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Henix
March 11th, 2026, 21:16
D&D 5e (2024) / 5.5e Class Automation Series - Complete Collection

Welcome to the D&D 5e (2024) / 5.5e Class Automation Project

To keep our games fast, fluid, and error-free with the D&D 5e (2024) / 5.5e rules, automation is essential. This Megathread serves as the central hub and master index for my series of extensions, designed to automate class features, spells, specific mechanics, and traits for Fantasy Grounds Unity.

Goal of this project
To provide clean, efficient, and easy-to-use extensions that handle the 2024 / 5.5e ruleset. This thread covers the automation for the 13 base classes, general utility mechanics, and will serve as the gateway to request the automation for subclass and new class expansions as they are released.

How to Navigate this Thread
To keep everything organized and easy to read, I have reserved the first few posts below:

Number 1 to 13: Dedicated to the 13 Core Classes (Artificer to Wizard). I will update these individual posts with Forge links, patch notes, instructions, and feature lists as each class goes live.
Number 14: Reserved for Miscellaneous & Utilities. This will hold general 2024 mechanics or core rule tweaks that don't belong to a specific class.
Number 15: The Subclasses & Future Classes Index. To avoid cluttering this main hub, future subclass automations or entirely new classes from upcoming manuals will get their own dedicated sub-threads. They will all be linked and indexed in Number 15 for easy access.


Release Schedule & Expectations
Please keep in mind that the timeline for releasing new class automations, subclasses, or fulfilling specific feature requests will vary based on my real-life availability. This is a passion project I work on in my free time to automate things at my table, so I greatly appreciate your patience and understanding!

Compatibility
Designed specifically for Fantasy Grounds Unity (FGU) running the D&D 5e (2024) / 5.5e Ruleset.


Please feel free to subscribe to this thread to get notified of new releases, report bugs, or suggest improvements! Once an extension is live, its reserved post will be updated with all the necessary details.



What should I automate next?
Have your say on the next class or subclass release!

Hello everyone!

With the Fighter, Rogue, Barbarian, and Sorcerer automations now live and running smoothly, it's time to look ahead to the next project.

I initially prioritized those four specific classes simply because they are the ones my own players chose for our current campaign! But now that my table is fully automated, I want to turn it over to the community.

I want to hear directly from you: what are you currently playing at your tables, and what do you need automated the most?

Let me know what you want to see:
You can request either of the following:

A New Base Class: Tell me which of the remaining core 5.5e (2024) classes you want me to tackle next.
A Subclass/Subclasses: If you want a subclass for a base class that is already published (Fighter, Rogue, Barbarian, or Sorcerer), let me know which one! If you want a subclass for a base class that hasn't been automated yet, feel free to request it and I will evaluate it on a case-by-case basis!


Just drop a reply in this thread with your vote or request. I will use your feedback to decide what gets priority in my free time development schedule.*

Thank you all for the amazing support so far! ✨

Henix
March 11th, 2026, 21:17
1. Artificer

Status: Work in Progress


This post is reserved for the Artificer class automation extension.
Once released, you will find the download link, instructions, and a detailed list of automated features here.

Henix
March 11th, 2026, 21:18
2. Barbarian

Status: Released

⚔️ 5E - Barbarian 2024 Automations
Unleash the true power of the 5e 2024 Barbarian!
This extension brings the new 5.5E rules to life with comprehensive automation for Rage, Brutal Strikes, and more. No more manual tracking of Rage dice or complex saving throws, everything is handled dynamically to keep your combat fast and visceral.


>>> Get the Barbarian Class Automation on the Forge <<< (https://forge.fantasygrounds.com/shop/items/3067/view)
Watch the Showcase Video on YouTube (https://youtu.be/0HzQUAbpL-A)

✨ Automated Features Included:

Level 1: Rage

Automatic Scaling: The extension automatically calculates and updates your maximum Rage uses on your character sheet as you level up.
Smart Damage: It detects the "[HRAGEDMG]" tag in your effects and automatically applies the correct bonus (+2, +3, or +4) based on your Barbarian level.


Level 2: Danger Sense

Auto-Advantage: Automatically detects Dexterity saving throws and applies Advantage. The extension is smart enough to disable this if you are Incapacitated, Stunned, Paralyzed, or Petrified.


Level 7: Feral Instinct & Instinctive Pounce

Initiative Mastery: Automatically applies Advantage to your Initiative rolls.
Movement Reminder: When you enter Rage, a chat reminder notifies you that you can move up to half your speed as part of that Bonus Action.


Level 9+: Brutal Strike

Interactive UI Pop-up: When you use Reckless Attack, the extension allows you to forego Advantage to deal extra damage (1d10, increasing to 2d10 at Level 17).
Tactical Riders: A sleek popup window lets you choose your Brutal Strike effect (Forceful, Hamstring, Staggering, or Sundering Blow). The extension handles the mechanical resolution of these effects automatically!
Sundering Blow Automation: If you choose Sundering Blow, the extension tracks the effect and automatically applies the +5 bonus to the next ally who attacks that target.


Level 11: Relentless Rage

Automated Survival: When you drop to 0 HP while Raging, the extension automatically triggers the Constitution saving throw.
DC Tracking: It tracks the increasing DC (starting at 10, +5 per success) and resets it automatically on a Short or Long Rest. On success, it automatically sets your HP and clears the Unconscious/Prone conditions.


Level 15: Persistent Rage

Rage Recovery: When you roll Initiative, if you have expended Rage uses, a popup asks if you'd like to regain all uses (once per Long Rest).


Level 18: Indomitable Might

Minimum Result Floor: Automatically ensures that any Strength-based check, skill, or save result is at least equal to your Strength score. If you roll lower, the extension adds the difference natively to reach your score.



Current Version: v1.0.1 (Initial Release)
Status: Active & Available

v1.0 Notice & Bug Reporting
Since this is the initial v1.0 release under this new framework, there might be some edge cases or interactions I haven't caught yet. If you encounter any errors or features not triggering correctly, please drop a comment in this thread!
When reporting a bug, please include a brief description of what happened and what other extensions you are running.

Known Issues / Limitations

None so far! Let me know if you find any.



Changelog:

v1.0.1: Compatibility Fix: Fixed compatibility issue with other extensions.
v1.0: Initial release covering core 2024 Barbarian features, fully compatible with the 2026-04 FGU update.

Henix
March 11th, 2026, 21:18
3. Bard

Status: Work in Progress


This post is reserved for the Bard class automation extension.
Once released, you will find the download link, instructions, and a detailed list of automated features here.

Henix
March 11th, 2026, 21:19
4. Cleric

Status: Work in Progress


This post is reserved for the Cleric class automation extension.
Once released, you will find the download link, instructions, and a detailed list of automated features here.

Henix
March 11th, 2026, 21:19
5. Druid

Status: Work in Progress


This post is reserved for the Druid class automation extension.
Once released, you will find the download link, instructions, and a detailed list of automated features here.

Henix
March 11th, 2026, 21:20
6. Fighter

Status: Released

⚔️ 5E - Fighter 2024 Automations (Tactical Master & QoL)

Take your D&D 5E (2024 Rules) Fighter to the next level!
This extension introduces comprehensive automation and massive Quality of Life (QoL) improvements for the Fighter class. The module dynamically tracks, calculates, and prompts the most active features of the new Fighter, saving your table from constant manual tracking, on-the-fly math, and forgotten abilities!


