gitlab tposney/midi-qol v14.6.5

latest releases: v13.0.72, v14.0.19, v14.6.7...
4 days ago

14.6.5

  • Compatibility: dnd5e 6.0.x only (maximum 6.0.999). dnd5e 6.1 changes damage application in ways that break midi's damage card; support follows in a later release.
  • Compatibility: requires DAE 14.6.4.
  • Added: MidiQOL.addCardNote(card | uuid | workflow, html, { anchor, position, key, visibility | whisper }) / removeCardNote(card, key): a note on a usage card, drawn where it names (anchor: buttons, attack, hits, damage, otherDamage, bonusDamage, utility, saves, top, bottom; position: before, prepend, append, after) and hidden in the log. A note is a chat message linked to the card: whispered notes show only to their recipients, links, inline rolls and enrichers work, and it is deleted with the card. Usage cards are drawn from their data, so splicing text into content no longer works.
  • Added: card notes drawn by your code: MidiQOL.registerCardNoteRenderer(kind, renderer) draws notes added with { kind, data }, for each viewer whenever the card is drawn, from the note's data and its own messages (rolls made with MidiQOL.cardNoteMessageData(note, role) as their message data: hidden in the log, deleted with the note, drawn on the card with MidiQOL.renderLinkedMessage, masked as midi masks dnd5e's summaries; MidiQOL.visibleRollTotal gives a roll's total only if the viewer may see it). A note whose renderer isn't registered shows its html. Contested rolls are drawn this way.
  • Added: token names as each viewer may see them (midi's player-name rules): @MidiTokenName[uuid]{name} in enriched text (card notes, messages, journals), {{midi-token-name uuid name}} in templates, MidiQOL.tokenName(uuid); markup with data-midi-token-uuid is renamed on midi's cards.
  • Fixed: saves and checks shown on their use card also popped up as chat notifications.
  • Fixed: a critical hit whose damage had parenthesised dice (e.g. 1d8 + (2d6)) failed and the use never finished (dnd5e 6 bug, worked around).
  • Fixed: a damage roll that fails stops the use with a message instead of leaving it waiting.
  • Fixed: with Save summary style midi, dnd5e's summaries of rolls midi's saves section doesn't show (e.g. another module's check on the use card) were hidden.
  • Changed: text written to a usage card's content becomes a note at the bottom of the card (with a console warning) instead of replacing the card.
  • Fixed: MidiQOL.contestedRoll results were not shown on the item card, and its checks could be hidden both from the card and the log. The card now shows the contest as soon as it starts: each side's check, or who it is still waiting for ("Waiting for actor1 (Athletics)"), then the result, which follows a reroll; if a roll is never made it says so. A total is shown only to viewers who can see that roll.
  • Fixed: MidiQOL.contestedRoll ignored its rollOptions (for both rolls, or per side in source/target): advantage, disadvantage, fastForward and rollMode now reach the checks.
  • Fixed: undo did not colour the undone workflow's card; a change to Undo chat colour now recolours cards already undone.
  • Changed: undo removes the use's card and every message linked to it (saves, damage cards, card notes, uses made from it) instead of guessing from who spoke; an undone card shows no buttons.
  • Fixed: a second quick use of the same item couldn't be undone.
  • Changed: undo data is much smaller (a repeat attack's entry is about a tenth of the size), and undo restores only the items and effects that changed.
  • Fixed: MidiQOL.addUndoChatMessage did nothing on a player's client.
  • Fixed: the AC modifier icons on a hit row (cover, reaction, a target's attack penalty) were different sizes and sat at different heights.
  • Fixed: players who may not see a target's AC (dnd5e's Attack Result Visibility) still saw its modifier icons, whose tooltips give the amounts (cover, a reaction, and with several targets a target's attack penalty); they are now hidden with the AC.
  • Changed: an attack roll's expanded breakdown is dnd5e's: the dice, then each modifier labelled (Proficiency +6, Blurred Form −2), where it showed only the dice. The sources of advantage and disadvantage above it are named ("Nearby foe") instead of showing internal keys.
  • Fixed: Move roll formula to tooltip ignored its advantage attribution options: a roll's breakdown listed the sources of advantage/disadvantage whatever it was set to. They are listed there only with Advantage Attribution or Formula -> tooltip + adv attribution; the info icon on the roll's label shows them either way.
  • Deprecated: Move roll formula to tooltip's advantage attribution options (the label's info icon shows the same sources). A world using one gets a deprecation warning; they are due to be removed in 14.8.
  • Fixed: an attack rolled without the roll dialog spent the actor's first ammunition (even one with none left) instead of the activity's chosen ammunition, while the card named the chosen one.
  • Fixed: an actor with a flags.midi-qol.optional.* change set to ItemMacro threw DAE is not defined when the world loaded, leaving the actor's data incomplete.

