Effects Reference

The complete catalogue of the effects JSON schema — every key you can put in a custom item's Advanced effects (JSON) box, a custom feature's mechanical effects, or a buff. One schema serves all three; only when it applies differs:

Where the blob livesWhen its effects apply
Custom item (My Items → Bonuses tab)While the item is equipped — and attuned, if it requires attunement
Class feature (Feature Creator → Effects/Defenses)Always, or only while toggled on if isToggleable is set
Active buff (Add Buff → Effects)While the buff is active

Conventions: ability keys are lowercase three-letter codes (str dex con int wis cha); damage types and conditions are lowercase words (fire, charmed); dice are strings ("1d4") and may carry a flat tail ("1d4+1"), be negative for a malus ("-1d4" — Bane), or fake a flat bonus ("2d1" always rolls 2); every key is optional — include only what the effect grants.

Ability Scores & Saving Throws
KeyTypeExampleWhat it does
abilityBonusesobject{"con":2,"int":1}Adds to ability scores. Saves, skills, attacks, and AC all follow the modifier.
abilityOverridesobject{"str":21}Sets a score outright ("your Strength is 21"). Doesn't stack; the highest wins, and it loses to a naturally higher score.
savingThrowProficiencieslist["int","wis"]Grants proficiency in those saving throws.
savingThrowBonusFlatnumber1Flat bonus to every saving throw (Cloak of Protection).
savingThrowBonusByAbilityobject{"wis":2}Flat bonus to one ability's saves only.
savingThrowBonusdice string"1d4"A die that rides every saving throw and is rolled with it (Bless, Resistance).
Proficiencies, Skills & Languages
KeyTypeExampleWhat it does
skillProficiencieslist["arcana","history"]Grants skill proficiency.
skillExpertiselist["stealth"]Grants expertise (double proficiency).
armorProficiencieslist["Light armor","Shields"]Armor training.
weaponProficiencieslist["Simple weapons","Longsword"]Weapon training (categories or single weapons).
toolProficiencieslist["Thieves' tools"]Tool training.
languageslist["Draconic"]Languages understood.
Defences
KeyTypeExampleWhat it does
damageResistanceslist["fire","nonmagical bludgeoning"]Half damage of those types. Shows in Resistances & Immunities and auto-applies in the combat tracker.
damageImmunitieslist["poison"]No damage of those types.
damageVulnerabilitieslist["fire"]Double damage — mostly for DM-built NPCs.
conditionImmunitieslist["charmed","frightened"]Cannot suffer those conditions.
acBonusnumber1Flat AC bonus — for features and buffs (a fighting style, Shield of Faith). An item's AC bonus belongs in its AC Bonus field on the Bonuses tab, not here.
Attacks & Combat
KeyTypeExampleWhat it does
attackRollBonusdice string"1d4"A die that rides every attack roll (Bless). Offered in the roll dialog; unticking a source really removes its die.
spellAttackBonusFlatnumber1Flat bonus to spell attack rolls (Wand of the War Mage). For items, prefer the Bonuses-tab field.
extraAttacksnumber1Extra attacks per Attack action (1 = two attacks total).
advantageOnAttacksbooltrueAdvantage on your attack rolls (Reckless Attack, Greater Invisibility). Pre-selects advantage in the roll dialog, named as its source.
disadvantageOnAttacksbooltrueThe same against you (poisoned, Bestow Curse).
advantageOnCheckslist["str"]Advantage on that ability's checks — including its skills, since a skill check is an ability check. Not attacks, not saves.
disadvantageOnCheckslist["dex"]The same against you.
Movement, Senses & Body
KeyTypeExampleWhat it does
speedBonusnumber10Adds to walking speed (Monk's Unarmored Movement, Mobile).
grantedSpeedsobject{"fly":60,"swim":40}Grants a movement mode at that speed. A granted mode replaces, never adds — don't encode Fly as a speedBonus.
darkvisionnumber60Grants or extends darkvision to that range.
hpPerLevelnumber1Bonus HP per character level (Tough, Draconic Resilience).
initiativeBonusnumber5Flat initiative bonus (Alert).
passivePerceptionBonusnumber5Flat bonus to passive Perception (Observant).
passiveInvestigationBonusnumber5Flat bonus to passive Investigation.
carryingCapacityMultipliernumber2Multiplies carrying capacity (Powerful Build, Bull's Strength).
Toggles (features only)
KeyTypeExampleWhat it does
isToggleablebooltrueThe feature gets an on/off switch (Rage, Bladesong); its effects apply only while on.
toggleLabelstring"Rage"What the toggle button says.
conditionalWeaponDamage — extra damage offered at the roll

A list of objects; each becomes a tick box in the attack's damage roll (Dragon Slayer's 3d6 vs dragons, Crimson Rite, the Gloves of Soul Catching):

FieldExampleMeaning
label"Dragon Slayer"Name shown on the tick box.
dice"3d6"The extra damage. May also be a token "{resource:Hemocraft Die}" that resolves to a named scaling resource's current die.
damageType"force"Damage type; empty string means "the weapon's own type".
note"vs dragons"When it applies — shown as the tooltip.
scope"self""self" = only this item's own attack rows (weapon enchantments); "unarmed" = unarmed strikes only; omit = every weapon attack the character makes.
Example: {"conditionalWeaponDamage":[{"label":"Dragon Slayer","dice":"3d6","damageType":"","note":"vs dragons","scope":"self"}]}
transferable — points the wearer re-routes

A pool of points shifted between uses (see Custom Items for the play-side controls):

FieldExampleMeaning
amount2Pool size. Omit on a weapon to mean "its own magic bonus" (a Defender's +3).
targets[{"target":"abilityBonuses","key":"str","rate":2},"darkvision"]Where points may sit, addressed by the schema's own keys from this reference. Scalar keys go bare ("darkvision", rate 1) or named ({"target":"darkvision","rate":30}). Dictionary-valued keys take a key: {"target":"abilityBonuses","key":"str"}, {"target":"grantedSpeeds","key":"fly","rate":60}, {"target":"savingThrowBonusByAbility","key":"wis"}. Two documented specials: attack (the weapon's own bonus) and ac. Valid scalar targets: speedBonus darkvision initiativeBonus passivePerceptionBonus passiveInvestigationBonus savingThrowBonusFlat spellAttackBonusFlat. (Older spellings — bare ability codes, rate maps — are still read but never written back.)
mode"single""single" = all points to one target (swap menu on the equipment row); "split" = spread freely (stepper dialog). Omitted: split when attack/ac are involved, single otherwise.
label"Essence"What the controls call the pool.
What does NOT go in this JSON

An item's flat weapon bonus, AC bonus, spell attack bonus, or save bonus — those are proper fields on the item's Bonuses tab.

Charges, recharge, and attached spells — the Charges and Spells tabs own those.

Healing — potions are read from their description by the Use button.

Anything requiring an action to activate — that's description text; the sheet models passive, always-on (or toggled) effects.

On seeded items, a curated effects blob replaces the imported 5etools data entirely — if you curate one, it must carry everything the item does, not just the part you're adding.
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