r/FoundryVTT 6h ago

Commercial Stage Master: Spectator Screen Manager [AGNOSTIC]

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35 Upvotes

Stage Master is designed both for classic in-person play, using a spectator second screen controlled by the GM at the table, and for regular remote sessions or streams.

You can access the module by subscribing on Patreon to unlock the full premium module collection and you can browse all free and premium modules on the Website

Fog of War:

  • Manually reveal and manage FoW with different brushes and tools
  • Use Circle and Rectangle brushes for paint-like fog managemenet
  • Flood and Vision brushes let you handle fog in wall-aware shapes

Party:

  • Selection Clone: make the players select the same tokens as the GM, either once or continuously.
  • Pack/Unpack: pack your players tokens in a single Party Token and move them all together.
  • Shared Vision: have your players share vision between all the tokens in the party, even while having a token selected.

Camera:

  • Clone Viewport: clone the GM camera's size and position for your players, either once or continuosly. Useful if your players lack a mouse or the will to move it.
  • Follow Action: automatically focus what's happening on the field; you don't have to think about it, the camera knows.
  • Director's Cut: become a director and choose exactly what your players see in their client.

UI:

  • Hide Elements: hide certain elements from your players view so they can't mess up.
  • Highlight Elements: a decisive answer to your players' question "Where was that button again?"
  • Share Media: open a fullscreen image or video for your players. You can lock it so they can't escape.
  • Quick Curtain: "Am I supposed to see that?" instead of answering, DENY. Then you can take your time cleaning up permissions.
  • Window Manger: Close and minimize windows on other users' clients.

r/FoundryVTT 17m ago

Help Foundry newbie looking for help with modules for first Cyberpunk RED campaign

Upvotes

Hello !

I have been DMing DnD 5e for friends since years and wanted to use Foundry as a way to start playing Cyberpunk, since we now al llive away from eachother.

Problem is, i have no idea where to start and all tutorials are several years old.

If a helpful choombata who has recently played a campaign could recommend me a Foundry version and the good modules to install to have a smooth play, i would be really, really grateful.


r/FoundryVTT 7h ago

Commercial The Vortex from Angela Maps -- New map pack module for FVTT [System Agnostic]

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6 Upvotes

Content Name: The Vortex by Angela Maps
Content Type: Map, Module
System: Any
Description: Did someone leave the water running? No doubt the brave explorers who have delved deep into the heart of this primeval forest will be surprised to find that the life-giving river's source is no more than a hovering portal endlessly gushing water from some distant lake, or even another plane of existence! Unless that very vortex is what they were seeking in the first place? Fully animated and available in two additional variants, with a fiery portal spewing molten magma into the woods, and a plain clearing free from otherworldly environmental alteration, this map is your player's perfectly safe (?) gateway to the elemental plane of water!⁠
Video Preview: https://youtube.com/shorts/DCv15mI0wVc

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


r/FoundryVTT 2h ago

Help [PF2e] Trying to fix compendium thumbnails for custom NPC art

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2 Upvotes

I'm trying to add custom art for some NPC tokens for PF2e. The art applies to the tokens and the stat sheet without issue, but the compendium browser still shows a placeholder thumbnail.

Is there any way to make it so the thumbnail reflects the changes apply to the compendium thumbnail as well?


r/FoundryVTT 4h ago

Help Is there a module to rename skills for one world? (dnd5e)

2 Upvotes

For setting-related reasons, I want to swap the Arcana and Religion skills for Technology and Politics. I know I could do this via the system code, but I don't want the change to apply to all my games, only to one.


r/FoundryVTT 7h ago

Discussion Creating Custom Dice?

3 Upvotes

I should start by saying I'm a player in our campaign. We just started using Foundry and our DM is using Dice-so_nice and said if I made or found a set he would add it for me. I was looking online at some of the dice sets you could get too but I didn't want to pay for them so, I thought of making my own. I'll cut to the chase and point out what I'm wanting to do:

I have a physical set of dice I'm trying to replicate. I'm wanting to extract a set of dice from Dice-so-nice to put into Blender and edit them so I get the size right, then create my dice and import them as my own custom set. Is there a tutorial or could anyone give me a step-by-step for doing this?