>>> Download on the Forge <<< (https://forge.fantasygrounds.com/shop/items/2874/view)

✨ Features Included:

Level 2: Tactical Mind

Smart Prompts: Whenever the Fighter fails an Ability Check or Skill Check, the extension checks their sheet. If they have uses of "Second Wind" remaining, it automatically sends a chat reminder that they can expend one to add 1d10 to the roll (and reminds them that the use is not expended if the check still fails!).

Level 5: Tactical Shift

Action Interception: When the player clicks the Heal button for "Second Wind", the extension generates a visual chat message reminding everyone that the Fighter can immediately move up to half their speed without provoking Opportunity Attacks.


Level 9: Indomitable

Dynamic Calculation: If the Fighter fails a Saving Throw, the extension verifies they have "Indomitable" uses left. If they do, it instantly calculates their exact Fighter class level and outputs a chat prompt reminding that they can reroll with the exact bonus (+X) to add to the die.


Level 9: Tactical Master (Requires Weapon Automation 5E 2024 Extension by Henix) (https://forge.fantasygrounds.com/shop/items/2858/view)

Interactive UI Pop-up: When you attack with a mastery weapon, the extension dynamically opens a sleek pop-up window allowing you to replace the weapon's base mastery with Push, Sap, or Slow.
Smart Resolution: The pop-up will ONLY trigger if you hit the target (or if you miss with a Graze weapon), ensuring gameplay isn't slowed down by unnecessary windows on missed attacks.


Level 13: Studied Attacks

100% Automated Advantage: If the Fighter misses an attack, the extension automatically applies a unique "Studied Target" marker on the enemy and a custom Advantage effect on the Fighter.
Target-Specific & Asynchronous: The advantage is strictly bound to the missed creature. You can miss Goblin A, attack Goblin B normally, and still have your Advantage waiting for you when you return to Goblin A. Once you hit the correct target, the extension silently auto-cleans the Combat Tracker!



Current Version: v1.1
Status: Active & Available

Notice & Bug Reporting
There might be some edge cases, bugs, or interactions I haven't caught yet. If you encounter any errors or features not triggering correctly, please drop a comment in this thread!
When reporting a bug, please include a brief description of what happened and what other extensions generate compatibility errors.

Known Issues / Limitations

None so far!



Changelog:

v1.1 - Compatibility Update and UI - Compatibility update for the the big FGU 2026-04 ruleset update. Made some improvements to the pop-up UI.
v1.0.2 - Compatibility Fix - Fixed compatibility issue with other extensions.
v1.0.1 - Minor Bug Fix - Bug fix for the theme matching in the Tactical Master popup window.
v1.0: Initial release covering core 2024 Fighter features: Tactical Mind (Lv2), Tactical Shift (Lv5), Indomitable/Tactical Master (Lv9) and Studied Attacks (Lv13).

Henix
March 11th, 2026, 21:20
7. Monk

Status: Work in Progress


This post is reserved for the Monk class automation extension.
Once released, you will find the download link, instructions, and a detailed list of automated features here.

Henix
March 11th, 2026, 21:21
8. Paladin

Status: Work in Progress


This post is reserved for the Paladin class automation extension.
Once released, you will find the download link, instructions, and a detailed list of automated features here.

Henix
March 11th, 2026, 21:21
9. Ranger

Status: Work in Progress


This post is reserved for the Ranger class automation extension.
Once released, you will find the download link, instructions, and a detailed list of automated features here.

Henix
March 11th, 2026, 21:22
10. Rogue

Status: Released

⚔️ 5E - Rogue 2024 Automations (Cunning Strikes & More!)

Take the math and manual tracking out of playing a Rogue! This extension fully automates the brand-new 2024 D&D 5E Rogue class features, bringing a smooth, custom interface directly to your Fantasy Grounds Unity table.


>>> Download on the Forge <<< (https://forge.fantasygrounds.com/shop/items/2877/view)

✨ Key Features:


Smart Sneak Attack (Level 1+)

Automatically detects when your Rogue hits a valid Sneak Attack target (checks for Advantage, Disadvantage, and adjacent allies).
Pops up a sleek, custom UI window on the player's screen asking to confirm the Sneak Attack.


Cunning Strike (Level 5+)

The Sneak Attack popup dynamically expands, allowing the player to trade Sneak Attack dice (1d6) for tactical effects like Poison, Trip, or Withdraw.
Automatically recalculates the remaining Sneak Attack damage.
Automatically rolls the required Saving Throws for the target (using the Rogue's DC) and applies the correct conditions (Poisoned, Prone) on a failure!


Uncanny Dodge Tracker (Level 5+)

When the Rogue takes a hit, the extension posts a smart reminder in chat to use Uncanny Dodge.
Once the Rogue uses their reaction (by applying an "Uncanny Dodge" effect to themselves), the system tracks it and suppresses all future reminders until the start of their next turn. No chat spam!


Improved Cunning Strike (Level 11+)

The UI upgrades automatically, allowing the player to select up to two Cunning Strike options simultaneously while preventing invalid combinations.


Devious Strikes (Level 14+)

Unlocks the heavy-hitting options in the UI: Daze (2d6), Obscure (3d6), and Knock Out (6d6).
Automatically handles the saves and condition durations (like Unconscious or Blinded) applying them immediately to the target if failed.


Elusive (Level 18+)

The ultimate defense, perfectly automated. If an enemy attacks the Rogue with Advantage, the extension intercepts the roll, strips the Advantage away at the engine level, and drops a [ELUSIVE ADV REMOVED] tag in the chat! (Automatically disabled if the Rogue is incapacitated).



Current Version: v1.1
Status: Active & Available

Notice & Bug Reporting
There might be some edge cases, bugs, or interactions I haven't caught yet. If you encounter any errors or features not triggering correctly, please drop a comment in this thread!
When reporting a bug, please include a brief description of what happened and what other extensions generate compatibility errors.

Known Issues / Limitations

None so far!



Changelog:

v1.1 - Compatibility Update and UI - Compatibility update for the the big FGU 2026-04 ruleset update. Made some improvements to the pop-up UI.
v1.0.2 - Bug Fixes:

Spell Attack Filtering: Fixed an issue where casting spell attacks (like Firebolt or Chromatic Orb, etc...) would incorrectly trigger the Sneak Attack / Cunning Strike popup.
Weapon Property Enforcement: Fixed an issue where attacking with non-Finesse melee weapons (e.g., Longswords, Greataxes, etc...) would incorrectly prompt for Sneak Attack.

v1.0.1 - Minor Bug Fix - Bug fix for the theme matching in the Cunning Strike popup window.
v1.0: Initial release covering core 2024 Rogue features: Sneak Attack, Cunning Strike, Devious Strikes, Uncanny Dodge, and Elusive.

Henix
March 11th, 2026, 21:22
11. Sorcerer

Status: Released

⚔️ 5E - Sorcerer 2024 Automations
Empower your Sorcerer with the ultimate automation tool!
This extension is a comprehensive overhaul of the Sorcerer class for the 2024 ruleset, automating everything from Innate Sorcery bonuses to complex Metamagic interactions. It turns the Sorcerer's resource management into a seamless, interactive experience.


