | Add | `[identifier]` | No |
+| `items.hidden` | Add | `[type]:[identifier]` | No |
+
+
+------------------------
+
+
+## Token Changes
+Active effects can also be used to make changes directly onto a token.
+
+
+
+### Token Lighting
+
+```
+token.light.alpha
+ angle
+ animation.type
+ speed
+ intensity
+ reverse
+ bright
+ color
+ dim
+ negative
+```
+
+Some useful values for animations and colors can be found in the [Lighting section](https://foundryvtt.com/article/content-creation-guide/#lighting) of the Content Creation Style Guide.
+
+#### Emit torch light from token
+E.g. Modifying the light emitted by a token to appear as torch light.
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? | Example |
+| ---------------------------- | ----------- | ------------- | ---------- | --------- |
+| `token.light.dim` | Override | `[number]` | No | `40` |
+| `token.light.bright` | Override | `[number]` | No | `20` |
+| `token.light.color` | Override | `[color]` | No | `#a2642a` |
+| `token.light.alpha` | Override | `[number]` | No | `0.7` |
+| `token.light.animation.type` | Override | `[animation]` | No | `flame` |
+
+#### Creating area of darkness
+E.g. From the Darkness spell.
+
+| Attribute Key | Change Mode | Effect Value | Roll Data? | Example |
+| ---------------------- | ----------- | ------------- | ---------- | --------- |
+| `token.light.dim` | Override | `[number]` | No | `15` |
+| `token.light.negative` | Override | `[boolean]` | No | `true` |
+
------------------------
-# Honorable Mentions
+## Honorable Mentions
You can override the name of an actor (on the actor sheet, not the token), as well as its displayed image.
| Attribute Key | Change Mode | Effect Value | Roll Data? |
diff --git a/wiki/Roll-Formulas.md b/wiki/Roll-Formulas.md
index 976c648874..ab8b0d7afd 100644
--- a/wiki/Roll-Formulas.md
+++ b/wiki/Roll-Formulas.md
@@ -1,4 +1,4 @@
-
+
> To explore the data model within Foundry to find the properties detailed below, here are a few approaches:
>
@@ -49,12 +49,14 @@
#### Armor Class
-`@attributes.ac.flat` - Value that will be used as final `value` if `flat` calculation is set, or as `base` with `natural` calculation
+`@attributes.ac.flat` - User-entered value that can be referred to in certain AC formulas.
`@attributes.ac.armor` - Base value of equipped armor or `10` if no armor is worn
`@attributes.ac.dex` - Actor's dexterity modifier capped by any max dexterity allowed by equipped armor
+`@attributes.ac.clamped.*` - Each ability score clamped in the same manner as the dexterity, to be used in special AC formulas.
+
`@attributes.ac.base` - Base AC, result of the selected AC formula
`@attributes.ac.shield` - AC bonus provided by an equipped shield
@@ -67,7 +69,6 @@
`@attributes.ac.label` - Localized name of the armor calculation.
-
#### Attunement
`@attributes.attunement.value` - Number of currently attuned items
@@ -134,25 +135,29 @@
#### Movement
-`@attributes.movement.burrow` - The actor's burrowing speed.
+`@attributes.movement.speeds.burrow` - The actor's burrowing speed.
+
+`@attributes.movement.speeds.climb` - The actor's climbing speed.
-`@attributes.movement.climb` - The actor's climbing speed.
+`@attributes.movement.speeds.fly` - The actor's flying speed.
-`@attributes.movement.fly` - The actor's flying speed.
+`@attributes.movement.speeds.swim` - The actor's swimming speed.
-`@attributes.movement.swim` - The actor's swimming speed.
+`@attributes.movement.speeds.walk` or `@attributes.movement.speed` - The actor's walking speed.
-`@attributes.movement.walk` or `@attributes.movement.speed` - The actor's walking speed.
+#### Piety
+
+`@attributes.piety.value` - The actor's current Piety value.
#### Senses
-`@attributes.senses.blindsight` - The actor's blindsight range.
+`@attributes.senses.ranges.blindsight` - The actor's blindsight range.
