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Melborne
June 16th, 2026, 14:51
5E Table Tools

5E Table Tools is a Fantasy Grounds Unity extension for the 5E ruleset that improves spellcasting, weapon attacks, ammunition tracking, movement, NPC combat tools, and turn tracking.

It is built around the normal Fantasy Grounds character sheet, Combat Tracker, map, and chat. The goal is to reduce repeated manual steps without replacing how Fantasy Grounds already plays... And maybe fix a few things, like static spell slots and collapsing the mile long list of weapons. See the scroll bar.


https://i.postimg.cc/c1c4JQJd/table-tools-main-character-sheet.png


Table Tools was designed for compatability with other extensions and was built with those in mind.

Forge Link
https://forge.fantasygrounds.com/shop/items/3393/view

Major Features

Spellcasting tools, spell use automation, and upcasting support
Magic Missile and Eldritch Blast handling
Weapon Auto Attack buttons
Weapon Mastery support
Ammo Manager for arrows, bolts, magical ammunition, quivers, cases and pouches
Movement tracking and optional movement limit enforcement, as well as undoing movement
NPC lair action, legendary action, and legendary resistance helpers
NPC spell slot and innate casting tracking
Configurable options for how much automation and chat output you want
Custom GM icon options


This is a big extension with a lot of bits, so I will be breaking it down to different posts so I am not limited by my 4000 character maximum per post and still be able to provide detail to the inner workings of the extension.

Clicking a link below opens a new window, I warn you now!

Feature Posts

Overview and Changelog (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools&p=765604&viewfull=1#post765604)
Spellcasting and Upcasting (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools&p=765605&viewfull=1#post765605)
Weapon Attacks and Weapon Mastery (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools&p=765606&viewfull=1#post765606)
Ammo Manager (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools&p=765607&viewfull=1#post765607)
Movement Tracking, Undo Turn and Visibility Rework (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools&p=765608&viewfull=1#post765608)
NPC Combat Helpers (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools&p=765610&viewfull=1#post765610)
Options and Setup (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools&p=765611&viewfull=1#post765611)
Reserved (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools&p=765612&viewfull=1#post765612)



A big thank you to my D&D group for their support and of course testing my creations, even that awful restart mid-weekly game to bug fix. This has been in the making for too many months, but I'm so grateful I'm able to publish it! And a special thanks to Iggy for letting me use her hand drawn tokens for my examples.


Commands

5E Table Tools mostly works through the native character sheet, Combat Tracker, Actions tab, and right-click menus. The slash commands below are available for troubleshooting or quick table control.


/upcast refresh - Refreshes cantrip scaling on character sheets (not needed, but just in case).
/emove status - Reports movement tracking hook/status information.
/emove debug - Toggles movement debug output.
/emove refresh - Refreshes active map token movement tracking.
/emove reset - Resets tracked movement spent for combatants.
/emove undo - Returns the active combatant to their recorded turn-start position when movement tracking is enabled.
/ca undo - Restores the current turn snapshot. Host only.
/ca status - Reports the current turn undo snapshot status.
/combatassistant undo - Same as /ca undo.
/combatassistant status - Same as /ca status.


Right-Click Commands


Combat Tracker: Undo Turn - Host-only right-click command that restores the current turn snapshot without typing a slash command.



https://i.postimg.cc/vBmMgz7Y/image.png
Customized map tools to allow users quick access to edit map settings when using ultrawide and extremely large monitor setups.

Changelog
17/6/2026 Combined Visibility Reworked (https://forge.fantasygrounds.com/shop/items/3145/view) into Table Tools to add to the all in-one package.
18/6/2026 Improved movement effect handling and expanded support for common speed adjustment syntax used by other extensions and effect packs. Improved auto-attack resolution after recent Fantasy Grounds updates. Auto attacks should now resolve damage more reliably after a confirmed hit while still respecting normal attack results.
19/6/2026 Fixed a reported bug that Table Tools couldn't see the Topple tag, now reports via the effectmanger with no issues. Added a QOL feature to right-click maps and resize, much like the buttons native to maps on fantasy grounds, for ease of use when using multiple or extremely large monitors.
22/6/2026 Changed 5E Table Tools to keep Map Tools available when other extensions refresh the map right-click menu.
22/6/2026 Changed Table Tools to use CoreRPG’s newer attack and damage post-resolution hook system.
24/6/2026 Added a new per-user setting to force the actions tab to display as the static weapons/spell slots, or revert to default.
24/6/2026 Changed slash command status output across the utility extensions to show the typed command and loaded extension version, and added status commands for Smart NPCs and Smart Quiver.
24/6/2026 Changed Visibility Reworked to reapply player-side invisible token visibility after map lighting, LoS, token layer, and token container refreshes.
24/6/2026 Big milestone: Changed Visibility Reworked so Invisible tokens now work per viewer, meaning one player can see an invisible creature with See Invisibility, Truesight, Blindsight, or Gem of Seeing without revealing it to the whole party. No other extension does this, and it works. It checks range of your senses, and of course works with faerie fire, branding smite, and yes lantern of revealing will give the whole party vision. I am over the moon here.
25/6/2026 As per a request, a custom GM icon option has been added to the options section - drag and drop an icon from the window it opens, and use the eraser button that appears to clear it if needed. I'll throw in the command above. As well, an option to set the default death save DC a number from 10 to 20.
5/7/2026 Added a new Icon, Thank you Aemila!
6/7/2026 Fixed a bug between Table Tools and Combat Groups extension with NPC Legendary/Lair actors, and allows these actors to be properly organized in Combat Groups.
6/7/2026 Fixed a compatibility issue between Table Tools and the Effects Alpha Ordering extension that could cause CT effect text lookups to throw errors when another extension expected a raw Combat Tracker node instead of a resolved actor.
6/7/2026 Overhauled Movement. Added in a Table Tools Movement calculator which properly calculates half square movement requests, as well as tracking Unlocked Token Movement with full 1x/1.5x/raw/diagonal distance calculation and support. See the new options for setting up your table.
7/7/2026 Fixed the Static/Scrollable spell slots from displaying as the Spell Prep window on editing/loading and adjusted the text spacing on the widget that displays movement tracking information. Additionally the Spell Jump buttons have been reworked, the new mechanic should help accurately jump your actions tab to the correct space revealing the whole spell level rather than just the spell level header.

Melborne
June 16th, 2026, 14:52
Overview

5E Table Tools adds a collection of table-facing tools for common 5E combat tasks.

The extension focuses on actions that come up constantly during play: casting spells, upcasting, resolving attacks, using ammunition, tracking movement, and managing NPC resources. It does not try to replace the character sheet or Combat Tracker. Instead, it adds controls and automation directly where those actions already happen.


https://i.postimg.cc/tRzCghgp/table-tools-overview-combat.png

What It Helps With

Fewer repeated clicks for spell and weapon use
Cleaner handling for spell slots and upcast values
Automatic attack and damage resolution when appropriate
Ammunition selection and magical ammo support
Movement tracking during combat
NPC helper actors for lair and legendary actions
Less manual tracking for spellcasting NPCs


Most features can be adjusted from the Fantasy Grounds Options window.