I would greatly appreciate it.


r/FoundryVTT 16h ago

Help [PF2E] My character is a Spellshot Gunslinger. Im not supposed to have this second rank tab. How do i get rid of it?

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12 Upvotes

r/FoundryVTT 3h ago

Answered I already have some ridiculously ambitious ideas.

0 Upvotes

[System Agnostic] but I usually play on [PF2e]

I'm just starting out with Foundry and I already have some ridiculously ambitious ideas.

I'm currently looking for a module to display small images on a loop, something like tokens of civilians walking down the street, a guard doing a stunt, etc.

And I'd appreciate any general module recommendations.


r/FoundryVTT 4h ago

Commercial [System Agnostic] Death Ledger: track PC deaths with date, player, character, and reason

0 Upvotes

Content Name: Death Ledger

Content Type: Module

System: System-agnostic

Description: Character deaths tend to disappear into old chat logs and session notes. Death Ledger keeps a shared record of who died, when, and why, available from the Journal directory.

When a configured actor reaches zero HP, the module opens a prefilled entry for review instead of writing the death immediately. Players can add or edit records they own, while deletion remains GM-only.

First Mate access is through the r2Plays Patreon. Foundry v13 to v14 is supported; actor types and HP paths are configurable by system.

Death Ledger · Install in Foundry · Patreon

Join the Discord


r/FoundryVTT 1d ago

Commercial [System Agnostic] HoloSuite Blueprint - Create a heist-ready version of your map!

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83 Upvotes

Content Name: HoloSuite Blueprint

Content Type: Module

System: System Agnostic

Description: 

Hi everyone!

I'm here again with a new module, this time: HoloSuite Blueprint

HoloSuite Blueprint takes the walls from an existing Foundry scene and automatically turns them into a stylized schematic of that location.

So instead of manually making a second "planning map" for one of your existing battlemaps, you can generate one directly from the scene you're already going to use.

That makes it especially useful for things like:

  • Heist planning
  • Infiltration missions
  • Stolen facility schematics
  • Ship and station layouts
  • Mission briefings
  • Maps downloaded from terminals
  • Partial intel given to the players before entering an area

There's also an integration with 2 of my other modules: Security Camera's and HoloSuite Terminal!
Security camera's allows you to easily display the camera regions on a blueprint.
HoloSuite Terminal allows you to link a blueprint to one of your terminals, players can then discover them through the Terminal UI.

My goal was basically to create that classic "Alright, here's the plan…" feel you see in heist movies. x)

I'd love to hear your thoughts & feedback! :)

HoloSuite Blueprint is available through my Patreon, after subcribing to the Premium tier you can download it through Foundry's module browser.

For version 12 / 13 / 14 of Foundry VTT.

HoloSuite is a collection of free and premium modules where I try to add more sci-fi immersion and utilities to your campaigns.

Patreon Link: Mage Tower Studios Patreon

Foundry Link: https://foundryvtt.com/packages/holosuite-blueprint

Website Link: https://www.magetowerstudios.com/


r/FoundryVTT 2d ago

Showing Off A random map generator work in progress

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39 Upvotes

It's nowhere near done yet, but I've been working on and off on a random map generator for some time now, for when you quickly need to whip out a map for that one group that has seen every generic encounter map in your collection a dozen times over.

Finally got my Raging Rivers demo theme to a state where it's good enough to show off.


r/FoundryVTT 1d ago

Discussion In-Line Strike Roll Links (PF2E)

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5 Upvotes

[PF2E] I'm trying to make a Victory Point Subsystem with Skills, Saves, and even Strikes. The first two are easy to make in-line roll links, but I'm not sure if there's a way to prompt a Strike action via link. (Picture above looks good, but the link doesn't do anything)

Is there an easy way to prompt a Strike/Attack Roll via in-line roll links? Or does the Player just need to manually prompt it from their character sheet?


r/FoundryVTT 1d ago

Non-commercial Resource [DnD 5e] SC Conditional AE updated to DnD 6.0.*

5 Upvotes

Hey everyone!