>>> Get the Sorcerer Class Automation on the FG Forge here! <<< (https://forge.fantasygrounds.com/shop/items/3068/view)
Watch the Showcase Video on YouTube (https://youtu.be/WIQzmPOrR-U)

Automated Features Included

Innate Sorcery: Smart Synergy: The extension detects if Innate Sorcery is active to automate the Sorcery Incarnate (Lv7) feature, allowing you to use two Metamagic options on the same spell instead of one.
Metamagic Options: Interactive & Intelligent UI: Includes a custom Metamagic Selection window.

Careful Spell: Automatically forces a success on the save for targeted allies.
Distant Spell: Spends SP and applies a tracking effect to double spell range or reach.
Heightened Spell: Automatically applies Disadvantage to the target's saving throw.
Empowered Spell: Opens a dedicated UI allowing you to pick exactly which dice to reroll (up to your Charisma mod) and applies the new results instantly.
Quickened Spell: Spends SP and applies a tracking effect to change casting time to a Bonus Action.
Seeking Spell: Triggers on a missed spell attack, allowing you to spend SP to physically reroll the d20 in chat.
Subtle Spell: Spends SP and applies a tracking effect for casting without Verbal, Somatic, or Material components.
Transmuted Spell: Detects transmutable damage types and prompts you to swap them via a popup window.
Twinned Spell: Spends SP and applies a tracking effect to increase effective spell level for additional targets.
Extended Spell: Automatically doubles the duration of effects and grants Advantage on Concentration saves when applicable.

Font of Magic / Sorcery Points: Dynamic Resource Management: Introduces a fully automated Sorcery Point tracker on the actions tab. It supports "Slot -> SP" and "SP -> Slot" conversion modes—simply activate the mode and click a spell slot to convert it!
Sorcerous Restoration: Short Rest Recovery: Includes a one-click button to recover Sorcery Points during a Short Rest (Level 5+), with automatic tracking of its "once per long rest" usage.


Current Version: v1.0 (Initial Release)
Status: Active & Available

v1.0 Notice & Bug Reporting
As I mentioned in my dev updates, this turned out to be a big and complex project with a lot of moving parts, completely built around the new FGU 2026-04 ruleset update. While it is working beautifully in my testing, the sheer scope means there might be some edge cases I missed.

If you encounter any console errors, weird interactions with Metamagic, or features not triggering correctly, please report them here so I can patch them ASAP!
When reporting a bug, please include a brief description of the spell/feature used, what happened, and what other extensions you are running.

Known Issues / Limitations

None so far! Let me know if you find any.



Changelog:

v1.0: Initial release covering core 2024 Sorcerer features and Metamagic, fully compatible with the 2026-04 FGU update.

Henix
March 11th, 2026, 21:23
12. Warlock

Status: Work in Progress


This post is reserved for the Warlock class automation extension.
Once released, you will find the download link, instructions, and a detailed list of automated features here.

Henix
March 11th, 2026, 21:23
13. Wizard

Status: Work in Progress


This post is reserved for the Wizard class automation extension.
Once released, you will find the download link, instructions, and a detailed list of automated features here.

Henix
March 11th, 2026, 21:24
14. Miscellaneous & Future Content

Status: Active Development


This post is reserved for general 2024 mechanics, core rule automation tweaks, future subclass expansions, and other utility tools that don't fit into a specific class.


My Other 5e Extensions
Alongside the class automations in this thread, I have also published a few other tools to help run your 5e games smoothly. You can check them out here:

AoE Spells Auto-Targeting & Upcast (BETA) (https://www.fantasygrounds.com/forums/showthread.php?87374-5E-AoE-Spells-Auto-Targeting-amp-Upcast-(FREE-BETA))
Weapon Mastery Automation 5e 2024 (https://www.fantasygrounds.com/forums/showthread.php?86876-Weapon-Mastery-Automation-5E-2024)
NPC Spell/Ability Usage 5e (https://www.fantasygrounds.com/forums/showthread.php?86865-NPC-Spell-Usage-5e-2024)



⚠️ Important Dev Update: None
None so far!

Henix
March 11th, 2026, 21:25
15. Subclasses & Future Classes Expansions

Status: Active


This post is reserved for future Subclass automations or entirely New Classes introduced in upcoming manuals.

To keep this main hub organized and easy to navigate, I will not clutter this thread with dozens of new posts. Instead, as I release automation for subclasses or new classes, I will create dedicated sub-threads for them and link them here as a master index.

Index (Coming Soon):

Dax Doomslayer
March 11th, 2026, 21:52
This is terrific!! I'm looking forward to using these!

bwatford
March 12th, 2026, 08:00
Can't wait to test this out.... two things I noticed from quick preliminary stuff.

1. The popup is hard to read on my side, brown text on brown background.

2. If your character sheet is in the middle of the screen, the popups pop-under and you never see them, the popups should pop-over everything else.

Hope this helps.


EDIT: Fixed the popup issue on my end, it was another extension causing it. Colors still a bit hard to read though. Might want to hard set your colors over the brown background.

Henix
March 12th, 2026, 14:19
EDIT: Fixed the popup issue on my end, it was another extension causing it. Colors still a bit hard to read though. Might want to hard set your colors over the brown background.

Hi! Thank you so much for testing the extension and for the quick feedback!

I'm glad you figured out the pop-under conflict with the other extension on your end. Regarding the text colors, you were absolutely right, the readability wasn't great depending on the active theme FGU was using.

I have just pushed a new update to the Forge that fixes the theme matching for the popup window! The popup and text should now match with the theme and be readable, regardless of the theme you are using.

Just run a quick "Check for Updates" on your launch screen to grab the latest version. Let me know if it looks better for you now! Thanks again for the heads-up!

Henix
March 12th, 2026, 14:21
Update: Version 1.0.1 is now live!

Fighter Automation 5e 2024 - v1.0.1:

Minor Bug Fix: Bug fix for the theme matching in the Tactical Master popup window.


Rogue Automation 5e 2024 - v1.0.1:

Minor Bug Fix: Bug fix for the theme matching in the Cunning Strike popup window.


Let me know how it works at your tables and happy gaming! ⚔️

Lo Zeno
March 12th, 2026, 14:32
I managed to test the Fighter Automation with one of my fighters players - she's super happy about the way it works now, she has to scroll a lot less up and down the Actions tab to use her masteries.
The rogue of that campaign was against using the Rogue Automation at first, mostly because he's used to how we set up his character with Better Combat Effects Gold, there's already a fair degree of automation achievable with that; but after I showed him how the extension works, he asked to try it in next session.

On my hand, I can say that this is how I'd like FGU to be, personally speaking, for D&D 5E. So I look forward to the other classes automations.

SmackDaddy
March 12th, 2026, 18:07
Is there any chance these could possibly work with 2014 5e?

Zacchaeus
March 12th, 2026, 19:56
Before you do any more I'd wait until this happens https://www.fantasygrounds.com/forums/showthread.php?86951-Preparation-for-next-set-of-ruleset-changes-(2026-04)

SmackDaddy
March 12th, 2026, 23:09
Before you do any more I'd wait until this happens https://www.fantasygrounds.com/forums/showthread.php?86951-Preparation-for-next-set-of-ruleset-changes-(2026-04)

@Zacchaeus -- will these changes work for those who do *NOT* want to move to 2024/5.5e?

