Items & Inventory

How items work in Foundry, from creating and organizing them to putting them on actors, adding Active Effects and handing out loot with Roll Tables.

The Magic of Digital Items

On paper, tracking inventory means erasing and rewriting numbers until your character sheet looks like a battlefield. In Foundry, an Item is a document that carries its own properties: a sword knows its damage, a potion knows its uses, and an item can carry Active Effects that change its owner's numbers automatically.

Items show up in two places. The Items tab in the sidebar holds world items, your original copies. When an item is placed on an actor, it becomes an embedded item that belongs to that actor's sheet. Compendium packs hold libraries of items you can pull from whenever you need them.

The Item Ecosystem

As with actors, core Foundry defines no item types; your game system does. The dnd5e system, for example, has types for weapons, equipment, consumables, tools, loot, containers, features, spells and classes, while other systems have their own lists (and some use items for things like skills or talents). The tree below is a typical fantasy example, not a fixed Foundry list.

flowchart TD A["Items (types set by the system)"] --> B[Equipment] A --> C[Consumables] A --> D["Features and Abilities"] A --> E["Loot and Treasure"] A --> F[Quest Items] B --> B1["Weapons, armor<br/>tools, magic items"] C --> C1["Potions, scrolls<br/>rations, ammunition"] D --> D1["Class features, feats<br/>spells"] E --> E1["Currency, gems<br/>art objects"] F --> F1["Plot items, keys<br/>mysterious objects"]

Creating Your First Item

Open the Items tab, click Create Item, give it a name and choose a type from your system's list. The item sheet opens: set an image, a description, and whatever mechanical fields the system provides. Let's forge a sword with personality and purpose.

The sketch below is a dnd5e-style example. Which fields exist (rarity, attunement, damage formula, weight) depends entirely on your system.

The Anatomy of an Item

Whatever the system, most items have the same layers:

flowchart TD A[Item Components] --> B[Basic Information] A --> C[Mechanical Properties] A --> D[Description and Lore] A --> E[Automation] B --> B1["Name, type, image<br/>weight, value, rarity"] C --> C1["Damage or healing, bonuses<br/>range, uses or charges"] D --> D1["Physical description, history<br/>secret properties"] E --> E1["Rolls from the sheet<br/>Active Effects, macros"]

Inventory Management: The Art of Organization

A character's inventory tells their story. Are they prepared for anything? Do they hoard useless trinkets? How the inventory tab is laid out, whether it tracks currency and encumbrance, and whether containers like a backpack hold other items are all decided by your system's character sheet. The example below is a generic fantasy layout.

Drag and Drop: Getting Items onto Actors

Almost everything with items in Foundry is drag and drop:

flowchart TD A[Compendium Pack] -->|drag| B[Items tab: world item] A -->|drag| C[Actor sheet: embedded copy] B -->|drag| C C -->|drag| D["Another actor's sheet<br/>(copy or move: system-dependent)"] C -->|drag| E["Macro hotbar<br/>(result depends on the system)"]

Item Compendiums

Your system almost certainly ships compendiums of standard equipment, spells and features; search them before building something by hand. Drag an entry straight onto a character sheet, or into the Items tab to make a world copy you can customize. For your own homebrew, create an Item compendium in the Compendium Packs tab and drag finished items into it; you can organize it with folders and reuse it in later campaigns by keeping it in a module.

Active Effects V2: Items That Change Their Owner

An Active Effect is a bundle of changes to an actor's data, such as "+1 to armor class" or "speed +10". Effects can live on an actor directly or on an item. In V14 (Active Effects V2), an effect on an item the actor owns applies to that actor straight from the item; the old option of copying item effects onto the actor ("legacy transferral") has been removed.

Whether an item's effect is active only when equipped or attuned is up to the system. Some systems also add their own automation on top (rolling damage, consuming charges); see your system's documentation for what it handles.

Simple Effects to Try

Loot with Roll Tables

Roll Tables turn "what's in the chest?" into a single click. In the Roll Tables tab, create a table, set its formula (for example 1d20 or 1d100) and add results, each covering a range of numbers. A result can be plain Text ("17 gold pieces") or a link to a Document, such as an item in your world or in a compendium. Click Draw Result and Foundry rolls the formula, posts the result to chat, and can mark that row as drawn so it won't come up again until you reset the table.

A few tips for loot tables:

Magical Item Design

Creating magical items is an art form. Each should feel special, with history and purpose beyond the numbers.

The Five Questions of Magic Items

  1. Who made it? An ancient wizard? A divine blessing? Alien technology?
  2. Why was it made? Its purpose shapes its powers.
  3. What's its story? Great items have history.
  4. What's the catch? Interesting limitations create drama.
  5. How is it discovered? The finding should be memorable.