Settings

  • Fixed: settings added since a world last saved midi's settings, or missing from an imported settings file, were treated as off (e.g. the condition editor, sheet buttons, waiting for damage application); they now take their defaults.
  • Fixed: quick settings GM Attack/Damage: Manual, Player Attack/Damage Roll: Manual and No Hits/Saves/damage application automation set values the config panel doesn't offer; Turn on Reaction processing no longer changes how saves are rolled.
  • Changed: the Rules tab starts with Rules always applied: When an Incapacitated actor takes an action, Check weapon range when attacking, Targets you can see (moved from Mechanics) and Force vision when checking, which apply whether or not optional rules are enabled. The Vitality settings, which need optional rules enabled, are shown with them.
  • Changed: When an Incapacitated actor takes an action: the option Do nothing is now Allow it.
  • Fixed: the Enable ddb-game-log support checkbox did nothing; it now turns the integration on, and a world where it was ticked has it on.
  • Changed: new worlds default to Temporary HP Concentration Check and Remove concentration when incapacitated status applied on (the rules as written), and GM critical damage to DND5e Settings Only (it was a blank choice, so the GM's critical hits didn't double damage dice); a world with the blank choice saved follows the player setting.
  • Changed: the Full Automation and No Automation quick settings are rebuilt for this version. Full Automation now uses the 2024 invisibility rules, hiding per observer, GM damage rolled on a hit, and no target confirmation.

Teleport activity

  • Added: Teleport option During the Use: the teleport is planned as part of the use, after its effects and damage; dismiss the plan and the card keeps its Teleport button.
  • Added: Who Teleports: Swap Caster and Target.
  • Added: macros can pass midiOptions.teleport to completeActivityUse: the destinations (no planning) or "button".
  • Changed: a teleport used as a reaction pauses the reaction timeout while it is placed.
  • Changed: once the teleport is made, the card's Teleport button is hidden.
  • Changed: on hex grids destinations are checked by hex (occupied spaces, 5 ft, nearest free space, walls); on gridless scenes distances are measured exactly.
  • Changed: when the caster dismisses their own plan, nobody teleports.
  • Fixed: when the caster's teleport goes to another level, the creatures teleported with it go to that level too, and only tokens on that level block a space. MidiQOL.moveToken takes a level.
  • Fixed: a player placing a GM's creature got an error.
  • Fixed: an error when a token just targeted was teleported to a level not being viewed.
  • Fixed: "Non-existent data field" warnings from the midi tab of teleport, transform and similar activities.

Saves
Who sees what of a card's saves and checks:

  • A card's challenge (its DC and its NPC targets' results) belongs to the caster, whoever made the roll: dnd5e's Challenge Visibility Show all shows it to everyone, Show only from other players to players when the caster is player-owned (never an NPC caster's), Hide all to no one. The caster's owners always see it. Player-owned NPCs count as player characters.
  • Of an NPC's save, players who see the challenge see what Auto Check Saves allows: the outcome, the total or the dice; with only GM sees nothing.
  • A player character's save shows its roll as its own save message does (blind and private rolls stay hidden); its outcome (tick/cross and highlight) follows the visibility settings, and its owners see it unless only GM sees.
  • A roll forced obscured (Which skill checks are rolled blind, Blind roll display Obscured) shows ?? in the saves section and in dnd5e's summary, with no success/failure icon, as on its roll card.
  • Target names are always shown.
  • With Auto Check Saves off, a save or check rolled from the card's button is recorded in midi's saves section: the total and result against the DC, a reroll replacing the row, a row for a creature that wasn't a target. Display only.
  • GM setting Chat card summaries: Each user's choice/Always/Never forces dnd5e's Summarize chat cards for every user (a user's own choice is put back afterwards).
  • Fixed: a check or save the activity's user rolls for its own creature (Hide's Stealth, Search's Perception, Influence…) ignored the Alt/Ctrl (advantage/disadvantage) and Shift keys held when it was used, including an action chosen in Generic Actions; the card's tooltip names the key press.
  • Removed: setting Show damage after each save. A target's damage is on the damage card (with its save and resistance marks, and the player view's own settings) and in dnd5e's damage tray.

Conditions

  • Added: optional rule Apply condition rules (off by default): the condition rules dnd5e doesn't apply, however the condition is set (token HUD, sheet, activity). Replaces CPR 1's Apply Midi-QOL Condition Effects.
    • Frightened, poisoned, prone and restrained creatures attack with disadvantage, as do creatures with 2014 exhaustion 3 and heavily encumbered ones (Strength and Dexterity attacks).
    • Attacks against a paralyzed, petrified, restrained, stunned or unconscious creature have advantage; against a prone one, advantage within 5 ft and disadvantage beyond.
    • Hits within 5 ft on a paralyzed or unconscious creature are critical.
    • Paralyzed, petrified, stunned and unconscious creatures fail Strength and Dexterity saves.
    • Frightened creatures have disadvantage on ability checks.
    • Silenced creatures can't cast spells with a Verbal component.
    • Blinded follows these rules only when Unseen/Invisible attackers is off.
  • Added: the advantage tooltip names the conditions behind dnd5e's own advantage or disadvantage on checks and saves (poisoned, restrained, exhaustion).

Vision

  • Changed: Dim lower floors through surface holes is replaced by the player setting Mark lower floors where creatures can't be seen. Through an opening you see the floor below, but not always the creatures on it: midi marks the squares where a creature would be hidden from your selected token, in the style (tint, dim, hatch, outline), colour and opacity you choose.

Activities

  • Added: Statuses Applied on the activity sheet (midi-qol tab › Use): statuses put on the targets directly, as the token HUD does, rather than an effect carrying them. Each can have extra special durations and an On Save choice. They go to the same targets as the activity's effects (hit, failed save, activation condition; also from the item's other activity or an ammunition activity) and end with the caster's concentration. A creature that already has the status keeps it.
  • Fixed: an effect or status applied "whatever the save" also went to creatures an attack missed; it now goes only to the creatures hit.
  • Changed: Statuses Applied: On Save is a choice, If the save fails or Whatever the save.
  • Changed: the Midi Overtime tab explains which effect change runs an over-time activity (flags.midi-qol.ActivityOverTime set to its identifier); marking an activity Is Over Time alone does nothing.

Regions

  • Fixed: Midi Region Light's light spilled outside its region and could sit off-centre. It now stays inside the region (single-piece regions) and is centred on the shape: an emanation's token, a circle's or rectangle's centre, the middle of a cone or line.
  • Added: Midi Region Light can be darkness, with Priority, Constrained by Walls (off by default), Fill Region and the darkness animations.

Targeting

  • Fixed: an automated use (a macro's, or a turn-start effect such as Regeneration) could lose its targets, and with them its damage, when another use started or finished at the same moment. Each use keeps its own targets, and the user's targets are put back only if nothing has targeted since.
  • Fixed: Un-target at end of turn (dead targets) cleared every target at 0 hit points shortly after any use, so a Healer's Kit or Spare the Dying used on a downed creature lost its target; only the finished use's targets are cleared.

