Item Creator (DnD 5e)
Item Creator is a GM-focused toolkit for creating, editing, progressing, automating, and materializing D&D 5e Items directly inside Foundry VTT.
Instead of replacing the native D&D5e Item system, Item Creator builds on top of it. Created Items remain normal D&D5e documents with native damage, Activities, effects, uses, prices, descriptions, and properties, while the module adds an assisted creation workflow and optional runtime automation for more advanced mechanics.
The normal Foundry Create Item workflow remains available and is never intercepted.
Item Creator Workflow
The World Items Directory receives a GM-only Item Creator button.
The assisted creation process follows a simple step-by-step workflow:
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Item Type
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Base Item
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Enhancements
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Granted Effects
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Spells & Resources
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Description
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Review
Supported Item types currently include Weapons, Equipment, and Tools.
Existing supported World Items can also be reopened through Edit with Item Creator, modified, and either updated in place or saved as a new copy.
1. Item Type
Choose the kind of Item you want to create.
Weapons
Create or modify D&D5e weapons while retaining native weapon data such as:
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base weapon;
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damage and damage type;
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Versatile damage;
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range and reach;
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weapon properties;
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Mastery;
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magical bonuses;
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critical configuration;
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additional damage;
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native Attack Activities.
Equipment
Supports armor, shields, robes, clothing, cloaks, rings, amulets, gloves, boots, belts, spellcasting foci, accessories, and other Equipment.
Armor-specific fields are only shown when appropriate.
Tools
Supports native Tool categories, default abilities, proficiency behavior, Tool Check bonuses, quantity, weight, price, rarity, Attunement, Granted Effects, Granted Spellcasting, and level progression.
2. Base Item
Start from an existing D&D5e Item or build from custom data.
Base Items may come from:
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enabled compendiums;
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official D&D5e content;
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compatible module content;
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existing World Items;
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custom Item data.
Item Creator normalizes recognized native mechanics into editable fields instead of blindly copying them.
Native Active Effects containing several mechanics can be separated into individual editable properties, while unsupported mechanics are preserved rather than silently discarded.
Multiple Attack Activities
Weapons can contain multiple native D&D5e Attack Activities.
The primary Activity defaults to Attack, while additional Activities default to Alternative Attack. Every Activity can be renamed, expanded or collapsed, duplicated, edited, or removed.
An Activity may:
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include the weapon's normal base damage;
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add its own damage parts;
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use its own attack ability or attack bonus;
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use its own critical configuration;
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inherit the Primary Attack configuration;
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or remain independently configured.
This allows Items such as:
Attack
Normal weapon damage.
Attacking Undead and Fiends
Normal weapon damage + additional Radiant damage.
Item Creator does not automatically decide which Activity should be used. When multiple Activities exist, the normal D&D5e interface lets the player or GM choose the appropriate one.
Native Versatile weapon behavior remains separate and does not require another Activity.
3. Enhancements
Enhancements modify the Item itself.
Depending on Item type, this can include mechanics such as:
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magical rarity and Attunement;
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Weapon Enhancement bonuses;
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attack bonuses;
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damage bonuses;
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additional typed damage;
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weapon-local critical thresholds;
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extra critical damage;
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Conditional Advantage;
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Ignore Resistance.
Item Creator keeps weapon-local mechanics separate from Actor-wide bonuses.
For example:
Weapon Critical Threshold modifies attacks made with that specific weapon.
Actor Critical Threshold is a Granted Effect that can modify attacks made by the Actor while the Item is active.
4. Granted Effects
Granted Effects apply bonuses or properties to the Actor while the Item is available, equipped, or equipped and attuned.
Supported mechanics include:
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Armor Class;
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weapon attack and damage rolls;
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spell attack rolls;
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Spell Save DC;
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Ability Scores;
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Saving Throws;
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Ability Checks;
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Skills;
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Initiative;
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Proficiency Bonus;
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Maximum Hit Points;
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movement;
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senses;
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passive scores;
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resistances;
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immunities;
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vulnerabilities;
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condition immunities;
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Actor critical thresholds;
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Conditional Advantage;
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Ignore Resistance.