Zacchaeus
March 12th, 2026, 23:45
@Zacchaeus -- will these changes work for those who do *NOT* want to move to 2024/5.5e?
It’s a revamp of the entire system. Since most of the effects work on any core based ruleset the changes will be wider than just a single ruleset. So yes it will apply equally to both versions of 5e.

bwatford
March 13th, 2026, 05:52
Ok, after the session tonight, let's talk about the Rogue sneak attack automation. For the most part it works well with the following exceptions.

- Pops up when doing a ranged attack spell but shouldn't, as sneak attack is limited to finesse and ranged weapons only.
- Pops up when using non finesse weapons like a longsword. Should only popup with finesse.

Thanks again for this extension, I will report again if I see something else.

Henix
March 13th, 2026, 11:36
I managed to test the Fighter Automation with one of my fighters players - she's super happy about the way it works now, she has to scroll a lot less up and down the Actions tab to use her masteries.
The rogue of that campaign was against using the Rogue Automation at first, mostly because he's used to how we set up his character with Better Combat Effects Gold, there's already a fair degree of automation achievable with that; but after I showed him how the extension works, he asked to try it in next session.

On my hand, I can say that this is how I'd like FGU to be, personally speaking, for D&D 5E. So I look forward to the other classes automations.

Hi! Thank you so much for taking the time to share this. Reading feedback from actual playtesting at the table is incredibly rewarding!

I'm thrilled to hear your Fighter player is having a smoother experience with less scrolling, that was exactly my goal! And I completely understand your Rogue's initial hesitation. BCEG is an incredibly powerful tool, and once a player gets used to a specific setup, it's hard to change. Knowing that seeing the extension in action was enough to win him over is a massive compliment!

Thank you again for the amazing support and the high praise. Knowing that this is helping your table run the game exactly how you envisioned it gives me a lot of motivation to keep pushing forward with the rest of the classes!

Henix
March 13th, 2026, 12:04
Is there any chance these could possibly work with 2014 5e?

Hi! That is a great question.

Actually, my original plan was to automate both the 2014 and 2024 versions! Since the 2024 classes technically just add new features or tweak the 2014 features, my initial idea was to include a settings toggle for each class. You would select either "Legacy" or "2024," and if you picked 2014, the script would simply ignore or disable the newer features.

However, once I started digging into the code, I realized that making both versions play nicely together under the hood was going to be much more time-consuming than I anticipated. Because my own gaming table is currently playing exclusively with the 2024 ruleset, I really have to prioritize getting those mechanics fully automated first.

I might revisit the idea of adding 2014 backward compatibility in the future once the 2024 core classes are done. But just to be completely transparent with you: it won't be happening in the short term i think.

I hope that's clear, and thanks for asking!

Henix
March 13th, 2026, 12:16
Before you do any more I'd wait until this happens https://www.fantasygrounds.com/forums/showthread.php?86951-Preparation-for-next-set-of-ruleset-changes-(2026-04)

Thank you so much for the heads-up and for linking the thread, I really appreciate it!

I just read Moon Wizard's announcement, and wow, those are massive changes! This will definitely impact my extensions.

Since he mentioned the update is hitting the Test channel in the next day or so, from what I understand, I should switch my Fantasy Grounds updater to the Test channel, download the files, and follow the developer patch notes in The Laboratory forum section. Is that correct, or is there any other specific documentation or repository provided by SmiteWorks for this 2026-04 update that I should be looking at?

Thanks again for the warning, this really saves me a ton of headaches and wasted work!

Henix
March 13th, 2026, 12:20
Ok, after the session tonight, let's talk about the Rogue sneak attack automation. For the most part it works well with the following exceptions.

- Pops up when doing a ranged attack spell but shouldn't, as sneak attack is limited to finesse and ranged weapons only.
- Pops up when using non finesse weapons like a longsword. Should only popup with finesse.

Thanks again for this extension, I will report again if I see something else.

Thank you so much for testing it out during your live session and for reporting this back to me. Live playtesting is the absolute best way to catch these things!

You are completely right. The Sneak Attack prompt should definitely not be triggering on spells or on weapons that lack the Finesse or Ranged properties. I am already working on a fix for this! I will update the extension so that it properly checks the attack type and the weapon's properties before allowing the pop-up to appear.

Thanks again for the great feedback and for keeping an eye out for bugs. ;)

Henix
March 13th, 2026, 16:18
Update for Rogue Automation 5e 2024 is now live!

v1.0.2 Update

Bug Fixes:

Spell Attack Filtering: Fixed an issue where casting spell attacks (like Firebolt or Chromatic Orb, etc...) would incorrectly trigger the Sneak Attack / Cunning Strike popup.
Weapon Property Enforcement: Fixed an issue where attacking with non-Finesse melee weapons (e.g., Longswords, Greataxes, etc...) would incorrectly prompt for Sneak Attack.

Zacchaeus
March 13th, 2026, 17:11
Thank you so much for the heads-up and for linking the thread, I really appreciate it!

I just read Moon Wizard's announcement, and wow, those are massive changes! This will definitely impact my extensions.

Since he mentioned the update is hitting the Test channel in the next day or so, from what I understand, I should switch my Fantasy Grounds updater to the Test channel, download the files, and follow the developer patch notes in The Laboratory forum section. Is that correct, or is there any other specific documentation or repository provided by SmiteWorks for this 2026-04 update that I should be looking at?

Thanks again for the warning, this really saves me a ton of headaches and wasted work!

Yes, look out for the post in the Laboratory forum as to when the beta goes live in test.

Henix
March 20th, 2026, 00:11
Update for Fighter Automation 5e 2024 is now live!

v1.0.2 Update

Compatibility Fix - Fixed compatibility issue with other extensions.

Henix
March 20th, 2026, 13:55
Hi everyone! Just a quick development update regarding the release schedule for the upcoming classes.

As some of you may have seen on the forums, SmiteWorks is preparing a massive update for the core D20 ruleset (2026-04), which includes a complete rewrite of the effects, damage, and health subsystems:


Before you do any more I'd wait until this happens https://www.fantasygrounds.com/forums/showthread.php?86951-Preparation-for-next-set-of-ruleset-changes-(2026-04

Because this upcoming FGU update completely changes the underlying code that my extensions rely on, I am temporarily pausing the release of new class automations on the Forge. Right now, I am focusing all my development time on the Test channel to achieve two things:

Migrating and updating the extensions I've already released, ensuring they won't break when the new 2026-04 update goes live.
Building the new class automations directly on this new, updated framework so i don't have to do this twice!


The Good News!
The wait will be worth it! Once the new FGU ruleset update officially drops, I am planning a massive release day. I should be able to immediately launch:

Barbarian Class Automation
Sorcerer Class Automation (depending on how much time i have)
A HUGE Extension focused on general spellcaster automation that I think you are absolutely going to love!


Thank you all so much for your patience and support while we navigate these core system changes. I'll keep you posted on the progress!