Flanking and attack rolls

  • Added: an attack per target works with area templates and emanations (e.g. a cone that makes an attack roll against each creature in it). The use places its template, chooses its targets and spends its cost; each target then gets its own use and card, linked to the first card, which shows each target's hit or miss as its attack resolves. The first use's RollComplete comes after the per-target uses, with no attack roll.
  • Added: attack activity Ammunition (weapons that use ammunition): one per attack roll (default), one per use, or one per target. With an attack per target, later targets use the first target's ammunition. A target's attack that can't be made waits at its attack button; cancelling it or deleting its card skips the remaining targets.
  • Changed: flanking applies only to a melee attack roll against a single target (with Roll a separate attack per target, each roll counts).
  • Changed: a fixed flanking bonus (+1 to +5) is added to the attack roll, labelled Flanking or Flanked, instead of lowering the target's AC.
  • Changed: against a single target, the target's granted attack bonus (flags.midi-qol.grants.attack.bonus) is part of the attack roll instead of lowering its AC; against several targets it still applies per target.
  • Changed: changing the flanking settings clears existing Flanking and Flanked statuses.
  • Added: attack roll details (Workflow › Hits Show attack roll details, on by default): icons beside the total for its unusual parts (flanking, a granted bonus, an effect's bonus shown with the effect's image, exhaustion), green for a bonus and red for a penalty, and a tooltip on the total listing every part of the roll and any advantage or disadvantage.

Macros

  • Fixed: an onUseMacroName effect change naming ActivityMacro, on an effect applied by an item's second or later activity, ran the item's first activity's macro instead of the effect's own activity's.
  • Fixed: DAE's field browser listed flags.midi-qol.optional.NAME.displayChatCard instead of displayBonusRolls.
  • Added: MidiQOL.hasUsedAction(actor) and MidiQOL.setActionUsed(actor), alongside the reaction and bonus action helpers.
  • Added: hook midi-qol.conditionData to add data that conditions can read.
  • Fixed: an effect change flags.midi-qol.onUseMacroName with ItemMacro on an aura's copy (Aura Effects) pointed at the aura effect rather than its item, so the macro never ran; it now runs the item's macro.
  • Fixed: a reaction passed to the chooseReactions socket as an object ({itemName, id, uuid, …}, the older form) made the reaction dialog fail to render, so nothing was offered; it is looked up by its uuid.
  • Fixed: with CAT 0.1.3 or older active, an item with a cast activity made CAT throw an error for every effect pointing at it.
  • Fixed: an ammunition's onUse macros at the workflow-state passes (e.g. postAttackRollComplete, preDamageRollComplete) got the weapon as the macro item, so its ItemMacro never ran; the macro item is now the ammunition.
  • Changed: a blank onUse macro name is the item's own macro (the used activity's, else the item's; for an effect change, the effect's activity's, else its item's), and an item with a macro but no onUse macros runs the macro after active effects. An onUseMacroName effect change with no pass is ignored and reported.

Invisible and hidden

  • Removed (breaking): the optional rule Attacking removes hidden/invisible. Invisibility and hiding end by their own durations instead, so Greater Invisibility and other lasting invisibility survive an attack (midi used to end the spell and its concentration). Invisible set from the token HUD stays until removed by hand.
  • Changed: Unseen/Invisible attackers have advantage/disadvantage defaults to RAW (2024) where it was never set.
  • Added: two options for Hidden attackers have adv/disadv on attacks: Hiding is Invisible to whoever doesn't perceive it (the default, replacing Check 'Hidden' Status), and the same with a house rule where a passive Perception at least the hide's DC sees through it. A hiding creature (dnd5e's Hiding condition) is then Invisible, on the map and for attack rolls, to every creature that doesn't perceive it. These perceive it: the hider and its allies; a token with vision disabled, unless Force vision when checking is on; anything that sees invisible creatures (truesight, see invisibility, blindsight, tremorsense); and, with the house rule, a creature whose passive Perception is at least the DC. The DC is the Hide action's Stealth total, or 15 for Hiding set from the token HUD.
  • Added: a status Invisible (until it attacks, casts a spell or deals damage), which ends itself the way the Invisibility spell does. The token shows a single Invisible icon, and removing Invisible from the sheet or token HUD also removes this status.
  • Changed: the Invisibility sample spell applies Invisible this way; it ends when the target attacks, casts a spell or deals damage, ending the spell.