Of course complete support if using AoE Targeting (https://www.fantasygrounds.com/forums/showthread.php?87430-AoE-Targeting) and the 5E Group Initiative (https://www.fantasygrounds.com/forums/showthread.php?87427-5e-Group-Initiative) extensions. Both of which by me, Melborne (https://www.fantasygrounds.com/forums/member.php?134933-Melborne).


5E Table Tools is the complete collection of unique quality of life features, some standalone extensions have
been created from 5E Table Tools and can be purchased from the Fantasy Grounds Forge
5E Smart NPCs (https://forge.fantasygrounds.com/shop/items/3397/view)
5E Smart Quiver (https://forge.fantasygrounds.com/shop/items/3395/view)
Visibility Reworked (https://forge.fantasygrounds.com/shop/items/3145/view)

Melborne
June 16th, 2026, 14:52
Spellcasting and Upcasting

5E Table Tools adds spell controls to the Actions tab so spellcasting and upcasting can be handled directly from the character sheet in multiple ways as shown below. Either by right-clicking the spell and upcasting to the desired spell level with automatic casting and resolving, to the classic and nostaglic text box casting while clicking the Use-Power button native to Fantasy Grounds Unity. Of course you can just cast spells that way too without any form of upcasting.

Of course complete support if using the AoE Targeting (https://www.fantasygrounds.com/forums/showthread.php?87430-AoE-Targeting) extension. By me, Melborne.


https://i.postimg.cc/T2cYPrPv/spell-upcast-controls.png


The Upcast value can be changed before casting. Supported spells use that value when resolving damage, healing, or other spell actions.


https://i.postimg.cc/ry9FpSwv/spell-upcast-fireball.gif


Some spells need special handling because they do not behave like a single normal damage roll. Magic Missile is handled as a multi-damage spell. And just like Eldritch blast, Magic Missile will indivually apply damage to individual targets even if you're selecting 10.


https://i.postimg.cc/DfcyzqzV/spell-magic-missile.gif


Cantrips automatically adjust when added to your character sheet or when you level up. No additional editing is required as long as the cantrip follows Fantasy Grounds Unity’s recognized spell syntax and prefixes.

A very exciting feature of Table Tools is the static Spell Slots which are visible no matter how far down you scroll through your spell book, you won't need to second guess what slots you have available. Along with quick jump buttons as shown above to directly jump to a level of spell instead of scrolling - displaying only buttons to the spells/slots you have - which becomes especially important to spellcasters with very large spellbooks!

Spellcasting Features

Use Power support from the Actions tab
Upcast controls for supported spells
Spell level jump buttons
Magic Missile support
Eldritch Blast beam handling
NPC spell slot and innate casting tracking
Automatic Cantrip damage, adjusted upon leveling up or adding a new cantrip to your spellbook

Melborne
June 16th, 2026, 14:53
Weapon Attacks and Weapon Mastery

5E Table Tools adds Auto Attack support for weapons on the Actions tab.

Auto Attack rolls the attack and, when the attack hits, resolves damage against the target. This is meant for fast table use while still using Fantasy Grounds targeting, attack rolls, damage rolls, and chat output.


https://i.postimg.cc/NGxf01jJ/weapon-auto-attack.gif

Weapon Mastery support is also included for the 2024 5E rules. Weapons can display their mastery property and provide additional controls where appropriate. And yes, Push.. Pushes. A special flavored attack icon is placed for specific masteries that support extra attacks, or special attacks, and can be found next to the text box that appears when Masteries are selected.

Weapon Features

Auto Attack button for weapon attacks
Hit detection followed by automatic damage resolution
Weapon Mastery field support
Nick support for extra attacks
Additional mastery support where automation is practical
Optional helper notices in chat

Melborne
June 16th, 2026, 14:53
Ammo Manager

The standalone extension can be found on the 5e Smart Quiver (https://forge.fantasygrounds.com/shop/items/3395/view) forge, and comes as a standard feature in 5e Table Tools.

Ammo Manager adds better ammunition handling for ranged weapons.

It can read ammunition from equipped containers such as quivers and pouches, let the player choose which ammunition is currently being used, and update the Actions tab label to match.


https://i.postimg.cc/D052YKNs/ammo-inventory-quiver.png


Right-click the ammunition area on the Actions tab to select available ammunition.


https://i.postimg.cc/1XM9YZdG/ammo-select-menu.png


Switching ammunition updates the Actions tab so the selected ammo is clear before attacking.


https://i.postimg.cc/hPTFjnst/ammo-swap.gif


Magical ammunition can apply its bonus when used, while normal ammunition can be tracked or treated as limitless depending on your table preference.


https://i.postimg.cc/66h5Qdpb/ammo-auto-attack-bow.gif

Ammo Features

Supports arrows, bolts, and similar ammunition
Reads ammunition from equipped containers
Supports cases, quivers and pouches... Make sure you equip them
Allows choosing which ammunition type is currently loaded
Displays the selected ammunition on the Actions tab
Supports magical ammunition such as +1, +2, +3 arrows and other magical arrows.
Can track all ammo, only magical ammo, or disable ammo management
Can treat non-magical ammunition as limitless or tracked

Melborne
June 16th, 2026, 14:54
Movement, Turn Tracking, and Visibility

5E Table Tools can track token movement during combat, optionally enforce movement limits, and help keep map visibility closer to what each character should actually perceive.

This is intended for groups that want movement measured across an entire combat turn without the GM manually counting every square. Movement is tracked across move - attack - move style turns, and can be reset automatically as turns change.


https://i.postimg.cc/sgnCXSXX/image.png

Movement Tracking Source

Table Tools now supports multiple movement tracking styles:


FGU Planned Movement - Uses Fantasy Grounds Unity's normal planned movement behavior.
Table Tools Planned Movement - Uses Table Tools movement math for planned movement, including improved diagonal and half-square handling.
Unlocked Tokens - Tracks movement when tokens are moved directly without using planned movement requests.


Table Tools reads the CoreRPG diagonal distance option, so movement calculations follow the campaign’s selected diagonal rule:

Default / 1x diagonals
1.5x diagonals
Raw distance



https://i.postimg.cc/PJKtFk7L/movement-map-tracking.png

It can also display partial movement such as 2.5 ft when tokens are moved by half a square, and can include height changes where Fantasy Grounds exposes that token data.


https://i.postimg.cc/XJBrx4hL/Unlocked-Movement.gif

Movement Features

Tracks movement during combat
Supports FGU planned movement, Table Tools planned movement, or unlocked token movement
Optional movement limit enforcement
Tracks movement across the whole turn
Supports move - attack - move turn flow
Can reset movement tracking around turn changes
Uses campaign diagonal distance rules
Displays partial movement when appropriate
Designed to reduce GM bookkeeping during tactical combat


Based on your table rules, you can restrict tokens from moving past their allowed movement speed or allow them to exceed it while still displaying how much movement has been spent.