-`@attributes.senses.darkvision` - The actor's darkvision range.
+`@attributes.senses.ranges.darkvision` - The actor's darkvision range.
-`@attributes.senses.tremorsense` - The actor's tremorsense range.
+`@attributes.senses.ranges.tremorsense` - The actor's tremorsense range.
-`@attributes.senses.truesight` - The actor's truesight range.
+`@attributes.senses.ranges.truesight` - The actor's truesight range.
#### Other Attributes
@@ -166,6 +171,7 @@
`@attributes.spell.abilityLabel` - Localized label for the actor's selected spellcasting ability.
+
### Classes
***Note:** Replace the `*` in the following formulas with `identifier` specified on the class item.*
@@ -180,10 +186,12 @@
`@subclasses.*.levels` - The current level of the class to which a certain subclass belongs.
+
### Currency
`@currency.pp`, `.gp`, `.sp`, `.ep`, `.cp` - Amount of each type of current held by actor.
+
### Details
`@details.level` - Overall character level.
@@ -198,10 +206,12 @@
`@details.xp.pct` - Progress towards the next level.
+
### Flags
`@flags.*` - An arbitrary object added to the roll data object for convenience. There are no rules regarding the properties held here, as they are added as needed by the system, modules, or macros.
+
### Proficiency
`@prof` - Actor proficiency.
@@ -214,6 +224,7 @@
`@prof.multiplier` - The contextual multiplier depending on proficiency level (0, 0.5, 1, or 2).
+
### Resources
`@resources.primary`, `.secondary`, `.tertiary` - Three resource slots
@@ -224,6 +235,7 @@
`@resources.*.max` - The maximum value of this resource.
+
### Scale
>
@@ -252,6 +264,7 @@
`@scale.*.**.faces` - *Scale Value Type: Dice Only* - The number of faces on the Die defined in the Scale Value (e.g. `8` of `3d8`).
+
### Skills
`@skills.acr` - Acrobatics
@@ -302,6 +315,7 @@
`@skills.*.passive` - Passive skill value equalling `10 + total + bonuses.passive`.
+
### Spells
`@spells.spell1`, `.spell2`, `.spell3`, etc. - Normal spell slot levels.
@@ -320,6 +334,7 @@
`@spells.*.label` - Localized label for the spellcasting level.
+
### Status Effects
***Note:** Replace the `*` in the following formulas with a status effect ID.*
@@ -330,6 +345,8 @@
`@statuses.exhaustion` - The number of levels of exhaustion on the actor.
+
+
## Item Properties
Items have roll data same as actors, but only while said item is owned by an actor (i.e., is placed on their sheet). The roll data of item is an extension of the actor's roll data, adding `@activity`, `@mod`, `@scaling`, `@item` as additional properties.
@@ -352,12 +369,15 @@ The most common `@item` properties are:
`@item.levels` - The class level of this item (for classes only).
+
### Labels
Spells as well as activities have a number of useful properties when used with the [[lookup enricher]](Enrichers.md#lookup-enrichers). These can be used directly on a spell, or by using the `activity=` option to fetch them from an activity on an item.
`@labels.activation` - "Action"
+`@labels.legacyActivation` - "1 action"
+
`@labels.description.affects` - "each creature"
`@labels.description.range` - "120 feet"
@@ -368,12 +388,19 @@ Spells as well as activities have a number of useful properties when used with t
`@labels.description.templateType` - "Sphere"
-`@level` - "1st Level"
+`@labels.duration` - "1 minute"
+
+`@labels.level` - "1st Level"
+
+`@labels.school` - "Transmutation"
+
### Flags
`@flags.*` - An arbitrary object added to the roll data object for convenience. There are no rules regarding the properties held here, as they are added as needed by the system, modules, or macros.
+
+
## Special Roll Modifiers
### `adv` and `dis`
diff --git a/wiki/images/effects/effect-change-tokens.jpg b/wiki/images/effects/effect-change-tokens.jpg
new file mode 100644
index 0000000000..b5defddc99
Binary files /dev/null and b/wiki/images/effects/effect-change-tokens.jpg differ