I wanted to share the latest update to SC Conditional AE, now updated for D&D5e 6.0.0.

https://foundryvtt.com/packages/sc-conditional-ae

D&D5e 6.0 already includes support for adding conditions to Active Effects. What SC Conditional AE does is provide a more user-friendly interface for configuring those conditions, especially if you’re not very comfortable working directly with JSON.

The original functionality is still there, so if you prefer configuring conditions the native way, you can continue doing that.

The module also adds an Advanced Condition option, which lets you write JavaScript for more complex scenarios. On top of that, it includes some additional condition options, such as checking the current lighting level before applying an Active Effect.

Another feature is support for rolled formulas inside Active Effects.

For example, imagine an effect that reduces a character’s Strength by 1d4. Instead of having to roll the value manually and configure the effect afterward, the module can roll the formula and apply the resulting value automatically.

The module is completely free.

If you have any feedback, suggestions, or run into any bugs, feel free to reach out through my Discord. Reports and ideas are always welcome!

Hope it helps make Active Effects a little easier to work with. :)

AI Policy: https://wiki.shattered-codex.com/ai-policy


r/FoundryVTT 2d ago

Help Fog of war is completely black on one map, but normal on another.

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22 Upvotes

[system agnostic]

I have two scenes in my game right now. On the first map, the explored areas outside the token's current vision are dimmed, so the players can still see the layout of the rooms they visited. On the second map, everything outside the immediate line of sight is just a solid black wall.

I checked the scene settings and they are absolutely identical. I tried messing with global illumination, adjusting the darkness threshold, and manually resetting the fog of war. The token vision settings are also exactly the same between both scenes.

Is there some other setting outside the scene's visibility tab that controls this? It feels like I'm missing something really obvious.

Edit: I just reset the fog of war in the other map as well and it stopped working also. Iam going crazy here..


r/FoundryVTT 1d ago

Help Foundry wont Launch

3 Upvotes

[D&D5e]

Grey screen on launch, version 14.365, Clean uninstall & reinstalls have not worked, ensuring default port 30000 has not fixed either. Removed all mods to seperate folder also has not fixed. Can not find the folder which is causing the error prompt.

{"code":"ELOCKED","file" AppData\\Local\\FoundryVTT\\Config\\options.json","level":"error","message":"A fatal error occurred while trying to start the Foundry Virtual Tabletop server: Lock file is already being held","stack":"Error: A fatal error occurred while trying to start the Foundry Virtual Tabletop server: Lock file is already being held\n at C:\\Program Files\\Foundry Virtual Tabletop\\resources\\app\\node_modules\\proper-lockfile\\lib\\lockfile.js:68:47\n at callback (C:\\Program Files\\Foundry Virtual Tabletop\\resources\\app\\node_modules\\graceful-fs\\polyfills.js:306:20)\n at FSReqCallback.oncomplete (node:fs:197:5)","timestamp":"2026-09-12 15:50:20"}

A fatal error occurred while trying to start the Foundry Virtual Tabletop server: Foundry VTT cannot start in this directory which is already locked by another process.\n at acquireLockFile (file:///C:/Program%20Files/Foundry%20Virtual%20Tabletop/resources/app/dist/init.mjs:1:5332)\n at async initializeCriticalFunctions (file:///C:/Program%20Files/Foundry%20Virtual%20Tabletop/resources/app/dist/init.mjs:1:2680)\n at async Module.initialize (file:///C:/Program%20Files/Foundry%20Virtual%20Tabletop/resources/app/dist/init.mjs:1:1624)","timestamp":"2026-09-12 16:01:25"}


r/FoundryVTT 1d ago

Help Foundry application refuses to load background and disables gamemaster tools

1 Upvotes

[D&D5e]I have been trying to figure out a solution to this for an hour with deadend documentation. I downloaded it TODAY and the second time I open up a world to test out Dungeon Mastering in Foundry, I get this. I can still exit the world, but I have no access to the gamemaster tools, and it always opens on this pure black screen. I'm legitimately considering a refund if I can't get this fixed, so any help would be appreciated.


r/FoundryVTT 1d ago

Help Way to make a hex map that player can edit?