Table Tools also looks for common movement modifiers from Fantasy Grounds Unity, spells, effects, terrain conditions, and other popular extensions so the displayed movement budget can better reflect the character’s current situation.

Turn Undo

Table Tools includes a movement undo command for common token movement mistakes.

If a player moves the wrong token, drags too far, or realizes they started from the wrong square, the movement undo command can return the active combatant to their recorded turn-start position.

This does not undo attacks, spell slots, damage, effects, or chat rolls. It is focused on correcting token movement during the current turn.


/emove undo

Visibility Reworked

Visibility Reworked improves how invisible creatures are shown on the map. The standalone extension can be found on the Visibility Reworked (https://forge.fantasygrounds.com/shop/items/3145/view) forge, and comes as a standard feature in 5e Table Tools.

Fantasy Grounds already applies the normal Invisible condition for 5E automation, but the token itself can still reveal too much information to players. Visibility Reworked keeps the normal 5E Invisible condition in place, then adds per-player map visibility on top of it.

If a creature has the Invisible effect, players who cannot perceive invisible creatures will not see that token on the map. Players who do have a valid way to perceive it can still see it. This is handled per viewer, so one player can see an invisible creature without revealing it to the whole party.


https://i.postimg.cc/wB9vkgZ4/Aubry-Working.gif
Here we can see Aubry moving closer to an Invisible creature while she has 10' of True Sight.

If a creature is invisible and a player character has no way to see it, that token can be hidden from that player. If the character has the proper senses, spells, items, or reveal effects, the token can remain visible to them.

Visibility Features

Hides invisible creatures from players who cannot perceive them
Supports See Invisibility, Truesight, Blindsight, and similar senses
Supports reveal effects such as Faerie Fire, Branding Smite, Shining Smite, Starry Wisp, Revealed, and similar wording
Supports Lantern of Revealing style effects
Uses distance and token height when checking special senses
Works per viewer, allowing different players to see different things
No custom statuses, tags, flags, prefixes, steps, hoops, jumps, leaps nor bounds. Just normal.. Fantasy Grounds effects.


Important Notes

The normal 5E Invisible condition is still used, so attack and defense rules remain handled by Fantasy Grounds.
GM Hide is not replaced. If the GM hides a token, it stays hidden from everyone.
If the GM shows an invisible creature, Visibility Reworked controls which players can actually see it.
Visibility is checked per player character, not party-wide.
For strict per-character visibility, shared party vision should be turned off.
This does not create custom conditions or require special prefixes. Use normal Fantasy Grounds effects.

Melborne
June 16th, 2026, 14:55
NPC Combat Helpers

5E Table Tools includes several tools for running NPCs with more complex combat features. A standalone version can be found on the 5E Smart NPCs (https://forge.fantasygrounds.com/shop/items/3397/view) forge, and comes as a standard feature in 5e Table Tools.

These are aimed at creatures with lair actions, legendary actions, legendary resistance, spell slots, innate casting, or other resources that are easy to forget during a busy combat. Adding actual NPC's to the combat tracker that contains the actions and lair actions of the original statblock for ease of use and quick access.


https://i.postimg.cc/QCCkYcNH/npc-combat-helpers.png

These Legendary Actions can be random from 1 to 3 per round, set between 1 and 3, or turned off completely. Each round they will change positions to match random characters intiatives, losing ties, all while displaying the actions available for that actor. They also match effects from their host, allowing Fantasy Grounds to continue to automate combat and deny actions if under conditions.

The Lair Actions are always set to Init 20; and if using 5E Group Initative (https://www.fantasygrounds.com/forums/showthread.php?87427-5e-Group-Initiative) extension by me, Melborne, it will roll with an average of 20 and the Group Initiative extension will populate the Lair action into its own private group and order itself properly with that in mind.

In the event that your NPC has Legendary Resistances, and has failed a save, a prompt will be given to the respected owner of the NPC asking if they would like to spend a legendary resistance. These resistances are counted down properly in the NPC Statblock as well as the Combat Tracker exactly where Fantasy Grounds places this information; the text changes and when you've reached 0/3 per day you won't be prompted anymore. The roll will be a faux 20 and show that you've decided to roll a nat 20 anyways.


https://i.postimg.cc/MHG2s3jQ/npc-legendary-resistance.png

Much like the Legendary Resistance tracking, Attacks and spells are also tracked.
Displaying a [USED] flag over attacks and spells, as well it will include a number to also count how many attacks you've done. In the legacy statblocks where spell slots are visible, they will automatically use the spell slots and once you've reached zero of course it will deny you the ability to cast with that slot. Upcast compatable. Innate spell casting, and 2024 rules, are still tracked in a simular way but reducing how many casts per day you have available to the NPC/statblock.

NPC Features

Lair action helper actors
Legendary action helper actors
Configurable legendary action helper count
Legendary resistance prompt support
NPC spell slot tracking
NPC innate casting tracking
Back end turn tracking for combat resources


The goal is to keep important NPC resources visible and easier to run from the Combat Tracker.

Melborne
June 16th, 2026, 14:55
Options and Setup

Most Table Tools features can be adjusted from the Fantasy Grounds Options window.


https://i.postimg.cc/prB1Sb5h/image.png

Options Include

Ammo Manager setup
Non-magical ammunition behavior
Chat helper notice level
Movement tracking
Movement limit enforcement
NPC lair and legendary helper actors
Legendary resistance prompt behavior
NPC spell slot and innate casting tracking
Additional spell information
Spell level jump buttons
Weapon Mastery automation

Melborne
June 16th, 2026, 14:56
Reserved

bwatford
June 17th, 2026, 05:05
That is a lot for one extension to try and accomplish on its own. I will try to get a chance to test it a bit later this week.

Lo Zeno
June 17th, 2026, 10:47
I agree, for a single extension this is doing a lot of different things. Would you consider maybe split it into three or four smaller ones? E.G., I already use other extensions that cover the spellcasting and upcasting part, combat and weapon masteries, movement, and ammo manager, but I'd love to use this for the NPC Combat Helpers; and while I understand that the options allow me to turn on and off those features, I'd still be paying for a huge extension to use only one fifth of it.

Melborne
June 17th, 2026, 11:37
That is a lot for one extension to try and accomplish on its own. I will try to get a chance to test it a bit later this week.

Thanks, and yeah, that is completely fair.

Table Tools is definitely doing a lot, but the goal was to make those pieces work together as one user-friendly experience inside the normal 5E character sheet and Combat Tracker.

I wanted it to feel native to Fantasy Grounds, and it was built for new users whom I have introduced to Fantasy Grounds over the years, some now DM their own games, and designed with their feedback of how extensions should work. As well provide quality-of-life features that felt just slightly missing from FGU without requiring people to juggle a dozen different extensions, updates, and compatibility issues.

If you get a chance to test it, I’d genuinely appreciate any feedback.