Damage

  • Fixed: damage a creature absorbs (Damage Absorption) shows as healing on the damage card; it was applied correctly but shown as no change.
  • Fixed: absorbed damage heals the full damage dealt (after a save and the card's multiplier); immunity, resistance, vulnerability and DR no longer reduce it (an immune absorber, such as an SRD golem, healed nothing).
  • Fixed: MidiQOL.modifyDamageBy (in an isDamaged or preTargetDamageApplication macro) changed only part of the damage entry, so later special durations used the old figure; the whole entry now follows.
  • Removed: setting useDamageDetail (MidiQOL.configSettings().useDamageDetail reads true, with a deprecation warning).
  • Fixed: damage to a creature at 0 hit points counts as damage, so isDamaged hooks, macros and special durations fire (e.g. Stable from Spare the Dying or a Healer's Kit ends).
  • Added: setting Enforce death saves (Mechanics, off by default): damage to a character at 0 hit points is a failed death save, two for a critical hit, and death if it is at least the character's hit point maximum. Undo on the damage card restores the count and, after a death, the unconscious status. flags.midi-qol.noDeathSaveFailureFromDamage exempts a creature.

Chat cards

  • Fixed: the lines between a card's sections were near-white in dark mode. They are now dnd5e's dotted divider (light or dark with the theme), and only between the attack, damage, utility and saves groups, not between an attack and its hits or between damage rolls. The dice tooltip, advantage tooltip and contested roll lines follow the theme too.
  • Fixed: a card no longer shows the same picture twice when the activity's image is its item's.
  • Added: follow-up buttons. An activity marked Follow-up Button (with an optional Follow-up Condition) appears as a button on the card when another activity of its item is used, for the user's owners and the GM. Clicking it runs the activity at its Follow-up Targets: by default the creatures an attack hit, else all the targets; or the user, the hit or missed targets, or the failed or successful saves. A critical stays a critical, its uses are spent, and its card is linked to the first. Macros can offer any activity with MidiQOL.addFollowUp(workflow, activity, {label, targets}).
  • Changed: a damage card is linked to the card it came from and deleted with it, and no longer repeats its speaker and whisper recipients.
  • Changed: the card of an item used inside another use by the same actor (e.g. CPR's Sneak Attack spending its use) is linked to that use's card and deleted with it, unless that use is aborted.
  • Changed (breaking): Apply on dnd5e's damage tray goes through midi: damage hooks and macros run (CAT/CPR damage reductions apply) and the linked damage card can undo it.

Rolls and saves

  • Fixed: flags.midi-qol.noAdvantage.check.* and noDisadvantage.check.* didn't apply to skill checks using that ability (they did to tool checks).
  • Changed: flags.midi-qol.deathSaveBonus is deprecated: an effect using it now sets dnd5e's system.attributes.death.roll.bonus, so dice work; set on an actor directly it still works, with a warning, until 14.6.10.
  • Added: flags.midi-qol.DR.save, .other, .util, .abil, .ench and .summ reduce damage from activities of that type (they did nothing).
  • Changed: flags.midi-qol.DR.{damage type} (including DR.healing and DR.temphp) and DR.all are no longer offered in DAE's field browser: they only set dnd5e's system.traits.dm.amount.{type} and midi's system.traits.dm.midi.all, which are offered instead. Effects using them still work.
  • Fixed: DAE's field browser offered system.traits.dm.{damage type} and system.traits.dm.midi.healing, which don't exist, instead of system.traits.dm.amount.{type}.
  • Removed: flags.midi-qol.advantage.damage.* and magicResistance.save.all / .check.all / .skill.all from the DAE field browser; midi never read them.
  • Changed: an optional bonus's terms are named after the bonus, so an attack roll's breakdown shows e.g. "+5 Lucky Strike" rather than "+5 Bonus" (attack, save, check and AC bonuses; damage terms keep their damage type).
  • Changed: Show before and after optional bonus chat card: an optional bonus to a roll made for a use card (attack, damage, a target's save or check, the AC an attack is compared with) is a one-line note on the card beside the roll it changed (e.g. "Lucky Strike: 17 → 22", each total an inline roll that expands to its dice), instead of a message repeating both rolls. A save's note shows each viewer as much as that target's save row: expandable totals with the dice, plain totals with the total only, the bonus's name with the outcome only, nothing when the result is hidden. A save's before/after message used to be posted as a second save message, so with Summarize chat cards on it was never shown.
  • Fixed: an "ActiveEffect … does not exist" error when one use ended an effect lasting until a Bonus Action, Reaction or Turn Action.
  • Fixed: optional bonuses limited by @resources.legres.value or @resources.legact.value (e.g. Legendary Resistance) now spend a use; they could be used without limit.
  • Changed: an over-time roll's card shows the effect's icon and name once, with the activity type (Damage, Saving Throw) beneath.
  • Fixed: an over-time action save with rollType=skill or tool (e.g. an Athletics check to escape) showed "undefined check" and never ended the effect; it now names the check, and a success ends the effect.
  • Fixed: Dice So Nice's Hide NPC rolls and Disabled during combat now apply to the dice midi shows (attacks, damage, saves, checks, bonus rerolls), including dice other modules show through MidiQOL.displayDSNForRoll, which now takes the rolling actor.