Availability can be configured as:
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Owned
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Equipped
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Equipped and Attuned
Equipped can also be used as a simple manual on/off switch for roleplay-controlled Items.
Triggered Effects
Triggered Effects provide a generic system for temporary effects activated by gameplay events.
Triggers can react to events such as:
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Attack Rolls;
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Attack Hits;
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Critical Hits;
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Natural 20s;
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Spell use;
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specific Spells;
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Feature use;
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resource consumption;
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Spell Slot consumption;
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damage;
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healing;
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combat and turn boundaries.
Effects can be applied to:
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the Item Owner;
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the Trigger Target(s).
This makes it possible to create mechanics such as:
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healing a creature grants it a temporary defensive blessing;
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hitting a creature applies a debuff;
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casting a certain type of Spell grants movement;
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spending a resource activates another Item effect;
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attacking a protected creature suffers a contextual penalty.
Duration and Stacking
Triggered Effects support several duration and stacking models, including:
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refresh duration;
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shared stack duration;
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independent stack durations;
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continuous decay;
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decay after inactivity;
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Single Activation;
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Single Attack effects removed after the related Damage Roll.
Durations may follow:
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Source Actor turns;
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Effect Recipient turns;
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every Combat turn;
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Combat rounds.
Temporary Item Creator effects are automatically cleaned up when appropriate, including at Combat end.
Contextual Roll Modifiers
A Triggered Effect can modify a roll only when a specific relationship is true.
Supported roll types include:
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Attack Rolls;
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Saving Throws;
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Ability Checks.
Modifiers can:
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Add Dice;
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Subtract Dice;
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Add a flat value;
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Subtract a flat value.
For example, an effect placed on a creature can impose -1d4 on attacks made against that creature without permanently modifying the attacker's Actor or weapon.
Saving Throw → GM Applies Effect
Triggered Effects can optionally require a native D&D5e Saving Throw before the effect is applied.
The workflow is:
Trigger → Saving Throw → GM chooses which targets receive the effect
The module uses the native D&D5e effect-application interface rather than automatically reading hidden success or failure information.
The applied effect is then adopted by Item Creator and follows the configured Item Creator duration and lifecycle.
Selecting effects from a Spell does not cast that Spell, consume a Spell Slot, reproduce its targeting, or automatically create concentration.
Remove When Consumed
Temporary effects can optionally have a limited number of uses.
The effect remains active until:
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its normal duration ends; or
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all configured uses are consumed.
The GM can choose eligible roll types and whether the decision occurs before or after the roll.
For supported post-roll effects, players receive a neutral Use / Keep prompt. Item Creator does not expose hidden AC, DC, success, or failure information.
Character Builder Integration
Character Builder (DnD 5e) is a separate Foundry VTT module from the same developer, designed for guided D&D 5e character creation, Level Up, multiclass progression, character validation, sheet integrity, and advanced rules automation.
Character Builder is not required to use Item Creator. Item Creator remains fully functional as a standalone module.
When both modules are installed, however, they share a coordinated automation architecture for roll modifiers, resource events, effect resolution, and lifecycle timing.
The canonical resolution order is:
D&D5e Native → Character Builder → Item Creator → Lifecycle
This allows automation from both modules to participate in the same roll without competing for the result. Features such as Bardic Inspiration, Item-based bonuses, contextual modifiers, post-roll decisions, and concentration-related resolution can therefore settle in a predictable order before the final outcome is resolved.
The shared resource-event protocol also distinguishes between:
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the resource actually consumed;
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the Item, Feature, or Activity that caused the consumption.
This allows Item Creator effects to react to the correct gameplay event without relying on feature-specific hardcoded behavior.
If Character Builder is not installed, Item Creator automatically uses its standalone fallback behavior.
Character Builder (DnD 5e):
GitHub — DnD 5e Character Builder
5. Spells & Resources
Granted Spellcasting
Items can grant existing Spells with configurable:
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uses;
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recovery;
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Spell Slot consumption;
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cast level;
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spellcasting calculation;
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Spellbook visibility;
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availability;
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character-level requirements.