Dax Doomslayer
March 20th, 2026, 15:36
Hi everyone! Just a quick development update regarding the release schedule for the upcoming classes.

As some of you may have seen on the forums, SmiteWorks is preparing a massive update for the core D20 ruleset (2026-04), which includes a complete rewrite of the effects, damage, and health subsystems:



Because this upcoming FGU update completely changes the underlying code that my extensions rely on, I am temporarily pausing the release of new class automations on the Forge. Right now, I am focusing all my development time on the Test channel to achieve two things:

Migrating and updating the extensions I've already released, ensuring they won't break when the new 2026-04 update goes live.
Building the new class automations directly on this new, updated framework so i don't have to do this twice!


The Good News!
The wait will be worth it! Once the new FGU ruleset update officially drops, I am planning a massive release day. I should be able to immediately launch:

Barbarian Class Automation
Sorcerer Class Automation (depending on how much time i have)
A HUGE Extension focused on general spellcaster automation that I think you are absolutely going to love!


Thank you all so much for your patience and support while we navigate these core system changes. I'll keep you posted on the progress!

Totally makes sense for you to hold off until the release. I'm looking forward to the remainder of your extensions! They are 'must buys' for me.

Lo Zeno
March 21st, 2026, 22:34
Yeah it sure makes more sense to wait for the next massive FGU update before releasing your other extensions.

But I have a question:



A HUGE Extension focused on general spellcaster automation that I think you are absolutely going to love!


Care to shed some light on it? A teaser, at least? So that we can see what existing extensions this might replace/complement.

Henix
March 25th, 2026, 15:00
Totally makes sense for you to hold off until the release. I'm looking forward to the remainder of your extensions! They are 'must buys' for me.

Thank you so much for the support and understanding. Hearing that my extensions are "must buys" for you really makes me happy! Knowing that players are enjoying them this much gives me motivation to keep working on the other classes.


Care to shed some light on it? A teaser, at least? So that we can see what existing extensions this might replace/complement.

I would absolutely love to share all the details with you right now, but since things are still actively being worked on (especially with the new ruleset migration), you'll have to wait for now!

However, I can definitely give you a little teaser: the extension will automatically manage spell slot consumption whenever a spell is cast. Furthermore, it will fully handle upcasting for damage/heal, automatically deducting the correct higher-level spell slot if you choose to cast a spell at a higher level, and it will output a notification to the chat!

As for the most "interesting" feature... that one is still deep in development and testing, so my lips are sealed for now! ;)

Lo Zeno
March 25th, 2026, 15:22
That's already interesting enough, thank you.

If I may give you my 2 cents:
currently I'm using other extensions to automate certain spellcasting things, like Bratch9's Advanced Spell Damage to automate upcasting, and others. Upcasting a spell has some tricky edge cases because it's not always "just" increasing damage/healing, sometimes it increases duration, number of targets, or has even completely different additional effects. As for managing spell slot consumption: in my personal experience, this particular automation gets added to every 5e magic-related extension, it's nice at first, then rapidly gets disabled or abandoned by the users, and the reason is that there are so many feats, class features, racial abilities, subclass features etc that grant the ability to sometimes cast a spell without a spell slot that either you end up requiring a very strict and very convoluted organisation of the Actions tab to avoid consuming a slot when you shouldn't (or viceversa), or you just... don't automate that, because having to click the checkbox for a used spell slot every time you actually need to consume the spell slot is much less cumbersome for the player.

Just something to think about.

Henix
March 26th, 2026, 10:21
That's already interesting enough, thank you.

If I may give you my 2 cents:
currently I'm using other extensions to automate certain spellcasting things, like Bratch9's Advanced Spell Damage to automate upcasting, and others. Upcasting a spell has some tricky edge cases because it's not always "just" increasing damage/healing, sometimes it increases duration, number of targets, or has even completely different additional effects. As for managing spell slot consumption: in my personal experience, this particular automation gets added to every 5e magic-related extension, it's nice at first, then rapidly gets disabled or abandoned by the users, and the reason is that there are so many feats, class features, racial abilities, subclass features etc that grant the ability to sometimes cast a spell without a spell slot that either you end up requiring a very strict and very convoluted organisation of the Actions tab to avoid consuming a slot when you shouldn't (or viceversa), or you just... don't automate that, because having to click the checkbox for a used spell slot every time you actually need to consume the spell slot is much less cumbersome for the player.

Just something to think about.

Thank you so much for your 2 cents, I actually deeply appreciate this kind of constructive feedback!

You make an excellent point about upcasting. It is definitely much more complex than just adding extra dice, and I am actively researching if and how I can cleanly implement upcasting for those tricky edge cases like duration, extra targets, or entirely different effects.

Regarding spell slot consumption, I completely agree with your analysis. As both a DM and a player, I know firsthand how frustrating it is when an extension forces you into a convoluted, strict setup just to handle a free cast from a racial trait, a feat, or a magic item.

To solve this exact issue, I've implemented a very simple, on-the-fly bypass. Similar to how my Weapon Mastery extension uses the ALT key to manage Nick and Cleave, if you need to cast a spell without burning a slot, you simply hold the ALT key while clicking the CAST, ATK, or EFFECT button. The extension will process the roll, output a [FREE] tag in the chat, and completely ignore the spell slot consumption. No strict Actions tab setup required!

That being said, your point about player preference is incredibly valid. Because of your considerations, I will absolutely include a global setting in the options menu to toggle the automatic spell slot consumption completely ON or OFF. This way, tables that prefer the manual checkbox method can just disable that specific feature while still enjoying the rest of the automation!

Thank you again for taking the time to share your experience, this is exactly the kind of insight that helps make these tools better for everyone!

Henix
April 29th, 2026, 20:09
Hi everyone! Just a quick update on the release schedule and some news about what’s coming next.

As some of you might have noticed on the Test channel, SmiteWorks has adjusted the release date for the major ruleset update (2026-04) a few times to ensure stability. It moved from April 21st to the 28th, and is now currently scheduled for May 5th.

Since my upcoming extensions are built specifically for this new architecture, my release will follow theirs. You can expect the updates for the existing extensions and the new ones to go live on the Forge on May 5th, or within 1-2 days after, once I’ve confirmed everything is perfectly synced with the final live version of the ruleset.

The Launch Day Lineup
On the day the update drops, I will be releasing three new extensions:


Barbarian Class Automation: Confirmed and ready to rage!
Sorcerer Class Automation: This turned out to be a relatively big and complex project with a lot of moving parts, but it is complete and working beautifully.
The Spellcaster "QoL" Expansion: Remember the teaser I dropped about automatic spell slot consumption and upcasting? Well, the "hidden/interesting" feature I couldn't talk about is complete. I still won't spoil exactly how it works, but I can tell you this: it is a quality-of-life tool that tries to streamline how magic interacts with the battlefield and multiple combatants at once.


Please keep in mind that these releases alongside the new ruleset update are just a starting point. I wanted to get the core functionality into your hands as soon as possible. Given the massive scope of the FGU ruleset update, and the sheer amount of code I had to rewrite across all my existing and new extensions to make them compatible, there will inevitably be some bugs or edge cases that I missed. Please don't hesitate to report them here so I can fix them as quickly as possible!