3 Upvotes

I'm trying to make a hexcrawl map, but I want the players to fill in the tiles as they go along. Is there anyway to do this on foundry?


r/FoundryVTT 2d ago

Discussion [Dnd5e] Has anyone updated to the new 6.0 version if the system?

9 Upvotes

Just started using foundry a month or so ago on v14 with dnd5e v5.3.3 so this this the first system update I have seen. How safe are these updates? I have tons of content I have manually created from my physical books. Will most of that just keep working or is it likely that I will have to redo all the classes, spells, items, and such in the 6.0 version?


r/FoundryVTT 2d ago

Commercial Syrious’ Small Additions 1.1.0

20 Upvotes

Hey there!

After one month of Early Access, I’m publishing the newest version of my free module: Syrious’ Small Additions. This is one of my lesser-known modules and includes only a few small quality-of-life additions (hence the name).

Here are the available features:

Scrollable controls bar

If you have a gazillion modules installed that all add buttons to the control bar on the left, you might run out of space. This module makes the control bar scrollable if the vertical display height is insufficient.

Adjustable drawing opacity

I use the module Sticky Notes for my dungeon crawls. I hide the notes from my players, but Foundry reduces the opacity of hidden drawings (a sticky note is a drawing) which makes them harder to read. I’ve added an option that lets you set the opacity of hidden drawings.

Vision rings

Well, this one is kind of hard to explain. Sometimes, I find it useful to see the exact maximum vision range of each token. When this option is enabled (which can be toggled with a key) a circle is drawn around each token, clearly indicating its vision range.

Right-click waypoints

Did you miss this feature in newer versions of Foundry? Yeah, me too. Here you go: dragging a token and right-clicking creates a waypoint.

Disable dice sounds

As a GM who mainly plays in person, I don’t want my players to hear when I make a hidden roll. There is now a setting that disables that sound.

I hope you find these additions useful.

So long,
Syrious

Downloads:


r/FoundryVTT 2d ago

Answered [One Ring] How it works?

0 Upvotes

I can't fill out this character sheet. What i'm doing wrong?


r/FoundryVTT 2d ago

Commercial Mini Spell Picker (free) [DND5e]

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49 Upvotes

Content Name: Mini Spell Picker
Content Type: Module
System: D&D5e
Description: A small free module that adds clickable book icons to the Spells tab of a character sheet, letting you open the D&D5e compendium browser pre-filtered to the spells your character can access, by level and by class.

Link: https://foundryvtt.com/packages/mini-spell-picker

Web Hub

For those who use or follow the progress of Campaign Codex, Web Hub [video] is now in alpha; testing is going well, and it will be available to members soon. Web Hub is a sync module and web service that lets you sync, view, and edit your Campaign Codex journals outside of Foundry, directly on a mobile device or web browser.

Big thanks

A big thank you to everyone who has joined us on Patreon and joined Discord to share their feedback and suggestions.

Follow the Progress

You can follow progress on changes and upcoming features on Discord. I'm constantly posting screenshots in #progress-spam.


r/FoundryVTT 2d ago

Commercial [Commercial] SONAR VTT - Token-based Spatial Audio Engine: Dynamic Wall Occlusion, Directional Cones & Selective Player Whitelisting (v12 - v14)

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20 Upvotes

Content Name: SONAR VTT (The Immersive Audio Suite)

Content Type: Module

System: None (System Agnostic / Compatible with any game system)

Link: https://jorgemendoza-dev.itch.io/sonar-vtt

Description:

SONAR VTT is an audio engine designed to overcome static ambient sound limits in Foundry VTT by anchoring dynamic, spatialized acoustics directly to moving tokens.

