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Thread: NPC Maker 5E

  1. #1

    NPC Maker 5E

    The NPC Maker for 5E is a wonderful tool which allows you to create NPC's from scratch, modify existing NPCs, create NPC Templates, or to merge everything together with a few clicks of the mouse.

    No longer will your veteran players be bored of the same monsters, nor will you completely obliterate them with NPCs too powerful for the party.

    Easily drag and drop NPCs or Templates onto the NPC Maker to have a quick starting point.

    Swap out spells, actions, traits and more!

    Power Searching on another tab will allow you to find what you need from existing NPCs in your library to quickly add to your new creation.

    Half-Automated-Challenge-Rating-Calculations!

    Fill out the NPC Maker to have the CR and XP calculated for you!

    Find it Here!

    A Brief Message
    Creating an NPC Statblock
    Drag and Drop
    NPC Spells
    NPC Templates
    Search Powers

  2. #2

    A Brief Message

    Remember to have the Extension loaded from the Fantasy Grounds Launcher before loading your campaign.

    Challenge Ratings are difficult to figure out, and this tool serves to help reduce that workload; but be aware that CR calculations do not make up the NPC's CR alone. Many situations can change how difficult the NPC is, and ultimately, playtesting is required to achieve desired results.

    There are plenty of NPC's in the official sources where their CR does not match the calculations provided in the Dungeon Masters Guide. These were either accomplished before the DMG's calculations were established, or altered through rigorous playtesting. For example, the Goblin stat block in the Monster Manual suggests we do not calculate the modifiers for their 'Nimble Escape' trait, and the Weretiger with the DMG calculations comes out as a CR 6 but is stated as a CR 4 in the Monster Manual, or the Werewolf is one point of damage per round from being a CR 3.

    Due to this fluxtuation in calculations, you can expect my templates and your own creations to have a CR that does not match official sources. Don't let that deter you from creating the most hiddeous things to throw at your players to keep them always wondering. Give them a Werewolf half-orc-half-dragon with a 10th level Spellcasting trait. Give them an Assasin Awakend Shrub. Turn that monster they're fighting into a new creature when they read from that book!

    Hover your mouse above a field to see a tooltip, there are lots to help guide you along.

    Most importantly, just have fun with it. If you have any questions after reading the rest of the manual, or if you find any problems, please come to our Discord server. https://discord.gg/8T3cZJH

  3. #3

    Creating an NPC Statblock

    The NPC Maker can be found in the your NPC Library, where a new button is available, labeled "NPC Maker". This button will open the NPC Maker window, allowing you to create, adjust, or merge NPC's. Be sure to hover your mouse over sections you are not sure of, there are lots of tooltips to tell you what everything is.

    I highly suggest reading through the Creating a Monster Stat Block section from the Dungeon Masters Guide, Chapter 9: Dungeon Master's Workshop - Creating a Monster Stat Block. (link found above if you own the module). While many factors are automatically calculated, you will still be required to adjust your CR Modifiers (HP, AC, Attack Bonus, DPR) if working from scratch or dropping in an NPC stat block.

    While some monster features are automatically calculated for, others will need your input instead. Anything automatically calculated will be displayed below the CR and Effective Stats section of the NPC Maker's main tab.

    When adjusting CR Modifiers, try to keep the following in mind:
    • If a power makes it more difficult to hit the NPC (imposed disadvantage, shield of faith, barkskin), add to the AC Modifier. (if the effect is like that of the spell "Barkskin", add the amount given by the effect; otherwise disadvantage might give +4, and teleportation might give a +2)
    • If a power heals, avoids damage, adds temporary hit points, then add to the HP Modifier. (This one is tricky, but for spells like invulnerability, add the NPC's HP to the HP Modifier. If the effect is like that of a healing spell, add the average of the maximum number of times the NPC can cast the spell; otherwise try to compare to the chart for monster features in the link at the top of this page and use your best judgement. Don't worry if you're off, the challenge rating won't vary significantly).
    • If a power makes it easier for the NPC to land a hit, add to their Attack Bonus Modifier. (If the NPC can be granted Advantage on attack rolls frequently you might add +4 to their Attack Bonus Modifier. Some effects the NPC might have which give their opponent advantage on attacks against them might reduce the Attack Bonus Modifier by 4).
    • Damage Per Round and the Damage Per Round Modifier can be used interchangebly or in unison, as they do not appear on the NPC Stat block; but the Damage Per Round segment has a quick and dirty calculator if you need it.

    If you would like help deciding or would like some suggestions, please come to my (Troy Monteith) channel in Rob Twohy's discord server, where you are likely to find others who are more than willing to help. https://discord.gg/8T3cZJH.

  4. #4

    Drag and Drop

    Take note that there is a button above the Hit Dice (HD) section that will change how to handle the HD when dropping an NPC or NPC Template onto the NPC Maker.

    By Default, the setting is set to "add number of dice and modifiers, take new die type", which will replace the Hit Die type (d4, d6, d8, d10, d12, d20) and add to the number of dice, the miscelaneous modifier and the Constitution Multiplier.

    There are other options such as to replace or keep the number of dice and modifiers, or to keep, replace, take the greater or lesser die type.

