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onichi
February 16th, 2016, 22:52
How do I add conditional effects to weapons? I want to create a custom variant of the holy avenger, and adding the proper IFT switch to a custom weapon does not seem to work.

Thanks.

kylania
February 17th, 2016, 00:29
Welcome to Fantasy Grounds onichi! What exactly did you want this sword to do?

onichi
February 17th, 2016, 01:52
Welcome to Fantasy Grounds onichi! What exactly did you want this sword to do?

Thanks :) Well, to begin with I just want something as simple as base 1d10 damage, otherwise 2d10 if undead.

I realize this is the conditional macro for that, but I am not sure where to put it in the weapon description.
IFT: type(undead); DMG: 2d10 radiant

I put the base damage (1d10) in the weapons damage field.

Thanks!

Edit: One thing I found a bit odd was that magic weapon templates do not encode their conditionals in the fields of the generated weapon. I would think it'd make more sense to do it that way.

Trenloe
February 17th, 2016, 04:39
You can't add effects to a weapon, they need to be encoded separately and applied to the PC in the combat tracker - see "Creating Effects" here: https://www.fantasygrounds.com/wiki/index.php/5E_Effects#Creating_Effects_-_Player_Characters

onichi
February 17th, 2016, 04:44
Is there any way to automatically apply these effects or have them apply for only a specific weapon? Ideally the effect is only applicable when a player uses the particular weapon to attack... The holy avenger template item seems to be able to acheive this.

Trenloe
February 17th, 2016, 04:45
Is there any way to automatically apply these effects or have them apply for only a specific weapon? Ideally the effect is only applicable when a player uses the particular weapon to attack... The holy avenger template item seems to be able to acheive this.
Not automatically, no. You can use the Player Effect removal extension (https://www.fantasygrounds.com/forums/showthread.php?23566-5E-Player-Effect-Removal-Extension)to allow the players to remove effects that are no longer valid, or ask the DM to remove/turn off specific effects.

onichi
February 17th, 2016, 04:47
Ah ok, thanks!

ColinONE
April 27th, 2023, 19:57
You can't add effects to a weapon, they need to be encoded separately and applied to the PC in the combat tracker - see "Creating Effects" here: https://www.fantasygrounds.com/wiki/index.php/5E_Effects#Creating_Effects_-_Player_Characters

You can now add effects to an item using the extension 5E - Advanced Effects. When the item is equipped (on the inventory page of their character sheet), the item effect is applied to the PC combat tracker. When the item is unequipped, the effect is removed from the combat tracker. This simplifies the result that Trenloe is getting at above.

Nyarly Dude
April 29th, 2023, 02:10
Interesting question.

Using the (paid) extension "5E Better Combat Effects Gold" (see https://www.fantasygrounds.com/forums/showthread.php?72284-5E-Better-Combat-Effects-Gold )

you can certainly do something like add a custom tag to the weapon, e.g. "holy", and combine that with something like


Holy Weapon; WEAPON(holy); IFT: TYPE(undead); DMG: 1d0 radiant


However, what this does is activate the 'if the target is undead, do an extra 1d0 radiant' effect on the character. According to some brief testing, what it does *not* do is deactivate this effect after the attack is made. This would mean that subsequent attacks on undead creatures by that character would also benefit from 1d10 extra radiant damage, even if made with different weapons. Adding a ROLL qualifier doesn't help, because it removes the entire effect string.