I agree, for a single extension this is doing a lot of different things. Would you consider maybe split it into three or four smaller ones? E.G., I already use other extensions that cover the spellcasting and upcasting part, combat and weapon masteries, movement, and ammo manager, but I'd love to use this for the NPC Combat Helpers; and while I understand that the options allow me to turn on and off those features, I'd still be paying for a huge extension to use only one fifth of it.


That is a fair point, and I appreciate the suggestion.

5E Table Tools started as an all-in-one extension because I wanted these systems to work together cleanly inside the normal Fantasy Grounds and still feel like Fantasy Grounds. There are already a lot of excellent extensions that cover individual pieces, but I wanted one package that handled the specific table experience I was looking for and not an amalgamation .. for some reason I want to type 'hair golem'.

That said, not everyone needs every feature. My goal is to break some of the larger features out into smaller standalone extensions over time and continue to build new additions that work with and for 5E Table Tools (https://forge.fantasygrounds.com/shop/items/3393/view), as I do have some ideas brainstorming. Right now, the first standalone piece available is 5E Smart Quiver (https://forge.fantasygrounds.com/shop/items/3395/view), which covers the ammo management side of Table Tools and uses this place as its forum post. The NPC Combat Helpers is definitely something I could see working well as its own extension in the future.

For now, Table Tools is intended to be the full bundle, but this is good feedback and I’ll keep it in mind as I see what people actually want to use most.

bwatford
June 17th, 2026, 14:27
@Melborne

I think the biggest issue when you have so much compiled into a single unit is if code changes or something breaks in one area then the entire extension is down until a fix can be completed. It fine if they require each other for use, but if they work completely separate then always better to have multiple extensions so you can just unload the problem child when issues arise, plus its much easier to track down what is causing an issue when done in that fashion.

Melborne
June 17th, 2026, 17:34
That’s a fair point, thank you for your feedback and it is definitely one of the tradeoffs with a larger extension. It is also something I have managed with my own extensions for years for paid games and services I have provided in my long lost history of a forever-DM.

For Table Tools, though, the design model and goal is a complete 5E quality-of-life package as you can see!

As for development and upkeep; That is a big part of why Table Tools is built as one larger package. The related features are maintained together, tested together, and updated together. If an FGU update changes something, I can adjust the full toolset as one unit instead of working on a half dozen extensions or depending on several separate extensions from multiple developers, each with their own update schedule.

That does not mean every feature has to stay inside Table Tools forever, like I have mentioned. I am splitting out some features where it makes sense, such as 5E Smart Quiver. But Table Tools itself is meant to remain the full package.

I appreciate the concern, and if something specific breaks, conflicts, or feels hard to isolate, that is useful feedback for me.

Can't wait to hear what you think of the features!

Toadkiller
June 17th, 2026, 20:05
Looks good. Does this support 5e Legacy?

Melborne
June 17th, 2026, 20:07
It does!

MrDDT
June 18th, 2026, 07:47
Some cool stuff going on in here. I would like to see what some other people say.

I also agree with others.

Zachass
June 18th, 2026, 17:42
With no other extensions, Auto-damage doesn't work. Rolls the attack, displays hit or miss, but doesn't roll damage. Not sure if this is due to new update or if the issue is already being worked on? But I figured I'd let you know.

Melborne
June 18th, 2026, 19:18
I was not aware, thank you. I'll look into it shortly.

Edit: I apologize, I am just getting a chance now to sit and look at it.

Melborne
June 18th, 2026, 21:16
A quick fix! It has been uploaded to the Forge. Thanks for catching it and letting me know.

MColeman030
June 20th, 2026, 18:13
Your 5e Smart NPC extension redirects to this forum thread, so I'm going to post here about it: Loading it fails with the error message, "Unable to locate extension file."

Melborne
June 20th, 2026, 18:43
Your 5e Smart NPC extension redirects to this forum thread, so I'm going to post here about it: Loading it fails with the error message, "Unable to locate extension file."

I uploaded an incorrect file earlier; and replaced it mere minutes afterwards attempting to fix a bug with a third party module that writes custom Monster features - I apologize for breaking it for a few minutes!

MColeman030
June 20th, 2026, 19:04
Thank you, I appreciate all your work on these extensions, it's working as intended now, and it is fabulous!

Toadkiller
June 22nd, 2026, 02:34
I am familiarizing myself with this addon and I noticed that when I right clicked on the map and select 'View', it did not show me the Customized Map Tools options as displayed in your screenshot. I narrowed it down to what looks like a conflict with the WOB: FGU Helper addon. If the FGU Helper addon is enabled, your Map Tools options do not show up when you right click and go to View.

67946

I have duplicated this with the 5e Legacy ruleset, and just the following addons loaded: (I was getting familiar with your addons that I own plus others I use in my campaign, and when I found the problem I narrowed it down to WOB Helper). If I remove the WOB Helper, then the Map Tools display correctly.
5E Reference Guide
5E Table Tools
AoE Targeting
Table Tools Desktop
Token Cleanup
WOB FGU - Helper

Let me know if you need any additional information.

Thanks.

NOTE: I did find an issue with the WOB Helper that if the 'Area Target Helper' option was disabled in the WOB Helper options, the 'Targeting' options still were displayed when right clicking even though they were disabled. I have submitted this as a bug to WOB's Discord server, but I thought I might mention it just in case it might impact your addon in some way.

Melborne
June 22nd, 2026, 12:20
Thanks for narrowing that down.

Fantasy Grounds gives extensions a limited set of menu slots. If two extensions add options to the same part of the same menu, one can overwrite or hide the other instead of both showing together. In this case, etc etc.

I'll give this some tests today and see if I can find a fix and make it play nice with WOB all together.

Melborne
June 22nd, 2026, 13:00
Again.. Thanks for the report and the screenshots. I was able to track this down as a compatibility issue with the shared image/map right-click radial menu.

Fantasy Grounds extensions all have to register into the same limited radial menu space. With WOB: FGU Helper enabled, its map menu handling appears to refresh or rebuild part of the image right-click menu after Table Tools has already added View > Map Tools, which caused the Table Tools entry to disappear.

I’ve added a compatibility guard on my side so Table Tools re-registers Map Tools when interacting with the map. In testing, this allowed View > Map Tools to appear correctly while WOB Helper was also loaded.

This should be fixed in the next Table Tools update. Thanks again for narrowing it down so cleanly.

Toadkiller
June 22nd, 2026, 17:47
No problem, I like tracking these things down to see if I can figure out what might be causing the problem. Thanks for the quick fix!

Atreides Ghola
June 23rd, 2026, 13:19
Hello,

In my game on Sunday, and testing today, it doesn't look like Visibility Reworked is operating within 5e Table Tools.

A paladin in the game has a Gem of Seeing. When using the effect for the Gem (VISION: 120 truesight) the player cannot see the invisible token (A Balgura, with the Invisible effect on it in the CT). Additionally, if you put the effect See Invisibility (per the spell) on the Paladin, the Balgura still remains invisible.

dittotb
June 23rd, 2026, 14:34
I like this tool and I hope that all of the bugs will be worked out.
What I am encountering is that it does not play well with scaleui. You have to stretch your character sheet out beyond the bottom border to be able to see your spell slots if you have, as an example, a ranger class that has several weapons listed. The Spell area shows the spell slots available but does not have a box visible to scroll until you stretch the page larger than the screen.