Furthermore, especially regarding the new Spellcaster expansion (but applying to the others as well!), if you use it and feel that something is missing or needs a change, or if you have ideas for new features and implementations, I will be more than happy to try to add them based on your feedback!

Thank you all for the patience and for being part of this project!

Dax Doomslayer
April 30th, 2026, 23:28
Hi everyone! Just a quick update on the release schedule and some news about what’s coming next.

As some of you might have noticed on the Test channel, SmiteWorks has adjusted the release date for the major ruleset update (2026-04) a few times to ensure stability. It moved from April 21st to the 28th, and is now currently scheduled for May 5th.

Since my upcoming extensions are built specifically for this new architecture, my release will follow theirs. You can expect the updates for the existing extensions and the new ones to go live on the Forge on May 5th, or within 1-2 days after, once I’ve confirmed everything is perfectly synced with the final live version of the ruleset.

The Launch Day Lineup
On the day the update drops, I will be releasing three new extensions:


Barbarian Class Automation: Confirmed and ready to rage!
Sorcerer Class Automation: This turned out to be a relatively big and complex project with a lot of moving parts, but it is complete and working beautifully.
The Spellcaster "QoL" Expansion: Remember the teaser I dropped about automatic spell slot consumption and upcasting? Well, the "hidden/interesting" feature I couldn't talk about is complete. I still won't spoil exactly how it works, but I can tell you this: it is a quality-of-life tool that tries to streamline how magic interacts with the battlefield and multiple combatants at once.


Please keep in mind that these releases alongside the new ruleset update are just a starting point. I wanted to get the core functionality into your hands as soon as possible. Given the massive scope of the FGU ruleset update, and the sheer amount of code I had to rewrite across all my existing and new extensions to make them compatible, there will inevitably be some bugs or edge cases that I missed. Please don't hesitate to report them here so I can fix them as quickly as possible!

Furthermore, especially regarding the new Spellcaster expansion (but applying to the others as well!), if you use it and feel that something is missing or needs a change, or if you have ideas for new features and implementations, I will be more than happy to try to add them based on your feedback!

Thank you all for the patience and for being part of this project!

Nice! Definitely looking forward to these (especially the Barbarian and Spellcaster ones)!

Henix
May 9th, 2026, 09:51
Hi everyone! A quick update for you all.

First of all, I want to apologize for the slight delay. My everyday day job and real life kept me incredibly busy over the last couple of days!

However, I have some great news: I have just pushed the compatibility updates for my existing extensions to the Forge! They are now fully updated to work with the massive new FGU 2026-04 ruleset update.

You can run a "Check for Updates" right now to grab the latest versions of:

Weapon Mastery Automation
Fighter Class Automation
Rogue Class Automation (Which now also features a newly refined popup UI!)


As for the brand new extensions (Barbarian, Sorcerer, and the big Spellcaster QoL expansion), they will be published soon! I am just finishing up the final preparations and store pages for their release.

I am also planning to make some video tutorials to clearly explain how to use both the new and old extensions, so keep an eye out for those. It should make setting everything up much easier for everyone!

Thank you all so much for your incredible patience and for staying updated. A new message with the final release links will follow soon!

Henix
May 9th, 2026, 10:06
Update v1.1 is LIVE for Fighter & Rogue!

I have just pushed a new update (v1.1) for both the Fighter and Rogue Class Automations to the Forge!

This is a major under-the-hood update specifically designed to make both extensions fully compatible with the massive FGU 2026-04 ruleset update that was just released.

Because SmiteWorks completely rewrote the core effects and damage subsystems, I had to do a lot of migrating and adjusting to ensure that all the class features, automated effects, and popup windows play nicely with the new Fantasy Grounds framework.

Changelog

Fighter Automation 5e 2024 - v1.1:

2026-04 Compatibility: Complete under-the-hood rewrite to fully support the new FGU core effects and damage architecture.
UI Enhancement: The extension now features a refined popup UI for Tactical Master!


Rogue Automation 5e 2024 - v1.1:

2026-04 Compatibility: Complete under-the-hood rewrite to fully support the new FGU core effects and damage architecture.
UI Enhancement: The extension now features a refined popup UI for Cunning Strike!


How to update
Just run a quick "Check for Updates" on your Fantasy Grounds launch screen before your next session to grab the latest versions.

A quick note on bugs
As I mentioned in my other threads, given the sheer scale of the changes SmiteWorks made to the core ruleset, there is always a chance that some weird edge cases or bugs slipped through my testing. If you notice anything acting strangely with your Fighter abilities or Rogue strikes during your games, please don't hesitate to report it here!

Thank you all for your continued support and patience. Let me know how it works at your tables and happy gaming! ⚔️

MrDDT
May 13th, 2026, 09:08
Uncanny Dodge Setup: Ensure the Rogue has a power in their Actions tab that applies the effect: Uncanny Dodge; RESIST: all.

This should be Uncanny Dodge; @DMGHALF

Henix
May 15th, 2026, 20:30
Uncanny Dodge Setup: Ensure the Rogue has a power in their Actions tab that applies the effect: Uncanny Dodge; RESIST: all.

This should be Uncanny Dodge; @DMGHALF


Thank you for pointing this out!

You are absolutely right. Using `@DMGHALF` is indeed the correct and optimized syntax for the new 2026-04 FGU update.

The extension already manages this seamlessly, as it only searches for the "Uncanny Dodge" effect name to trigger the automation, regardless of the specific modifier attached to it.

I will update the Forge description right away to reflect this correct syntax so new users set it up properly.

Henix
May 17th, 2026, 15:46
AoE Spells Auto-Targeting & Upcast (BETA)
NOW LIVE: Bring smart, persistent AoE automation and upcasting to your games!

Hello everyone! I am incredibly excited to announce that the AoE Spells Auto-Targeting & Upcast extension is officially published on the Forge and available right now!

Stop manually dragging targets for Fireball! This extension handles smart upcasting, precise template auto-targeting, and persistent spell management.

The Beta Rollout Plan
I am launching this as a FREE BETA for the next 1 to 2 months.

Phase 1 (Free Beta - LIVE NOW): Download it for free, test it out in your campaigns, and let me know your feedback! I want to squash any bugs and polish it to perfection.
Phase 2 (Final Release): After the beta period, the free listing will be retired and replaced with the final, paid version (planned for 1,500 Gold / $15).



>>> FG Thread <<< (https://www.fantasygrounds.com/forums/showthread.php?87374-5E-AoE-Spells-Auto-Targeting-amp-Upcast-(FREE-BETA))

Please drop your feedback, bug reports, and suggestions in this thread!

Update on Barbarian & Sorcerer Automations
I know many of you are also eagerly waiting for the Barbarian and Sorcerer Automation extensions. I want to sincerely apologize for the delay.

Both extensions are 100% finished, but they are currently stuck in the FGU Forge Review Process. As soon as they are approved and live, I will announce them right here!

Thank you all for your incredible patience and support. Let me know how you like the new AoE Auto-Targeting!

Happy Gaming!

Henix
May 21st, 2026, 17:27
Barbarian & Sorcerer Automations
NOW LIVE: Bring seamless rage and metamagic automation to your games!

Hello everyone! I am incredibly excited to announce that the Barbarian and Sorcerer Automation extensions have officially passed the Forge review process and are available right now!

