Module builder

D&D and system modules: choosing what they are for, writing entries with a live preview, marking trait automation, basing on official content, importing and exporting.

A module is new content that adds to a game without touching it: subraces, subclasses, spells, feats, monsters, magic items and backgrounds for D&D, or perks, items, creatures and more for one of your systems. It is written in an editor with a live preview and shared like any other creation.

Where it is

In the Workshop, Modules column, with Create. The Workshop first asks "For D&D or for one of your systems?": For D&D or For one of my systems. With Ctrl K too: "Create a D&D module" and "Create a module for one of my systems".

Requirements and permissions

An account with a session. For a system module the system has to exist and you need permission to build for it; otherwise the notice says "You cannot create modules for this system". Your plan limits your own modules ("Your plan includes N modules of your own").

Step by step

  1. Press Create in Modules and choose For D&D or For one of my systems (in that case, which system and which kinds of content you will make).
  2. Name the module in the header; it saves by itself.
  3. Pick one of the Module categories and press Create an entry. The form opens beside it, with the Preview; a new entry is not saved until it has a name.
  4. In Module sheet you set the cover and description.
  5. Try it, take it to a campaign or share it from the header (The Workshop: the eleven columns).

Writing your own content (D&D modules)

  • You write the text; automation is marked separately. Write the trait your way and then say what it does. In classes, subclasses, feats and species, under each trait's text there is Trait automation: action economy, roll (damage, save and damage, healing, temporary HP), uses per rest, condition imposed, what it spends and who it affects. What you mark there overrides the text.
  • Formulas with level: the roll adds the die, a characteristic modifier, a flat amount and, with the class level box, your level in that class (in a species, your character level).
  • If you mark nothing, the text is read, in Spanish or English. Rulebook phrases such as "as a bonus action", "you can use it twice… long rest" or "you have resistance to fire damage" are understood. A resistance only applies by itself if the phrase sets no conditions.
  • On creatures, each action or trait chooses what it is: attack, save, healing or temporary HP, ability check or text. What you mark appears as a button on the creature's combat sheet.
  • Base on…: next to Create an entry, Base on… searches the official content and the modules in your library (both editions) and opens a copy of the entry you choose, with its text, traits, columns, choices and automation. The original does not change; the copy comes marked as a copy so you rename it.
  • Subclasses with choices and tables: with per-level columns (dice and spells), player choices in a trait (each option can bring its own roll, resistances, extra damage on hit and spells) and spells granted per level. With "How many to choose per level" you set how many options are chosen at each class level (for example 3: 3, 7: 2, 10: 2, 15: 2 for a Battle Master's maneuvers); make sure there are at least as many options as the sum of all levels.
  • Magic items: mark attunement if it needs it (without attuning, the item gives none of its effects) and, if it works by charges, the maximum, when they recover and how many it recovers (empty = all; the usual is 1d3 or 1d6+4).
  • Shortcuts in text: Ctrl+B bold, Ctrl+I italic, Ctrl+U, Ctrl+E code and Ctrl+Shift+X strikethrough; selecting text shows a format bar, useful on mobile. Dice accept compound notation, like 2d8+1d4+5.

Modules for a system of your own

A system module is a supplement: over the system (the base plus the module's own), each tab edits what the module adds; anything you touch from the base is reverted and you are told why. When creating it you choose the kinds of content (one box per part of the system: fields, perks, items, creatures, decks, manual, creation, levels…) and the editor puts those tabs first. Each section explains what the type is and offers Add, Paste several (a list, a CSV table or a JSON) and Copy from the system. Tutorial walks you through the steps, and The whole element lets you write in JSON whatever no control covers.

Importing and exporting

Under More: Import module (.json) (adds to this module, without touching what you already have), Export the module (JSON) and Export the category (JSON) for copies or to move it to another account, Export as package (.zip) / Import package (.zip), and Import homebrew for a homebrew book (Homebrewery, PDF, Markdown or text). The file formats are in File formats for importing.

Tips

Tip. Start by copying. Base on… is the quickest way to adapt something that exists without rewriting it whole.

Common problems

"My new entry disappears." It is not saved until it has a name.

"I cannot change something from the base system." A supplement only adds; whatever is from the base is reverted (the notice explains it).

See also

Modules and adventures, File formats for importing, Automated D&D: what the app rolls for you, System Builder: first steps.

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