Atreides Ghola
June 23rd, 2026, 15:00
A couple of other things I have noticed, but may be out of scope for your extension.

1) There's no interrupt for Divine Smite if a Paladin uses the Auto Attack button - the extension just rolls the damage, and the paladin doesn't have the option of using Divine Smite before the attack is resolved. I have another extension (WOB: 5e Helper) that normally provides a pop-up dialogue that allows the Paladin to choose Divine Smite and the level at which it is cast to apply the DS effect before the spell resolves. The pop-up still appears, but the damage gets rolled and there's no way to resolve DS if its used besides manually rolling dice and adjusting the HP of the target.

2) For Weapon Mastery, the Fighter Tactical Mind (where you can switch out Mastery Effects on a hit) doesn't seem to be supported. Again, I have another extension that handles this, but Weapon Mastery needs to be turned off in your extension for it to work (which is fine). Just wanted to make you aware of these items.

3) Finally, seeing this on character sheets with 5e Table Tools loaded and active - it has the Action/Bonus Action/Duration fields overlaid on the Attack, Save, Damage, Effects, Healing buttons. You can actually edit them. In the picture, I have an extension called Spell FX loaded, but I checked without it as well, and the fields remain overlaid on the buttons. They seem to be from the dialogue for setting up spells when you right click to add damage, healing, effects, etc. to the spell item.

67972

Melborne
June 23rd, 2026, 16:22
Hello,

In my game on Sunday, and testing today, it doesn't look like Visibility Reworked is operating within 5e Table Tools.

A paladin in the game has a Gem of Seeing. When using the effect for the Gem (VISION: 120 truesight) the player cannot see the invisible token (A Balgura, with the Invisible effect on it in the CT). Additionally, if you put the effect See Invisibility (per the spell) on the Paladin, the Balgura still remains invisible.

https://i.postimg.cc/Y9Nyp0GX/image.png
I was unable to reproduce this, I tested some random campaigns, random rulesets, and ultimately I wasn't able to make my random Goblin here not see the Invisible stalker. GM hide is On; The Invisible status is applied to the NPC, and as you can see the effect for VISION: 120 truesight is applied to Melborne, the Goblin. And I was able to repeat this with See Invisibility, removing the effect the NPC vanished from the Goblin's sight. Ensure that the Invisibility status is applied to your creature; It does not allow players to see GM Hidden creatures or tokens without it.

Melborne
June 23rd, 2026, 16:25
I like this tool and I hope that all of the bugs will be worked out.
What I am encountering is that it does not play well with scaleui. You have to stretch your character sheet out beyond the bottom border to be able to see your spell slots if you have, as an example, a ranger class that has several weapons listed. The Spell area shows the spell slots available but does not have a box visible to scroll until you stretch the page larger than the screen.

Can you provide a screenshot example? I regret trying to /scaleui 50, then 400 but I wasn't able to see these issues.

Melborne
June 23rd, 2026, 16:30
A couple of other things I have noticed, but may be out of scope for your extension.

1) There's no interrupt for Divine Smite if a Paladin uses the Auto Attack button - the extension just rolls the damage, and the paladin doesn't have the option of using Divine Smite before the attack is resolved. I have another extension (WOB: 5e Helper) that normally provides a pop-up dialogue that allows the Paladin to choose Divine Smite and the level at which it is cast to apply the DS effect before the spell resolves. The pop-up still appears, but the damage gets rolled and there's no way to resolve DS if its used besides manually rolling dice and adjusting the HP of the target.

2) For Weapon Mastery, the Fighter Tactical Mind (where you can switch out Mastery Effects on a hit) doesn't seem to be supported. Again, I have another extension that handles this, but Weapon Mastery needs to be turned off in your extension for it to work (which is fine). Just wanted to make you aware of these items.

3) Finally, seeing this on character sheets with 5e Table Tools loaded and active - it has the Action/Bonus Action/Duration fields overlaid on the Attack, Save, Damage, Effects, Healing buttons. You can actually edit them. In the picture, I have an extension called Spell FX loaded, but I checked without it as well, and the fields remain overlaid on the buttons. They seem to be from the dialogue for setting up spells when you right click to add damage, healing, effects, etc. to the spell item.

67972

Yes that is correct. There is an additional feature on its way to 5e Table Tools that will allow specific settings for your paladin to help fix those kinds of minor issues. As it stands the effect currently needs to be applied before the attack; counter intuitive I know, especially on crits... I apologize to your paladin!

Thank you for pointing that out, I think I might have a quick fix for that. I'll try something this afternoon and patch it.

Your third point there, is your character sheet is unlocked? I'll remove the spell action information when a character sheet is unlocked to fix that text overlap, that's what I think you're seeing..

Atreides Ghola
June 23rd, 2026, 16:48
https://i.postimg.cc/Y9Nyp0GX/image.png
I was unable to reproduce this, I tested some random campaigns, random rulesets, and ultimately I wasn't able to make my random Goblin here not see the Invisible stalker. GM hide is On; The Invisible status is applied to the NPC, and as you can see the effect for VISION: 120 truesight is applied to Melborne, the Goblin. And I was able to repeat this with See Invisibility, removing the effect the NPC vanished from the Goblin's sight. Ensure that the Invisibility status is applied to your creature; It does not allow players to see GM Hidden creatures or tokens without it.

Could you clarify "GM Hide is On" for me?

This is what I am seeing in game:

67975

Atreides Ghola
June 23rd, 2026, 16:54
Yes that is correct. There is an additional feature on its way to 5e Table Tools that will allow specific settings for your paladin to help fix those kinds of minor issues. As it stands the effect currently needs to be applied before the attack; counter intuitive I know, especially on crits... I apologize to your paladin!

Thank you for pointing that out, I think I might have a quick fix for that. I'll try something this afternoon and patch it.

Your third point there, is your character sheet is unlocked? I'll remove the spell action information when a character sheet is unlocked to fix that text overlap, that's what I think you're seeing..

For the third point - Initially, when you load in and the sheets are locked, the overlap is not there. If you unlock the sheet they appear, and remain after you lock it again.

Atreides Ghola
June 23rd, 2026, 17:17
Can you provide a screenshot example? I regret trying to /scaleui 50, then 400 but I wasn't able to see these issues.

This is what he means, I believe:

The paladin here has a lot of weapons. If the sheet is too short, it doesn't show the spell area of the sheet. (Sheet 1)
If you lengthen the sheet, the spell area can be seen, but it gets smaller and smaller, depending on the length of the weapon list. (Sheet 2)
My paladin has just been collapsing the Weapons area to get to the rest of the sheet. (Sheet 3)

67977

67978

67979

Atreides Ghola
June 23rd, 2026, 17:54
So, here is what I am seeing from a player and GM perspective with nothing loaded except 5e Table Tools, AoE Targeting, and 5e Smart NPCs (all your extensions). I put in a test dummy character, and replaced the Legacy Barlgura with a 2024 version.

