View Poll Results: What should I automate next?
- Voters
- 5. You may not vote on this poll
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Artificer
0 0% -
Bard
1 20.00% -
Cleric
5 100.00% -
Druid
0 0% -
Monk
1 20.00% -
Paladin
0 0% -
Ranger
2 40.00% -
Warlock
2 40.00% -
Wizard
2 40.00%
Multiple Choice Poll.
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April 30th, 2026, 23:28 #41High Patriarch
- Join Date
- Feb 2017
- Posts
- 688
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May 9th, 2026, 09:51 #42
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!
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May 9th, 2026, 10:06 #43
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! ⚔️
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May 13th, 2026, 09:08 #44
- 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
-MrDDT
Discord @mrddt
Grim Press Discord (Publishing/Extensions/Modules)
Bethica Discord (West Marches RPG)
PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!
- Uncanny Dodge Setup: Ensure the Rogue has a power in their Actions tab that applies the effect: Uncanny Dodge; RESIST: all.
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May 15th, 2026, 20:30 #45
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.
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May 17th, 2026, 15:46 #46AoE 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).
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!Last edited by Henix; May 17th, 2026 at 15:54.
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May 21st, 2026, 17:27 #47Barbarian & 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 (See Post #2 for full details)
- Sorcerer Class Automation 5e 2024 (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!Last edited by Henix; May 21st, 2026 at 17:29.
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May 24th, 2026, 17:03 #48What 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! ✨
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May 24th, 2026, 17:07 #49
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.Please consider voting for these features:
Feature idea: add a toolbar/dockbar for FGU windows to minimise into (Discussion and examples here)
(If you like the above idea, click here to get an extension that does just that)
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May 24th, 2026, 17:09 #50High Patriarch
- Join Date
- Feb 2017
- Posts
- 688
I agree with Lo Zeno about the base classes first. That said, I'd say Paladin, Wizard and Cleric would be my top 3.
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