Example: The Whispering Blade

The mechanics below use dnd5e terms; translate them into your own system.

flowchart TD A[The Whispering Blade] --> B[Properties] A --> C[History] A --> D[Mechanics] B --> B1["+2 shortsword<br/>advantage on Stealth<br/>Silence 1/day"] C --> C1["Assassins' guild relic<br/>thirsts for noble blood<br/>whispers of past kills"] D --> D1["Requires attunement<br/>curse: can't speak loudly<br/>sentient, chaotic evil"]

In Foundry, put the bonuses in the weapon's fields, the Stealth advantage and the curse in Active Effects on the item (if your system supports those changes), and the history in the description, hiding the secret parts in a GM-only section where the sheet offers one.

Shop Management: The Merchant's Tale

Core Foundry has no shop window. The simplest approach is a merchant NPC actor whose inventory is the stock: players browse it with Observer ownership, and you drag purchases onto their sheets and adjust their currency by hand. Some systems and modules add merchant sheets with buy and sell buttons; Item Piles is a popular one. Either way, a shop is an opportunity for roleplay and world-building.

Dynamic Shop Ideas

Try It in Foundry: The Complete Item Experience

Create Your Signature Items

Design these five items, which almost every campaign needs:

  1. The Starter Magic Item:
    • Something useful but not overpowered, with a minor quirk.
    • Give it one Active Effect and check the character sheet's numbers change when it's on the actor.
    • Example: a Ring of Warmth that complains about the cold.
  2. The Consumable Stack:
    • A custom potion or scroll with a quantity or uses (if your system tracks them).
    • Example: a Potion of Spider Climb that makes you crave flies.
  3. The Quest MacGuffin:
    • No combat stats; rich description and lore.
    • Example: a crystal that shows the last memory of the dead.
  4. The Cursed Temptation:
    • Powerful benefit, significant drawback, hard to get rid of.
    • Example: armor that grants +3 AC but won't let you retreat from combat.
  5. The Utility Wonder:
    • Non-combat, with a daily limit; encourages creative problem solving.
    • Example: chalk that can draw working doors on walls.

Check Yourself

You fix a typo in the Flamebrand item in the Items tab, but the copy on Thorin's sheet still shows the old text. Is something broken?

Answer

No. Dropping an item on an actor creates an independent embedded copy. Edit the copy on Thorin's sheet, or delete it and drag the fixed version on again.

Your 1d20 loot table has results for 1–10, 11–15 and 17–20. What goes wrong, and how often?

Answer

A roll of 16 matches no result, so the draw comes up empty 1 time in 20 (5%). Extend one range to cover 16.

Bigger Challenge: The Living Shop

Build a complete magic shop:

  • An NPC shopkeeper actor with a personality.
  • 20 or more items in their inventory, with varied prices.
  • Three items that are "not for sale" (plot hooks).
  • A Roll Table that restocks the shelves between visits.
  • A secret black-market list for rogues, in a GM-only journal page.

Common Item Pitfalls

The Hoarding Problem

Issue: players keeping 47 rusty daggers "just in case".

Solution: encumbrance (if your system tracks it), item degradation, or merchants who only buy quality goods.

Magic Item Inflation

Issue: too many magic items dilute their specialness.

Solution: make magic items rare and memorable, not just stat boosts.

The Forgotten Consumable

Issue: players forget they have potions and scrolls.

Solution: remind them at fitting moments, put key consumables on the macro hotbar, and create situations where they're obviously useful.

The Edited-Original Surprise

Issue: you rebalanced an item in the Items tab, but the characters still have the old version.

Solution: embedded items are copies. Update the copies on each actor, or replace them.

Item Story Ideas

The Coin That Started a War

Hand the party a simple copper coin with a strange symbol. They'll keep it as a curiosity. Twenty sessions later, reveal it as the lost seal of a murdered prince, and a throwaway treasure becomes the centerpiece of the campaign.

The Evolving Weapon

Give a player a rusty sword that "feels important". After each major victory, add a new power (a new Active Effect or property on the item). By the campaign's end, they've reforged an artifact through their own heroism.

The Shop of Mysteries

A magic shop that only opens at midnight, with stock that changes with the phase of the moon (a different Roll Table per phase). Players plan shopping trips like missions, and a mundane errand becomes an adventure.

What's Next?

Your actors are now equipped: items created and organized, dragged onto sheets, powered by Active Effects, and handed out through loot tables.

The next part, Journals & Handouts, covers your campaign's encyclopedia, where lore, notes and secrets live.