Player:

67982

GM View:

67983

Invisible is on the Barlgura, VISION: 120 Truesight is on the Test dummy.

charmov
June 23rd, 2026, 19:33
This is what he means, I believe:

The paladin here has a lot of weapons. If the sheet is too short, it doesn't show the spell area of the sheet. (Sheet 1)
If you lengthen the sheet, the spell area can be seen, but it gets smaller and smaller, depending on the length of the weapon list. (Sheet 2)
My paladin has just been collapsing the Weapons area to get to the rest of the sheet. (Sheet 3)

67977

67978

67979

Hi Gholas! Just to add to this, this extension seems to interfere with the Jack of All Things functionality to collapse actions on PC actions tab. When you removed it, the actions would collapse. Adding it keeps the buttons but clicking "+ / -" no longer has any effect.

Melborne
June 23rd, 2026, 19:40
Could you clarify "GM Hide is On" for me?

This is what I am seeing in game:

67975

The Show/Hide NPC eye-icon; Can you show me your Table Tools visibility options and /rsi debug from the player client that cannot see the creature.

My screenshot was from a player point of view, not DM.


I've fixed the text issue for the next update.

Atreides Ghola
June 23rd, 2026, 19:40
You can still collapse each entry by clicking on the banner for Weapons, Class Features, Spell (Level), etc.

But yes, it does conflict with Jack of All Things.

Atreides Ghola
June 23rd, 2026, 19:53
The Show/Hide NPC eye-icon; Can you show me your Table Tools visibility options and /rsi debug from the player client that cannot see the creature.

That's what I thought - when Invisible is applied to the NPC, that automatically turns on, both at the top of the CT, and on the NPC entry.

/rsi debug for client (me connecting through a client instance on my own PC).

67985

Client Settings:

67986

Melborne
June 23rd, 2026, 19:57
So, here is what I am seeing from a player and GM perspective with nothing loaded except 5e Table Tools, AoE Targeting, and 5e Smart NPCs (all your extensions). I put in a test dummy character, and replaced the Legacy Barlgura with a 2024 version.

Player:

67982

GM View:

67983

Invisible is on the Barlgura, VISION: 120 Truesight is on the Test dummy.

Thanks, this helped me track it down. I have a fix for this now and I’ll be uploading it shortly.. once I figure out this jack of all trades business.

Atreides Ghola
June 23rd, 2026, 20:00
Thanks, this helped me track it down. I have a fix for this now and I’ll be uploading it shortly.. once I figure out this jack of all trades business.

No, Thank you! I love this extension.

Melborne
June 23rd, 2026, 21:00
No, Thank you! I love this extension.

Thanks!

Alright I remove the Spell Action Info when you unlock your character sheet - It won't display the information in the event it overlaps or another extension wants to use the space for unlocked character sheets. As well, I've added a per-user option that allows you to select Static or Scrollable Action tabs. The text location and the jack of all things extension is far more trickier if it continues to try and overlap itself, but I'll add it to my to-do list.

I'll upload the updates shortly!

Atreides Ghola
June 23rd, 2026, 21:17
Thanks! They're still there when you lock the sheet again, though.

Also - don't know if you had fixed the invisibility issue? But dropping invisible on a target no longer makes it invisible, so you MUST click the GM visibility button, and still no one with truesight can see.

Seriously sorry for dropping all of this on you.

Melborne
June 23rd, 2026, 21:56
I'm unable to repeat the process, even with the named extensions; As for the invisibility, I've tried now with 3 of my players and they too see the creature. And I just read your PM, I'm glad you found it!

Atreides Ghola
June 24th, 2026, 03:35
I'm unable to repeat the process, even with the named extensions; As for the invisibility, I've tried now with 3 of my players and they too see the creature. And I just read your PM, I'm glad you found it!

So, I just completely wiped out my extensions folder, downloaded everything anew, and started a test campaign with just 5e Table Tools loaded, and same. Perhaps I am setting the CT entry incorrectly?

When I first started out today, when I dropped the invisible effect on the monster in the CT, it became invisible to everyone, both VISION: 120 truesight and Truesight 120 on the senses line on the main PC character sheet page.

Now, when I drop the invisible effect on the token, nothing happens at all. I have to manually click the GM hide, and no one can see the invisible creature. I am at a total loss.

Melborne
June 24th, 2026, 03:58
https://i.postimg.cc/8P9Y36rJ/image.png
https://i.postimg.cc/8P9Y36rJ/image.png
On the left we have Struq, and on the right we have the Dungeon Master's screen. The monster has applied invisibility to itself and Struq is not able to see.
In the debug displays what is invisible and if any connected player can see it. Struq cannot see the creature.
So he casts a spell.
https://i.postimg.cc/wMKV2hrp/image.png

https://i.postimg.cc/wMKV2hrp/image.png
And now he can see it. Or changing it to true sight...
https://i.postimg.cc/4NP6HksD/image.png

https://i.postimg.cc/4NP6HksD/image.png

Drop the creature into the combat tracker. Apply invisibility. Login to your server. Apply a way to see invisibility on a character you own. See invisible creatures.

Atreides Ghola
June 24th, 2026, 13:14
This is what I've been doing.

I was too tired to continue testing last night.

Today, I have a clean campaign, with generic premade characters. I am logged in with two separate player clients - one on my local machine, one from a laptop.

This is the behavior I am seeing after following the steps above up to making the IS invisible:

1) Follow method above.

2) Upon login, neither character can see the Invisible Stalker I have placed on the map.

3) Place See invisibility or VISION: 120 truesight on one character. The Stalker is immediately visible - for both PC clients.

4) Advance turn to the next character - without any way to detect the invisible CT entry, but who can still see the entry.

5) /rsi refresh while on the non-invisible-seeing client character makes the IS invisible - for both clients.

6) Advance turn to PC client with truesight/see invisibility - who can no longer see the client. /rsi refresh makes it visible again to both clients.

7) To be clear, SHARED PARTY VISION AND MOVEMENT is turned off in the 5e Table Tools options. Normally, I have this off in the Fantasy Grounds Token options, but your extension seems to remove that option and place it under the 5e Table Tools options instead.

This is after a clean install of all extensions and the Fantasy Grounds Software itself. In the campaign I wanted to use this in, the behavior is indescribably silly. My test dummy can see the invisible token from anywhere on the map, ignoring LoS, despite my never enabling always on visibility. When I click the GM hide, it becomes visible. If I click the GM hide off, it becomes invisible. If I advance through the rounds to start a new round, the behavior goes back to the previous abnormal (no one can see the invisible entity, regardless of vision capabilities). There's obviously some sort of conflict with another extension I am running.

I feel like this is becoming a fruitless endeavor. I'll have to use other solutions for the invisible condition - though, I would love a way to turn off the visibility functions in 5e Table Tools so that I can run something else without conflict.

Thanks for your help - this seems like an intractable problem for now.

Atreides Ghola
June 24th, 2026, 13:28
If it helps, here's screenshots with /rsi debug information in the chat of each.

