5E NPC Sheet
NPCs - Non-player characters
Non-player characters (NPCs) are available only to the Dungeon Master. Open the list of NPCs in a module or campaign by clicking on the NPCs icon in the right hand menu. From here DMs can create new NPCs, edit existing ones and create encounters.
NPC Sheet Overview
- The NPC sheet duplicates the standard layout of any NPC from the Monster Manual.
- The Main page shows all of the necessary information and statistics to enable the DM to use the NPC in combat via the Combat Tracker.
- The 'other' tab may contain general information and a linked image of the NPC.
- The DM can make saving throws by clicking on the small 's' adjacent to the appropriate ability score
- Similarly the DM can make an ability check by clicking on the small 'c' adjacent to the appropriate ability score.
- Skill checks can be made by mousing over any skills noted on the NPC sheet and double clicking
- The DM can use the sheet to make various attack, damage and other rolls directly from the actions area of the sheet by mousing over the relevant sections and either double clicking or drag and dropping onto a target.
- All of the information on the sheet can be edited by clicking the 'lock' icon at the top right hand corner to unlock the sheet.
- DM's can also change the token which represents the NPC by dragging a new token and dropping over the existing token in the top right corner (Sheet must be unlocked first).
- At the top right of the sheet is an ID toggle. This can have a value of red (unidentified) or green (identified). Unidentified creatures placed on the Combat Tracker will be seen as 'Unidentified Creature' by players. Below the header a Non-ID Name is available. DMs can add a name here and whatever they choose will be shown to players on the CT in place of 'Unidentified Creature'. For example if a Goblin NPC is selected and a non-ID name of 'Green Skin' is added and the Goblin is toggled as Not Identified (red) then the players will see 'Green Skin' on the CT.
- In order to use an existing NPC the source module containing that NPC must be open in the library.
- Drag the NPC from the library to the NPC window.
- The NPC can now be used in the campaign either as it is or it can be edited by the DM.
- NPCs can be dragged directly from the NPC window onto the Combat Tracker or they can be populated via an encounter.
- Users can edit existing NPCs by clicking on the 'lock' icon in the top right of the sheet to open the sheet up for editing.
- Editing an existing NPC is the easiest and most convenient way to create new NPCs
- Click the 'encounters' button in the right hand menu to open the encounters dialog.
- Create a new encounter by right clicking and selecting 'Add Item' or click on the edit list button and then add new.
- In the new encounter dialog type in a name for the encounter.
- Drag in NPCs from the NPCs dialog. NOTE: this is the only way to do this, NPC's cannot be dragged directly from any module.
- Alter the number of NPCs appearing if needed by editing the number in the box on the left hand side.
- Other NPCs can be added, each one dragged in will add a new line to the encounter; even if it is the same NPC type.
- Once all NPCs are present and the numbers are correct click on the curly symbol next to the CR box to automatically calculate the CR and XP of the encounter.
- At the end of each line there will be an identification toggle which defaults to green. If clicked this will turn the icon red and when this encounter is added to the Combat Tracker any NOC toggled as unidentified will appear on the CT as 'Unidentified Creature'.
- If desired the DM can change the token for any of the NPCs in the encounter by dragging a new token into the token next to the NPC name in the encounter
- Once completed the NPCs can then be dragged to a map to place the encounter if this is desired. To place an encounter drag the token icons under the NPC name and drop those onto the desired position on a map. The encounter can then be closed and Fantasy Grounds will remember where the tokens were placed. Subsequently when the encounter is activated the tokens will appear on the map at the correct positions.
- An encounter can be linked to a story entry by dragging the encounter and dropping it on the story entry.
- DMs can also create links on a map by dragging and dropping the encounter directly onto the map. This will create a map pin which can then be clicked on to open the encounter sheet.
- When opened in the campaign the NPCs can then automatically be placed on a map and populate the Combat Tracker by using the 'Add encounter to Combat Tracker' button.
Create Random Encounters
As of Version 3.2 it is now possible to create encounters with a random number of NPCs.
- To create a new Random encounter click on the 'Random' button at the top of the Encounters list
- Name the encounter as normal and drag in whatever NPCs are to appear in the encounter from either the NPC list or from the resource being used.
- In the box which appears to the left of the NPC enter a dice expression or drag and drop dice from the dice pool
- Dice expressions can be ndn, ndn+n, ndn-n or ndn+ndn. So 1d6, 2d8+4, 1d10-1 and 1d4 + 1d6 are all supported.
- Note that the encounter thus created cannot be used as an encounter itself.
- To generate the encounter click on the 'Generate encounter' button at the bottom left of the random encounter template.
- This will generate the encounter with the number of NPCs and also calculate the CR and XP of the encounter if this is appropriate.
- The Graphic to the right shows an example of a random encounter and the resulting encouter generated from it.
- Random encounters can also be programmed to create encounters based on the number of player characters. For this to work the PCs must be on the Party Sheet. To create an encounter with one NPC for each PC use '$PC' in the dice string box next to the NPC name. Multiples can be used and take the forma of x*$PC. Thus 2*$PC will produce an encounter with 2 NPCs for each PC on the Party Sheet.
Create a new NPC
- Right click on the NPC window and select 'Create Item', or click the edit list button and select 'Add Item'
- Click on <<New Personality>> and type in a name.
- Add a Non-ID name and toggle the NPC to unidentified if desired.
- Type in a size, type and alignment. Since Fantasy Grounds uses these values for various purposes it is important that these entries are in line with existing NPCs as detailed in the Monster Manual.
- Set Armor Class, Hit points, Speed, Abilities, Saving Throws, Skills, Vulnerabilities etc.
- These should all conform to the standards as seen in the Monster Manual otherwise the values will not be recognised by Fantasy Grounds when the NPC is moved to the Combat Tracker and users will have problems with the automation of things such as damage vulnerabilities or resistances etc.
- To add traits click the brown dot and then click the green cross. Give the trait a name and in the line below type a description.
- Do the same for Actions, reactions and Legendary actions if appropriate.
- In order for attack and damage rolls to be automated the exact wording used in the standard stat block of an NPC should be used. It may be easier to copy paste this wording from another standard NPC and edit it rather than typing everything in from scratch. See the 5E Combat Tracker article for more information on the phrasing to be used in order to allow Fantasy Grounds to correctly determine attack and other rolls.
- For spellcasting and Innate spellcasting NPCs Create traits called 'Spellcasting' or 'Innate Spellcasting'. See this forum post for further information on the correct format which is required for such NPCs such that the spells, saving throws and other information is correctly parsed and calculated.
- Open the tokens library and drag a token into the top right hand space to assign the token to the NPC.