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5E Polymorphism

by Grimlore

1500
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Total Subscribers: 849


Description

Managing polymorph effects in Fantasy Grounds is no longer a nightmare! 

This stand-alone extension for Fantasy Grounds allows you to manage polymorphing effects right on your character sheet! Adding new forms you can change into is as simple as dragging and dropping an NPC sheet onto your character sheet and clicking the "Active" button. No additional modules are required —simply add this extension to Fantasy Grounds, and you are set!

This extension unlocks the following functions:

  • Easily manage polymorph, true polymorph, animals shapes, shapechange, NPC shapechanger, and wild shape all from your character sheet with the click of a button

  • When activated, a new character sheet is opened automatically with your new shape's features & abilities 

  • The combat tracker updates in real-time with your new form and statistics

  • Damage is carried back to your true form (as per RAW), and you revert to your true form automatically

Additional perks included in this extension:

  • Concentration effects are properly coded: casing a new concentration spell ends a previous concentration spell (and ends its effects)

  • NPC Inventories are customizable when using our Map Parcel extension

Handling unique shape-changing effects in the 5e ruleset:

Polymorph Spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is of the same faction as the caster then it will not require the saving throw to take effect. Otherwise, it will.

True Polymorph Spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is of the same faction as the caster then it will not require the saving throw to take effect. Otherwise, it will. This supports special custom NPC types of "object" or "item". If you make a custom NPC that has a type of one of these it will be treated as an object by this and that other spells in polymorphism (won't be considered a creature). For example, making a chair NPC with whatever structural HP it would have or anything else with a chair token and a type of "object" or "item" would be respected as an object in this spell.

Animal Shapes Spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is self or not of the same faction as the caster that target will be ignored. A special feature that supports the ability to change shapes while a current animal shapes spell concentration is in effect requires that the target list be an exact subset of the current Animal Shapes concentration effects in play. If it is, then only that subset will change without breaking the concentration and losing the others in that active spell. Otherwise, any deviation from the target subset will result in breaking the concentration of the others (reverting them back) and casting this new target list as a new animal shapes spell transformation.

Shapechange Spell - This will support the almost the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Because of the nature of this spell and that you can still use your character features and spells at DM's discretion based on the shape you took - this new sheet will have everything you need according to RAW 5E rules except those DM discretion things. When you go back to the original sheet it will also have a different label stating this sheet is for LIMITED use at DM's discretion (unlike other reference sheets which state DO NOT USE). This is a self only spell and the special case allowing you to change shape while active is handled by going back to your source sheet where the NPC selection in this case will allow you to select a new NPC and hit the active button again (even though it's highlighted already). If the NPC selection was different from the current one it will delete the Shapechange effect (reverting you back) and then transform you into the new NPC shape.

Shapechanger - this is an NPC type which I've left completely up to the DM on what NPC's it can turn into. There are no changes to the resulting sheet - this is simply going to turn them into the pure NPC. If you want special conditions for this (like a vampire turning into mist) you make your own custom NPC. Or in some cases the shape changed attack/damage features are already on the NPC sheet and you can do nothing at all and don't even trigger polymorphism.

Wild Shape - This will support the full RAW 5E rules for this in the newly created sheet after the wild shape takes effect. This is a self only thing so simply supports the active button switching back and forth.


For support, please join the Grim Press Discord server.

Detailed instructions on how to use this extension can be found on the FG Forums here.


Please understand that Extensions = RISK: We want users to understand that extensions are code that is added or overrides portions of code in the Fantasy Grounds Unity (FGU) application. When the underlying code in FGU changes it can break an extension. We promise to maintain support as FGU is updated. When you run with other extensions they can conflict by trying to overwrite the same parts of the FGU code. We will keep this extensions working with FGU changes, and other extensions created by Grim Press. We make no promises to resolve conflicts caused by extensions created by other authors.

Art and maps in the screenshots are not included with this extension.



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