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December 17th, 2015, 20:37 #1
Effects - The Complete Cleric Package
This is the second of the 'mini tutorials' this time showing how to create the effects for the Cleric class. The file attached to this post contains a level 20 Cleric with all of the effects in the actions tab. In order to get the best out of the characters you should have access to the Player's Handbook or Core Class Pack to view the links. I have broken down the effects into effects common to most Clerics, Channel Divinity abilities and those which are unique to certain domains. I've included a couple of healing spells to demonstrate certain Life Domain abilities. The notes below are meant to compliment the character. In order to keep things reasonably short I have not commented on many of the abilities where either no effect is needed or cannot be created.
A word on Spells: At the time of writing virtually every spell can be dragged and dropped into the actions tab and will create a suitable effect. The only things you will want to check are that the correct ability score is entered into the spell Power Group so that Saving throw DCs and attack rolls are correctly computed, and that the duration of spells has been correctly updated in the effect.
Channel Divinity – Turn Undead: Drag/Drop should set this one up correctly
Divine Strike – Drag/Drop to create the effect; edit damage at level 14 to include extra dice. To use, drop the effect on character just before making damage roll.
Potent Spellcasting – No effect since there isn’t a way to limit a DMG: modifier to just Cantrips. Edit each affected Cantrip to add Cha to the ‘Stat’ box in the damage dialog.
Knowledge Domain
- Read thoughts – Drag/Drop should set up this effect
Arcana Domain (Sword Coast Adventure Guide)
- Arcane Abjuration – Drag/Drop will create the effect (Note since IFT can only test for conditions and conditional modifiers and SAVE is not one of those we can’t test for the creature type before forcing the save)
Life Domain
- Disciple of Life – We can’t use an effect since we can’t use spell level as a modifier so you will have to edit each healing spell to add in the additional points healed.
- Preserve Life – Drag/dropping will create an effect, but not an efficient one. It is suggested that the heal be broken into manageable chunks (1hp , 5hp, 10hp etc) depending on level and a number of uses per day be used to mark off the healing.
- Blessed Healer – Drag/Drop but then you’ll need to edit the amount healed to include the spells level (since there’s no modifier that will pick that out). You’ll also need to have additional lines here to handle different spell levels. To use apply the effect to the character any time you heal another character.
- Supreme Healing – there isn’t a way to automate this other than edit each healing spell to show the highest possible roll
Light Domain
- Warding Flare – place the effect on the attacking creature before the attack roll is made. Don’t forget to edit uses for WIS modifier.
- Radiance of the Dawn – drag/drop will create the effect
- Improved Flare – No need for another effect; use Warding Flare effect but you use it when an ally is getting attacked instead of you.
- Corona of Light – We can’t test for an incoming spell effect so place the effect for this ability on the creature(s) just before they make the specified save.
Nature Domain
- Dampen Elements – Place on ally just before damage is rolled.
Tempest Domain
- Destructive Wrath – no effect can automate this. You could add a new damage line to each spell which has lightning or thunder damage using max damage instead of dice.
Trickery Domain
- Cloak of Shadows – Note DM needs to change the initiative turn that the effect ends on to something just after your initiative so that the effect doesn’t expire until your next turn ends. (e.g. you are on initiative count 15, change to 14.9).
War Domain
- Guided Strike and War God’s Blessing– because of the timing deal with these manually
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 17th, 2015, 22:48 #2
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- Oct 2015
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OMG, this is so helpful. Not just the effects, though those are nice. But in particular, it is so useful having a spell-by-spell listing of what *can't* be done and why. Many thanks.
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April 26th, 2017, 01:08 #3
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- Oct 2007
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Okay, so just saw this and find it very useful. Foudn it using google search. So my question is, are there other guides/characters like this for other classes?
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April 26th, 2017, 01:24 #4
Yes! See here.
https://www.fantasygrounds.com/forum...ul-informationLive stream: https://www.twitch.tv/gwydione
Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA
Free stuff:
D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
FG 5e Module Conversions: https://tinyurl.com/y6awo2la
Map Maker Conversion: https://tinyurl.com/y3awlo4b
Roll Player Conversion: https://tinyurl.com/y399kffz
Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg
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April 26th, 2017, 02:15 #5
I treat these like a mini-bible of effects - extremely helpful. Thanks Zacchaeus!
Any chance we could get this type of template for races??!
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April 26th, 2017, 04:37 #6
Rob2e has such up on the DMsGuild; https://www.dmsguild.com/product/210...Effects-Coding
I'm pretty sure such can't be distributed on the forums because of WotC IP/copyright, it can be done on the DMsG.
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February 21st, 2018, 03:10 #7
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How do I install this?
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February 21st, 2018, 03:14 #8
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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February 21st, 2018, 03:38 #9
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February 1st, 2021, 11:52 #10
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Why I cant download the Attached files?
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