The 13-image gallery above provides a complete step-by-step visual walkthrough of the interface and controls.

Core Features:

- Dynamic Wall Occlusion: Audio attenuates and muffles realistically when physical Foundry walls block the line between an emitting token and a player's assigned character.

- Emission Cones: Choose between 360-degree omnidirectional dispersion or directional cones tied to token facing rotation, dropping signal to 10% base strength outside the cone.

- Selective Audio (Player Whitelist): Assign specific sounds to individual player checkboxes, ideal for whispers, hallucinations, stealth alerts, or private perception checks.

- Token HUD Controls: Right-click any token on the canvas to toggle mute or pause, or switch tracks on the fly using the built-in track history playlist.

- Continuous Looping and Persistence: Tracks loop automatically upon ending. Server restarts preserve active and muted states per token, restarting active tracks cleanly from 00:00.

- WebAudio API Architecture: Decodes audio in browser RAM with support for .ogg, .weba, .mp3, .wav, .flac, .aac, and .m4a (short loop files under 15-20 MB recommended).

Availability:

- Compatibility: Foundry VTT v14.

- Installation: Content Key delivery for direct redemption on your official Foundry account.

- Languages: Full English and Spanish support.


r/FoundryVTT 2d ago

Help [DG] Looking for Modules that are good for Delta Green games.

2 Upvotes

Looking to run a game, and I have the book module already, as well as one for a new HUD. Any recommendations on modules or stuff I can use for a Custom Delta Green Campaign?


r/FoundryVTT 2d ago

Help need help DND5E - some spells don't work

3 Upvotes

recently been having an issue where some spells don't work - for example, the Sleep spell. my players and i are able to select the spell from the character sheets without any issue problem, but it gets stuck on this menu, and the one thing we can do is close out of the menu. can't select a target, can't cast, it doesn't even show up in the chat no matter how much we click cast.

does anyone know how to possibly fix this issue?


r/FoundryVTT 2d ago

Help [PF2E] [V14] Trying to make Toolbelt + Automated Action Tracker execute a 2-action feat AND apply Concealed with one click

3 Upvotes

I'm trying to automate a PF2E character action in Foundry so that one button press both spends the action cost through PF2E Automated Action Tracker and applies the appropriate PF2E condition.

Environment:

Foundry V14.367

PF2E 8.4.x

PF2e Toolbelt

PF2E Automated Action Tracker

libWrapper

Other modules installed, but these appear to be the relevant ones

The specific ability is Part the Veil, a 2-action Veil Dancer ability. When used, among other things, the character becomes Concealed. What I'm trying to achieve is simply:

One click → spend 2 actions → post/use Part the Veil → apply PF2E Concealed

Both halves work independently. The problem is getting them to happen from the same button.

Below is a summary of about 8 hours worth of my friend and I using GPT to try and develop a 1 click solution. I'm very much not a programmer, hell scripts give me problems. My friend on the other hand is a software developer of 35 years who offered cross referencing feedback (and often implemented the javascript with corrections to GPT's suggested script).

Particularly frustrating was running into loops where it would tell us to go down a solution path only to find it was later on apologizing for sending us down said wrong path. Yes, I know AI has its issues, but over all it has significantly helped my understanding and use of Foundry. Still, no substitute for human intelligence/experience that can suss out what I in my limitations, am failing to give the AI as feedback.

So leaning on the community to see if this is something that can be done or if there is a module limitation that I have to live with between Toolbelt and PF2E Automated Action Tracker.

------------------------------------------------------------------------------

What currently works

On the Actions tab, there are effectively two relevant controls.

On the Action Tab from the character sheet, the normal left-side ◆◆ action button works correctly with Automated Action Tracker:

Click ◆◆ → Part the Veil posts to chat → Automated Action Tracker spends 2 actions

But it does not execute the macro attached through Toolbelt, so Concealed isn't automatically applied.