Both extensions have been thoroughly tested and built from the ground up to take full advantage of the massive FGU 2026-04 ruleset update, ready to handle the heavy lifting of the 2024 / 5.5e class features.

There is also a video tutorial available that explains how both of them work!

Download Links
You can grab them directly from the Forge right here:

Barbarian Class Automation 5e 2024 (https://forge.fantasygrounds.com/shop/items/3067/view) (See Post #2 for full details)
Sorcerer Class Automation 5e 2024 (https://forge.fantasygrounds.com/shop/items/3068/view) (See Post #11 for full details)


Feedback & Bug Reports
As always, since these are brand new v1.0 releases running on a completely new FGU architecture, there is a chance some edge cases slipped through my testing. If you run into any bugs or weird interactions, please drop a comment in this thread so I can squash them ASAP!

Thank you all for your incredible patience. I hope you enjoy raging and slinging Metamagic!

Henix
May 24th, 2026, 17:03
What should I automate next?
Have your say on the next class or subclass release!

Hello everyone!

With the Fighter, Rogue, Barbarian, and Sorcerer automations now live and running smoothly, it's time to look ahead to the next project.

I initially prioritized those four specific classes simply because they are the ones my own players chose for our current campaign! But now that my table is fully automated, I want to turn it over to the community.

I want to hear directly from you: what are you currently playing at your tables, and what do you need automated the most?

Let me know what you want to see:
You can request either of the following:

A New Base Class: Tell me which of the remaining core 5.5e (2024) classes you want me to tackle next.
A Subclass/Subclasses: If you want a subclass for a base class that is already published (Fighter, Rogue, Barbarian, or Sorcerer), let me know which one! If you want a subclass for a base class that hasn't been automated yet, feel free to request it and I will evaluate it on a case-by-case basis!


Just drop a reply in this thread with your vote or request. I will use your feedback to decide what gets priority in my free time development schedule.*

Thank you all for the amazing support so far! ✨

Lo Zeno
May 24th, 2026, 17:07
My 2 copper pieces:

I'd rather you prioritize the base classes over the subclasses, and start thinking of subclasses only after all the base classes are automated.

My personal preference would be Warlock next (then ranger, then monk), just because, selfishly, it's what is chosen the most by the players in all the games I run.

Dax Doomslayer
May 24th, 2026, 17:09
I agree with Lo Zeno about the base classes first. That said, I'd say Paladin, Wizard and Cleric would be my top 3.

graphil
May 25th, 2026, 07:08
Monk first for me please.

elblade121
May 26th, 2026, 19:43
I am having issues getting the Instinctive Pounce to prop when pressing the Rage. I am using the exact coding DMG:[HRAGEDMG]; etc. But when applied to the Combat tracker the HRAGEDMG is not converting to a number, thus likely not prompting the Instinctive Pounce. Any assistance is appreciated. 67606

elblade121
May 26th, 2026, 19:46
All other functions are working as depicted in the video

Henix
May 26th, 2026, 20:30
I am having issues getting the Instinctive Pounce to prop when pressing the Rage. I am using the exact coding DMG:[HRAGEDMG]; etc. But when applied to the Combat tracker the HRAGEDMG is not converting to a number, thus likely not prompting the Instinctive Pounce. Any assistance is appreciated. 67606

Hi there! Thank you for reaching out and for providing the details.

Since the `[HRAGEDMG]` tag isn't converting to a number in the Combat Tracker, it means the core effect parsing is getting interrupted before my extension can read it. Because this works natively with the base FGU ruleset, I heavily suspect this is a compatibility issue with another extension you might be running that alters how effects or damage are parsed.

Try loading up your campaign (or a fresh test campaign) with only the Barbarian Class Automation extension enabled, and see if the Rage and Instinctive Pounce trigger correctly.

If it works perfectly without the others, try turning your other extensions back on one by one (or in batches) to see which one breaks the automation.

If you manage to discover exactly which extension is causing the conflict, please let me know! I can then look into whether a compatibility fix is possible on my end.

Let me know what you find!

elblade121
May 26th, 2026, 22:19
On a fresh campaign with no extensions, the Instinctive Pounce did prompt, but the DMG on the Combat Tracker was still absent. Instead of the DMG: 2 it just showed DMG:;

The Extension that prevented prompting Instinctive Pounce is the Grimpress 5E Extension: Generic Actions. The removal of that extension also allowed the [HRAGEDMG] to work correctly.

bwatford
May 26th, 2026, 23:05
Generic Actions is a biggie, need to make it play nice with that one as that also controls Generic Action Layers.

Henix
May 27th, 2026, 19:48
On a fresh campaign with no extensions, the Instinctive Pounce did prompt, but the DMG on the Combat Tracker was still absent. Instead of the DMG: 2 it just showed DMG:;

The Extension that prevented prompting Instinctive Pounce is the Grimpress 5E Extension: Generic Actions. The removal of that extension also allowed the [HRAGEDMG] to work correctly.

Hi elblade121, thank you so much for taking the time to test this on a fresh campaign and isolate the conflict.

I was able to track down the root of the problem on my end. I have just pushed a new update (v1.0.1) for the Barbarian Class Automation to the Forge, which should fully resolve this issue and make it play nicely!

Just run a quick "Check for Updates" on your Fantasy Grounds launch screen to grab the latest version. Let me know if everything triggers correctly for you now with your normal setup!

bwatford
May 27th, 2026, 19:57
I also think that SR fixed the issue with Generic Actions as well. So all looks to be working here.

Dax Doomslayer
June 7th, 2026, 19:16
FYI - I'm not sure if much can be done to eliminate the conflict but the Rogue Automation extension conflicts with @wrandalljr4, WOB: Savage Attacker extension. I'm hoping that these can be made to play nice but part of that extension has some Rogue automation in it also (and a bunch of other useful functions)...

bwatford
June 7th, 2026, 20:12
FYI - I'm not sure if much can be done to eliminate the conflict but the Rogue Automation extension conflicts with @wrandalljr4, WOB: Savage Attacker extension. I'm hoping that these can be made to play nice but part of that extension has some Rogue automation in it also (and a bunch of other useful functions)...

You can cut off the Rogue Automation from Savage Attacker in the Options for the game, which lets it play nice with this extension.

Dax Doomslayer
June 7th, 2026, 20:20
You can cut off the Rogue Automation from Savage Attacker in the Options for the game, which lets it play nice with this extension.

Thanks bwatford, I appreciate the information and I truly feel like a dumb a$$. Thanks!

Henix
June 8th, 2026, 19:58
Hi Dax Doomslayer, I'm happy that you and bwatford managed to solve the issue as fast as that! xD

SmackDaddy
June 10th, 2026, 01:10
What should I automate next?
Have your say on the next class or subclass release!

Hello everyone!

With the Fighter, Rogue, Barbarian, and Sorcerer automations now live and running smoothly, it's time to look ahead to the next project.

I initially prioritized those four specific classes simply because they are the ones my own players chose for our current campaign! But now that my table is fully automated, I want to turn it over to the community.

I want to hear directly from you: what are you currently playing at your tables, and what do you need automated the most?