    NPC on NPC Maker Main Window

    When you drop the shortcut of an NPC onto the NPC Maker, the NPC Maker will fill out most of the information needed to make that NPC, excluding their HP Modifier, AC Modifier, Attack Bonus Modifier, Damage Per Round (DPR), DPR Modifier, and their DC.

    On Drop

    You can drop multiple NPCs or NPC Templates onto the NPC Maker to merge them together or to your new creation.

    When you do, their Ability Scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) will be reduced by 10 before adding the remaining to the NPC Maker.

    Example: When you drop an NPC with the scores 16, 8, 20, 5, 12, and 10, you are actually adding 6 (16 - 10), -2 (8 - 10), 10 (20 - 10), -5 (10 - 5), 2 (12 - 10), and 0 (10 - 10). So 10 translates to 0;

    Powers such as Traits, Actions, Reactions, Legendary Actions and Lair Actions will be added to the lists towards the bottom of the NPC Maker. Adjusting various factors, such as the Proficiency, Strength, Dexterity, DC, and the button beside the Attack Bonus section to 'use Dex instead of Strength' will automatically adjust the Attack Bonus and Damage of the Actions fitting the format of: ( without "<>", "[]")<Optional> [Required].

    "<Or> [Ranged or Melee] Weapon Attack: +[#] to hit, reach [#] ft., [written number of targets] target. Hit: [#] ([#]d[#] + [#]) [DMGTYPE] damage<, or [#] ([#]d[#] + [#]) [DMGTYPE] damage>"

    Examples:
    • "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d8) slashing damage."
    • "Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage."
    • "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 10 (1d12 + 4) slashing damage if used with two hands.
    • Or Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 6 (1d8 + 2) piercing damage."

    Note that for the "Or Ranged Weapon Attack:" formula, it must follow a new line of text by typing "Enter/Return" on the keyboard. Actions like "Javelin", "Dagger", and "Spear" might require you to make this small adjustment to get the appropriate bonus' for the action.

    Example:

    "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. [Hit Enter Here to create a new line]

    Or Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit 5 (1d8 + 1) piercing damage."

    The DC will be replaced, defaulting to 0 for an NPC, or taking a new DC from a Template NPC. Any DC's of actions and traits that are not Innate Spells or Spells will automatically change their DC to match what you have entered on the NPC Maker. Remember that for natural abilities, their DC is usually 8 + the Ability Modifier of the NPC .

  5. #5

    NPC Spells

    On the Main tab of the NPC Maker, above the Traits section, there is a button labelled "Spells". Clicking this button opens a window.

    In the new window, you can drag and drop spells into the lower section. Doing so will populate the text in the upper section with the spells according to their spell level, or their number of uses if set to Innate Spellcasting.

    You can also now drop a “Spellcasting” or “Innate Spellcasting” trait onto the spells tool to get most of its information (some special notes may be lost or reconstructed).

    You can also determine if certain spell components are required, or if there’s an additional material cost for ritual casting. (Examples Of npcs that might use these are Naga, and Magewrights)

    Set your NPC's Spellcasting trait as desired, and then add it to the NPC Maker with the button labelled "Add Trait". When you finally create your NPC, once you close and reopen the sheet, it will retrieve the spells from your Library. You can use even use Rob Twohy's 5e Effects Coding - Spells module.

  6. #6

    NPC Templates

    Templates can be found in the button on the top left of the NPC Maker, labelled "Templates".

    Templates contain much of the information needed to make an NPC. Many of the automatic calculations for the NPC Maker are present in the Templates, and thus you can expect modifying a template to be as easy as it is in the NPC Maker.

    You can drop powers onto a template to quickly add them. You can also add an NPC onto a Template. I highly suggest working with the NPC Maker to build an NPC rather than utilizing just the templates so you can more accurately set your CR Modifiers.

  7. #7

    Search Powers

    The Power tab of the NPC Maker allows you to search through your NPCs for their abilities, so you can take them for your own.

    In the Power window, you can select between traits, actions, reactions, legendary actions and lair actions. After, if you type into the searchbar, you can enter a whole power name, or just a portion. For Example: you can type in "Long" and you will retrieve a list of "Longbow", "Longsword", and anything else that contains "Long". This function is not case sensitive.

    In the section below, you also can search for NPCs by name and retrieve their powers in a list below.

    All powers displayed in the NPC Maker have shortcuts to their details. You may keep these aside to drag them onto the NPC Maker later, or you may double-click the name to add it directly to your NPC creation.

  8. #8
    Update: fixed an error with a missing function in npc_main2, fixed a mistake with saving throws returning con instead of isn’t in some instances, and you can now drag a “Spellcasting” or “innate spellcasting” trait from the maker onto the spells tool to get the spell list.

    Will work on making that retrieve more information like the type and level of the caster, or the ability score and the number of uses later.

  9. #9
    Update improves the spells tool. Recognition for component requirements and ritual casting cost (examples are naga and magewrights). Dropping a spellcasting or innate spellcasting trait can retrieve this information if present. Spells will also recognize (parentheses) for things like (ritual) or (self only).

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