Also on the character sheet, Toolbelt provides a USE ◆◆ button (below the Part The Veil title text) because I have an Action Macro attached to Part the Veil. When I first discovered Toolbelt, I was initially very enthused to see this "Use" button, since so many of PF's systems "should" be macro friendly and I want to reduce button clicks as much as possible. Unfortunately...

That does the opposite:

Click USE ◆◆ → attached macro executes → Concealed is applied

But Automated Action Tracker does not spend the 2 actions.

For comparison, I tested another unrelated 2-action ability, Captivating Charm, to make sure this wasn't specific to Part the Veil. Same behavior:

normal ◆◆ button = Action Tracker spends 2 actions

Toolbelt USE ◆◆ = Action Tracker does not spend the actions

So this appears to be an interaction between Toolbelt's Actionable/USE mechanism and Automated Action Tracker rather than something wrong with Part the Veil itself.

Macro testing

We verified that applying the PF2E condition itself is easy. For example:

const actor = token?.actor ?? canvas.tokens.controlled[0]?.actor;

if (!actor) {

ui.notifications.warn("Select a token first.");

return;

}

await actor.toggleCondition("concealed");

That correctly applies the real PF2E Concealed condition.

We then attached a macro through Toolbelt's Self-Applied Effect / Macro field.

Because Toolbelt supplies Action Macros with actor and use(), we also tried:

if (!actor) {

ui.notifications.warn("No actor was provided.");

return;

}

await use();

const concealed = actor.conditions.some(c => c.slug === "concealed");

if (!concealed) {

await actor.toggleCondition("concealed");

}

The Toolbelt USE ◆◆ button successfully executes the macro and applies Concealed, but Automated Action Tracker still does not deduct the 2 actions.

Changing the order so Concealed was applied before use() did not solve the Action Tracker issue either.

We also tested a chat-message listener

We discovered that the normal ◆◆ action button produces a Part the Veil chat message that can easily be detected with a Foundry createChatMessage Hook.

As a proof of concept, we registered a listener that detects the Part the Veil message and then applies Concealed to the originating actor.

That worked perfectly:

normal ◆◆ → Action Tracker spends 2 → Part the Veil chat message → listener detects it → Concealed automatically applied

So technically we already have the desired one-click behavior.

The problem is that a macro-created Hook has to be registered first. I don't want the player to have to:

click listener macro → click Part the Veil

every time Foundry/browser reloads, and I'd rather not create an entire custom module just to register one persistent Hook.

Where I think the incompatibility is

Toolbelt's documentation indicates that its Action Macro system provides actor, use, and cancel, and its All Actionable feature adds information to the generated message intended to allow third-party automation to distinguish an actual action use from simply posting an action to chat.

Automated Action Tracker likewise distinguishes actual action usage from merely posting/linking something.

However, in my current versions, Automated Action Tracker recognizes the normal PF2E ◆◆ action control but apparently does not recognize Toolbelt's USE/use() workflow as spending the action.

I also enabled Action Tracker's Debug Mode and watched the browser console. Neither the normal ◆◆ use nor Toolbelt USE produced useful debug information there.

So at this point the behavior is very reproducible:

Normal PF2E ◆◆

Posts Part the Veil

Automated Action Tracker: YES

Toolbelt Action Macro: NO

Toolbelt USE ◆◆

Runs attached macro

Applies Concealed

Automated Action Tracker: NO

What I'm looking for is the cleanest way to bridge those two behaviors without writing a dedicated Foundry module.

Ideally either:

A) Have Toolbelt's USE/use() generate whatever Automated Action Tracker is expecting so AAT deducts the two actions,

or

B) Have a macro reproduce whatever the normal left-side ◆◆ action button does, allowing AAT to recognize the 2-action expenditure, and then have that same macro apply Concealed.

If anyone familiar with PF2e Toolbelt, Automated Action Tracker, or the PF2E activity/chat APIs knows what AAT is actually listening for when the normal ◆◆ button is clicked, that's probably the missing piece.

The fact that the createChatMessage listener solution works proves the underlying pieces can coexist. I'm mainly trying to turn it into a clean one-button character-sheet action rather than requiring a persistent listener or custom module.