1) Client 1 on laptop. Character has no way to see invisible creatures:

67995

2) Client 2, on my PC. Character has VISION: 120 truesight

67996

3) Both PCs from the GM point of view with /rsi debug info.

6799767998

Thanks for all the help with this.

Nota bene: If you notice, there is no version information in my debug calls like there is in yours. Perhaps the version on the Forge isn't the same as the one you're using?

Melborne
June 24th, 2026, 18:34
Thank you very much! I think I found it, and I don't think I would have without your help. Yet unable to produce that exact error, I did find another, and I believe I can fix them both.

The latest update I sent out on every one of my extensions is a status command update that displays what version is being run, so I can troubleshoot and displays a few key pieces of information if the need arises; as for you not seeing that version, all I can say is that the version you had wasn't updated (I don't know?). I was able to confirm by two third parties that the debug does display the version number prior to my update just now.

Atreides Ghola
June 24th, 2026, 19:41
Thank you very much! I think I found it, and I don't think I would have without your help. Yet unable to produce that exact error, I did find another, and I believe I can fix them both.

The latest update I sent out on every one of my extensions is a status command update that displays what version is being run, so I can troubleshoot and displays a few key pieces of information if the need arises; as for you not seeing that version, all I can say is that the version you had wasn't updated (I don't know?). I was able to confirm by two third parties that the debug does display the version number prior to my update just now.

Um, you're welcome?! Obviously, I really want to be able to use 5e Table Tools, so I am glad that you were able to find the culprit.

I've been wanting a more one-stop solution to many of the things that it addresses - the fewer extensions I have to run the better!

Melborne
June 25th, 2026, 02:16
Thanks again for helping chase this one down. The updated Visibility Reworked details are now in the main Table Tools thread (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools&p=765608&viewfull=1#post765608).

This ended up being a much bigger fix than just “make invisible tokens disappear.”

The old approach could reveal too much information because once an invisible token became visible for one valid viewer/client, Fantasy Grounds could effectively make that token visible to everyone connected. After a lot of testing, it seems to be the core issue this kind of/all extensions that do this can run into inside Fantasy Grounds, so I had to get a little.. a lot creative.

Honestly, this is one of the fixes/updates I’m most proud of so far. It still uses See Invisibility, Truesight, Blindsight, Gem of Seeing, Lantern of Revealing, or a reveal-style effect, that character can see the invisible token, while another player who cannot perceive it still cannot see it.

Once I push the update, using it should be simple: drop the NPC into the combat tracker, apply the normal Invisible condition to it, and make sure the NPC is not GM-hidden. Fantasy Grounds still handles the normal 5E Invisible rules, and Table Tools handles whether each player can actually see the token on the map.

Atreides Ghola
June 25th, 2026, 16:56
More than happy to help!

This is a fantastic extension - thanks for creating it. It solves so many things that I'd need 10 other extensions to accomplish.

Have you pushed the update, already?

Melborne
June 25th, 2026, 18:57
The forge has been updated, that is correct! I am pushing through another update now to add some requested features, expect another upload within the hour.

You can use /rsi or /rsi debug to see the version you're running. I read your message, you can add me on Discord or meet me in the Fantasy Grounds discord so we can reproduce that live.

Edit: I'm glad there was no error or bug, happy gaming!

Atreides Ghola
June 25th, 2026, 20:08
The forge has been updated, that is correct! I am pushing through another update now to add some requested features, expect another upload within the hour.

You can use /rsi or /rsi debug to see the version you're running. I read your message, you can add me on Discord or meet me in the Fantasy Grounds discord so we can reproduce that live.

Running version 0.2.119. My handle on Discord is the same as here.

Melborne
June 30th, 2026, 15:20
Visibility Reworked
Added Savage Worlds, SWPF.


Visibility Reworked now uses ruleset-specific default effect/condition registration.
D&D/Pathfinder/Starfinder-style reveal helpers remain isolated to the existing default profile.
Savage/SWPF gets specific condition/effects for the ruleset: Blindsense, Detect Arcana, etc.

hawkwind
July 6th, 2026, 15:24
the movement tracking doesnt appear to work. Im running 5E 2024 with no other extensions with settings turn on

Melborne
July 6th, 2026, 15:37
the movement tracking doesnt appear to work. Im running 5E 2024 with no other extensions with settings turn on
https://i.postimg.cc/DZSHT8st/image.png
Go ahead and update!

Melborne
July 7th, 2026, 01:59
5E Table Tools has been updated.

This build includes movement tracking fixes and compatibility cleanup, including:

Improved movement tracking options
Support for FGU Planned Movement, Table Tools Planned Movement, and Unlocked Tokens
Improved half-square and diagonal movement handling
Movement calculations now respect the campaign diagonal distance setting
Fixes for movement limit enforcement with unlocked token movement
Compatibility fix for Combat Groups style combat tracker filtering
Compatibility fix for CT Effect Ordering / Effects Alpha Ordering style effect sorting


https://i.postimg.cc/XJBrx4hL/Unlocked-Movement.gif
The updated Forge file has been packaged and is ready for upload.

Melborne
July 7th, 2026, 14:54
5e Table Tools has been updated.

This build provides a few minor tweaks, and one major rebuild of the spell jump buttons, including:
Spell slots no longer get displayed as the spell prep/unlock mode and accurately swap between static or scrollable options
Movement text widget has been centered to display the text in the middle of the widget rather than to one side (or at least visually because of the foot marker)
Spell Jump buttons have been completely reworked and should accurately jump you to the correct spot on your character sheet.

Zacchaeus
July 10th, 2026, 14:56
Can I assume that the normal attack and damage buttons don't get over ridden with this extension. There are far too many things which can happen between the attack and damage roll which either interrupts the attack or mitigates or increases the damage for the damage roll to automatically follow the hit roll (IMO) without a considerable pause to undo what has been done; and thus negating any potential benefit from having it done like this.

But for this one thing this looks like a nice extension which does quite a bit of heavy lifting.

Melborne
July 10th, 2026, 23:02
Can I assume that the normal attack and damage buttons don't get over ridden with this extension.
Nothing about normal Fantasy Grounds changes. This just adds utility to the inert UI already placed on the character sheets. And when you do use it, it does find and see reactions, resistance, vulnerability, critical hits, conditional effects, and other decisions in between. An attempt to add helpful automation around the normal Fantasy Grounds process while keeping those decisions with the player or GM. Any additional automation is optional and can be controlled through the settings.

Zacchaeus
July 10th, 2026, 23:55
Nothing about normal Fantasy Grounds changes. This just adds utility to the inert UI already placed on the character sheets. And when you do use it, it does find and see reactions, resistance, vulnerability, critical hits, conditional effects, and other decisions in between. An attempt to add helpful automation around the normal Fantasy Grounds process while keeping those decisions with the player or GM. Any additional automation is optional and can be controlled through the settings.
Jolly good.