Granted Spells remain normal D&D5e Spell documents attached to the Item's runtime behavior.
Resource Modifications
Items can modify existing character resources without replacing the original feature.
Supported examples include:
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Bardic Inspiration;
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Rage;
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Channel Divinity;
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Wild Shape;
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Second Wind;
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Action Surge;
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Indomitable;
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Focus Points;
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Lay on Hands;
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Sorcery Points;
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Superiority Dice;
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Psionic Energy Dice;
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normal Spell Slots;
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Pact Magic slots.
Resource maximums are reconciled from a stable baseline, preventing repeated equip/unequip cycles from permanently inflating resources.
Item Creator does not create class resources for characters that do not possess the corresponding feature.
Character-Level Progression
Weapons, Equipment, Tools, Granted Effects, Spells, and Resources can unlock or improve according to the owning Actor's total character level, including multiclass characters.
Example:
Level 3: +1 Attack
Level 7: +2 Attack
Level 13: +3 Attack
Progression tiers replace earlier tiers in the same progression group rather than stacking unintentionally.
The module automatically reconciles progression when character level, equipment state, Attunement, or relevant Items change.
6. Description
Write normal Item flavor text while Item Creator automatically maintains structured mechanical information below it.
Generated sections can describe:
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Item properties;
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enhancements;
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progression;
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triggers;
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effects;
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duration;
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activation limits;
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resource behavior.
Your own flavor text remains separate and is preserved when the Item is edited again.
7. Review
The final step presents the resulting Item before creation.
The completed document is created directly in the World Items Directory as a native D&D5e Item.
Rarity is written to the native Item data, and compatible magical Items can receive automatically calculated prices through the shared pricing system.
Manual GM pricing always takes priority.
Scroll Factory
Scroll Factory is available directly from the Item Creator start screen.
Drop or select a Spell from:
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a compendium;
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World Items;
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an Actor;
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the native D&D5e Compendium Browser.
Item Creator then calls the native D&D5e Spell Scroll generator.
D&D5e remains responsible for the Scroll's:
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Cast Activity;
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Spell Attack Bonus;
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Save DC;
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uses;
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properties;
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price.
The finished Scroll is created directly in the World Items Directory.
Optional Supplier
Item Creator also includes an optional Supplier system for generating complete merchant inventories.
Supplier is disabled by default and can be enabled in module settings.
When enabled, the World Items Directory receives a separate GM-only Supplier button.
Supplier supports:
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configurable vendor profiles;
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Access I–IV;
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party-level scaling;
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party-size scaling;
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rarity weighting;
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magical stock generation;
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deterministic mundane catalogs;
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thematic vendor inventories;
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source-compendium snapshots;
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exclusions and repetition limits;
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configurable price and quality profiles;
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official and HAMMER Homebrew presets.
Available vendor concepts include Blacksmiths, Alchemists, Magic Assortments, Gunsmiths, General Trade merchants, Stables, and custom profiles.
Supplier generates mundane stock and magical stock separately, allowing ordinary equipment to remain reliably available while magical merchandise scales with party progression and vendor access.
Materialization Core
The internal Materialization Core converts compatible D&D5e templates, enchantments, blueprints, and known Item families into complete usable Items.
It supports native D&D5e materialization first and uses a validated recipe registry when additional information is required.
The Core is shared by manual Item creation, pricing, and Supplier generation.
Known official Item families can therefore be safely resolved from compatible Base Items instead of being guessed or generated as incomplete documents.
Native D&D5e First
Item Creator is designed around the native D&D5e document model.
Created Items preserve native data such as:
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names and images;
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descriptions;
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damage;
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Activities;
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uses and recovery;
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properties;
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rarity;
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price.
The module only needs to remain active for dynamic features such as progression, Triggered Effects, runtime Granted Effects, resource reconciliation, Conditional Advantage, Ignore Resistance, and other Item Creator automation.
Compatibility: Foundry VTT 14 / D&D5e 5.3.x
Current development line: Item Creator 0.6.x