Let me know what you want to see:
You can request either of the following:

A New Base Class: Tell me which of the remaining core 5.5e (2024) classes you want me to tackle next.
A Subclass/Subclasses: If you want a subclass for a base class that is already published (Fighter, Rogue, Barbarian, or Sorcerer), let me know which one! If you want a subclass for a base class that hasn't been automated yet, feel free to request it and I will evaluate it on a case-by-case basis!


Just drop a reply in this thread with your vote or request. I will use your feedback to decide what gets priority in my free time development schedule.*

Thank you all for the amazing support so far! ✨

Would love to see classes completed before any subclasses, and for these completed next (in this order): Warlock, Cleric, and Wizard

Maybe set-up a poll somewhere so that people can vote and you know more of what ppl think as some may not care which class comes next, just that the class gets completed. And then I would suggest doing the same for sub-classes or even classes from other popular modules (i.e. Illrigger or Valkyrie just as examples -- Grim Hollow's player guide is coming out soon as well)

Henix
June 11th, 2026, 21:07
Thank you all for the fantastic feedback!

I completely agree with the general consensus here: it makes perfect sense to focus on finishing all the base classes first before we dive into specific subclasses or third-party content. Let's get the core foundation fully automated for everyone!

Also, great suggestion, SmackDaddy! Setting up a poll is a fantastic idea and will make it much easier to track what the community wants most.

I will go ahead and create a poll featuring the remaining 2024 base classes so everyone can easily cast their vote. Keep an eye out for it, and let's see which class takes the top priority spot for the next release!

Zardoz4
June 14th, 2026, 19:28
I use Rogue automation and if I use an effect for ADVATK for my Steady Aim I don't get the pop-up window for Sneak Attack. Could you fix that? If I click on the Advantage button it works.

Henix
June 14th, 2026, 21:09
I use Rogue automation and if I use an effect for ADVATK for my Steady Aim I don't get the pop-up window for Sneak Attack. Could you fix that? If I click on the Advantage button it works.

Hi Zardoz4!

I have just tried to replicate this issue on my end, but the Sneak Attack pop-up does correctly appear for me when my Rogue has the `ADVATK` effect applied.

Could you check if you are trying to do this multiple times on the exact same turn? The extension is built to respect the core rules, meaning the Sneak Attack pop-up will only appear once per turn. If you have already used Sneak Attack (so the pop-up has already triggered) during that specific turn in the Combat Tracker, it will not prompt again until the turn order changes or advances.

Try advancing the Combat Tracker to a new round/turn and see if the pop-up triggers for you with the effect active. Let me know if that solves the issue!

Zardoz4
June 14th, 2026, 21:19
We just ended the session a couple of minutes ago and I am using it as a player. I'll tell you next Sunday. Thank you for the reply.

Henix
July 9th, 2026, 23:06
Poll Update & Development Insights!
A quick look at the votes and what they mean for automation.

Hello everyone!

First of all, thank you to everyone who has voted so far! Looking at the current poll results, Cleric (71%), Ranger (42%), and Wizard (42%) are clearly taking the lead (even if we had multiple choices allowed!).

Because of this, I immediately started investigating these top-voted classes to see how to approach their 2024 features... and I made a very interesting realization.

The Top Voted Classes: Already FGU Friendly!
For the Ranger, Wizard, and Cleric, there is practically nothing complex to automate. Almost all of their 2024 features can be easily and perfectly achieved through native FGU actions or standard effect coding.

The only feature that would truly benefit from custom scripting is the Wizard's Arcane Recovery (I could build a popup that lets you select which spell slots to recover while limiting the allowed combinations).

Similarly, the Warlock isn't too bothersome either. It just has some specific Eldritch Invocations and the Level 2 Magical Cunning (which would use a similar mechanic to the Wizard's recovery).

For these classes, the heavy automation actually resides in their subclass features.

The "Heavy Lifters": Classes that actually need extensions
On the other hand, the classes that are currently sitting a bit lower in the poll are the ones that actually require heavy scripting, custom UIs, and deep automation to work smoothly at the table.

For me, the most "worth automating" classes where an extension will actually save you a ton of time are:


Monk: This one needs a lot of love! I'm talking about automating Level 1 Martial Arts, a dedicated custom window box for Level 2 Monk’s Focus (similar to the Sorcerer extension UI) to track all Focus point features, Level 2 Uncanny Metabolism, a popup selection for Level 3 Deflect Attacks, plus Stunning Strike (Lv 5), Heightened Focus / Self-Restoration (Lv 10), Deflect Energy (Lv 13), Disciplined Survivor (Lv 14), Perfect Focus (Lv 15), and Superior Defense (Lv 18).
Paladin: Needs custom logic for Level 1 Lay On Hands, Level 2 Paladin's Smite, and potentially the Level 14 Restoring Touch.
Druid: This would require a dedicated UI box to manage Level 2 Wild Shape uses and features, alongside Level 2 Wild Companion, Level 5 Wild Resurgence, Level 7/15 Elemental Fury, and Level 20 Archdruid.
Bard: Needs automation for Level 1 Bardic Inspiration, Level 5 Font of Inspiration, Level 7 Countercharm, and Level 18 Superior Inspiration.


What does this mean?
While I am definitely listening to the poll and will look into providing QoL tools for the Wizard's and Warlock's spell recovery, I will likely prioritize building full extensions for the Monk, Paladin, Druid, or Bard next, simply because they are the ones that actually need an extension to function smoothly in Fantasy Grounds!

Let me know what you think of this approach, and keep the votes coming! ⚔️✨

Dax Doomslayer
July 9th, 2026, 23:25
I'm good with any of these to be honest. I think the Monk probably would be the best choice. That said, I play a lot of paladins and that Lay on Hands thing drives me nuts!! :)

Would you basically combine the Arcane Recovery feature with the Warlocks into one extension if/when you ever get to that?

Lo Zeno
July 10th, 2026, 10:07
Poll Update & Development Insights!
A quick look at the votes and what they mean for automation.


Yeah, that makes sense.
In all honesty, between the spell automations extension, the weapon mastery one, the rogue and fighter ones, I have 90% of what I need for my current groups. The rest is gravy on top for me.

Lo Zeno
July 22nd, 2026, 23:24
Hey Henix,

today with one of my players we stumbled in a possible bug for the Rogue automation:
the rogue's Sneak Attack popup doesn't reliably appear each time it's supposed to. I'm not sure how to replicate the conditions, but sometimes even if the rogue character has Advantage when attacking the enemy, the popup doesn't appear. At first we thought that maybe it was self-limiting to triggering the sneak attack once per round instead of once per turn, but we saw it not trigger even when the rogue did not have a sneak attack at all previously in that whole round.
I'll try to experiment when I have time to see if I can figure out the conditions in which it doesn't happen but should.

Zardoz4
July 23rd, 2026, 09:24
I can confirm that. Currently playing a Rogue and gifted my DM this extension. I'm also unsure when this happens. Sometimes it's when I'm using Steady Aim (using ADVATK), but not always. Sometimes it's when I'm flanking (even if I get advantage correctly and the game rolls two dice). Sometimes it happens when I click the ADV button in the bottom left.

There is no single case where it ALWAYS fails to pop up, which is why I didn't report it. I just don't have an example that's repeatable at will.