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5E Effects Coding - Spells

by rob2e

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Total Subscribers: 39


5E Effects Coding - Spells

This now includes implementing the OPTIONAL Kent McCullough Extensions and preplacement of tokens using the OPTIONAL DiabloBob's Critically Awesome Essentials.

These are OPTIONAL, and not using them will not affect the spell codings if you don't use them.

Do you play or DM Fantasy Grounds D&D 5E?

This delivers all of the coding effects for spells and cantrips for the PC sheet Actions tab in drag-and-drop format! DMs viewing the combat tracker will always know the status on any spell, where the effects are applied, and who the caster was if it is concentration. No more stopping your game to code spells. Drag, drop, KEEP PLAYING!

Fantasy Grounds coding for spells done right.


Dragging the Shillelagh cantrip to the Actions tab on the PC sheet builds no effect.

This package will build effects as follows:

Cast: Melee attack + modifier

Dmg: 1d8 bludgeoning

Effect: Shillelagh; [SELF] (for 1 min)

With EACH spell that has or needs effects, titles are applied and concentration notes and times are provided.

Also for easier use for both players and DMs -

In the spell titles, there will usually be symbols.

This is the key for those symbols:

(60) - Range - this will be a range in feet 30, 60, 90, etc.

(S) - Self - sometimes listed with a corresponding range

(T) Touch

(C) Concentration

(B) Bonus Action

(R) Reaction

(RIT) Ritual

($) Component cost

This will be a great time saver for players and ESPECIALLY DMs!

I welcome suggestions and feedback. Please let me know. And feel free to adjust accordingly.



Any errors found, please let me know, I will publish corrections immediately!

Rob Twohy | rob2e




Twitter: @rob2e

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