Zacchaeus
July 11th, 2026, 14:18
There seems to be an issue with Legendary actions and Lair Actions. If I place a creature with legendary actions onto the CT and then roll NPC initiative I get the correct initiative for the creature but then I get any lair or legendary actions in a group at the bottom with huge negative initiatives. I also get this error when deleting such creatures from the CT Script execution error: [string "CoreRPG:scripts/manager_combat.lua"]:1823: getValue: Invalid parameter 1

68185

Melborne
July 11th, 2026, 18:27
There seems to be an issue with Legendary actions and Lair Actions. If I place a creature with legendary actions onto the CT and then roll NPC initiative I get the correct initiative for the creature but then I get any lair or legendary actions in a group at the bottom with huge negative initiatives. I also get this error when deleting such creatures from the CT Script execution error: [string "CoreRPG:scripts/manager_combat.lua"]:1823: getValue: Invalid parameter 1

68185

Thanks for the report. I traced both issues back to Table Tools. My helper cleanup was deleting legendary/lair entries while CoreRPG was still iterating the combat tracker, leaving it with an invalid node. The negative initiatives came from a -99 helper initiative modifier (it gives when it cannot find player chars) leaking into normal NPC initiative rolls. I wasn’t able to reproduce the latter consistently, but I’m glad you caught it.

I’ve corrected both for the next update.

Zacchaeus
July 11th, 2026, 20:42
Thanks for the report. I traced both issues back to Table Tools. My helper cleanup was deleting legendary/lair entries while CoreRPG was still iterating the combat tracker, leaving it with an invalid node. The negative initiatives came from a -99 helper initiative modifier (it gives when it cannot find player chars) leaking into normal NPC initiative rolls. I wasn’t able to reproduce the latter consistently, but I’m glad you caught it.

I’ve corrected both for the next update.

Jolly Good

Zacchaeus
July 13th, 2026, 10:22
This extension is somehow disabling the Mode button so that clicking through Combat > Standard > Preparation doesn't change the mode. I tested with characters created with the Character Wizard and using drag and drop. We also had an issue where at one point a spellcaster lost all of their spells except cantrips. Their character sheet showed no power group for 1st to 5th level spells, this may well have been related to the same issue as above. Everything came back when they dragged in a spell, as if doing that refreshed the actions tab. Note that at the point his happened they had only used one 3rd level spell slot.

Melborne
July 13th, 2026, 13:27
This extension is somehow disabling the Mode button so that clicking through Combat > Standard > Preparation doesn't change the mode. I tested with characters created with the Character Wizard and using drag and drop. We also had an issue where at one point a spellcaster lost all of their spells except cantrips. Their character sheet showed no power group for 1st to 5th level spells, this may well have been related to the same issue as above. Everything came back when they dragged in a spell, as if doing that refreshed the actions tab. Note that at the point his happened they had only used one 3rd level spell slot.
Thanks for the report. Could you send me the extensionstate if you still have it available, and let me know whether the Actions layout was set to Static or Scrollable?

Melborne
July 13th, 2026, 13:38
I found the likely cause, the Mode selector was changing between Combat, Standard, and Preparation, but Table Tools was not passing that change through to Fantasy Grounds’ native spell-list refresh if using the static setting. Although maybe scrollable too?... regardess I'm going to upload a patch that should restore FGU's native mode refresh while preserving Table Tools’ Static/Scrollable handling. I doubt at this point it would be an extension colliding with Table Tools unless something else edits the character sheet_actions, power_page or _contents.

Zacchaeus
July 13th, 2026, 16:46
I found the likely cause, the Mode selector was changing between Combat, Standard, and Preparation, but Table Tools was not passing that change through to Fantasy Grounds’ native spell-list refresh if using the static setting. Although maybe scrollable too?... regardess I'm going to upload a patch that should restore FGU's native mode refresh while preserving Table Tools’ Static/Scrollable handling. I doubt at this point it would be an extension colliding with Table Tools unless something else edits the character sheet_actions, power_page or _contents.

We tried it with both static and non-static. I think as far as the spells disappearing goes it was user error in that the player hadn't prepared any spells and we hadn't noticed at that point noticed that the mode button wasn't working properly.

Melborne
July 15th, 2026, 01:57
New Character Sheet Resistances and Immunities
5E Table Tools now adds dedicated Resistances and Immunities fields to the character sheet’s Main tab.

https://i.postimg.cc/PxByz4gy/image.png
Entries automatically participate in Fantasy Grounds’ normal damage calculations without adding visible effects to the Combat Tracker.

Case-insensitive
Accepts commas, semicolons, and separate lines
Supports multiple damage types in one field
Uses Fantasy Grounds’ native 5E damage parser
Supports native qualifiers such as nonmagical attacks and attacks that are not silvered

For example:

Fire, Cold; Lightning
These fields accept free-form text for display, but only Fantasy Grounds’ registered damage types and supported qualifiers affect combat.
Unknown damage names are ignored. Unknown conditions are not evaluated; for example, "Fire Resistance while Raging" would be interpreted as unconditional fire resistance because fire is recognized while while raging is ignored. Conditional equipment, such as a ring of fire resistance or a species related resistance is a better use of this area than temporary raging effects or the like.

Additionally these special defenses display on the party sheet as well.

MrDDT
July 15th, 2026, 02:22
New Character Sheet Resistances and Immunities
5E Table Tools now adds dedicated Resistances and Immunities fields to the character sheet’s Main tab.



Entries automatically participate in Fantasy Grounds’ normal damage calculations without adding visible effects to the Combat Tracker.

Case-insensitive
Accepts commas, semicolons, and separate lines
Supports multiple damage types in one field
Uses Fantasy Grounds’ native 5E damage parser
Supports native qualifiers such as nonmagical attacks and attacks that are not silvered

For example:

Fire, Cold; Lightning
These fields accept free-form text for display, but only Fantasy Grounds’ registered damage types and supported qualifiers affect combat.
Unknown damage names are ignored. Unknown conditions are not evaluated; for example, "Fire Resistance while Raging" would be interpreted as unconditional fire resistance because fire is recognized while while raging is ignored. Conditional equipment, such as a ring of fire resistance or a species related resistance is a better use of this area than temporary raging effects or the like.

Additionally these special defenses display on the party sheet as well.



Entries automatically participate in Fantasy Grounds’ normal damage calculations without adding visible effects to the Combat Tracker.

This small little line is really interesting. Not sure how I feel about this. I like it in some ways that it wont clutter up the CT, but see an issue where trying to find out why something is happening and not able to see it in the CT.

Melborne
July 15th, 2026, 03:29
That’s fair, and I’m certainly not trying to fire the Combat Tracker. It has tenure :)

Absolutely keep using CT effects wherever they are convenient, familiar, or useful for explaining a temporary condition. These sheet fields are primarily intended for persistent defenses that belong to the character, such as ancestry, class features, or equipped items. Temporary or conditional defenses still make more sense as visible CT effects.

The broad examples in the screenshot show what Table Tools can support, not a commandment about how every table must record it. Resistances and immunities also appear on the Party Sheet, so they remain visible without filling the CT with permanent effects.