New sample items

  • Most of these came about because I needed them for my ember game and could not find another source. These are all AI generated and I'm confident that over time CPR/MISC/Gambits will come up with their own and better implementations. However I found them useful so thought I'd add them for anyone that needs them. Most of these use Coven's Automation Toolkit (CAT) so make sure it is installed if you want to use them. I suggest making midi's sample items the last compendium to check when applying medkit via CAT.
  • 2024 actions (sample items › Actions, need CAT): Attack, Check Cover, Generic Actions, Hide, Influence, Knock Out, Magic, Mount, Ready, Search, Squeeze, Stabilize, Study, Suffocation, Underwater. Generic Actions offers all of them and, with CPR, CPR's actions too (an action both offer is listed twice, tagged with its source). To give an action options for every player, import it from the compendium into the world's Items and set them there: Generic Actions uses those options with the current compendium version.
  • Hide (2024 rules): a DC 15 Stealth check; on a success you are hiding (dnd5e's Hiding condition), with your total as the DC to find you (see Invisible and hidden). It ends when you attack, cast a spell with a Verbal component, or are found. With CPR, CPR's hide applies its effect. Search: a Perception check finds hidden enemies in line of sight whose DC it meets; by default the GM confirms who is found (Search's GM Confirms option).
  • The actions' result messages (Hide's DC, Search, Check Cover, Influence) are deleted with the action's card, and a chosen action with its Generic Actions card. For macros: any message flagged flags.midi-qol.origin with a card's id is deleted with that card.
  • SRD 2024 spells (those needing CAT say so): Calm Emotions, Command, Detect Magic (see below), Dragon's Breath, Ensnaring Strike, Faerie Fire, Guiding Bolt, Gust of Wind, Hellish Rebuke, Heroism, Identify, Lesser Restoration, Light, Pass without Trace, Phantasmal Force, Sanctuary, Sleep, Spare the Dying, Thunderwave, Web.
  • SRD 2024 equipment: Torch, Candle, Lamp, Hooded and Bullseye Lanterns, Healer's Kit, Eversmoking Bottle.
  • SRD 2024 Metamagic options (need CAT): Careful, Distant, Empowered, Extended, Heightened, Quickened, Seeking, Subtle, Transmuted and Twinned Spell.
  • SRD 2024 class features: Innate Sorcery, Preserve Life, Weapon Mastery.
  • Metamagic Adept (2024 feat, needs CAT): 2 Sorcery Points, regained on a Long Rest, which midi's Metamagic options spend before Font of Magic's. Not SRD, so no rules text: apply midi's automation to your own copy (identifier metamagic-adept, 2024 rules) with CAT's medkit, which keeps your description and adds midi's notes.
  • Official, not SRD, so without rules text (apply them to your own copy with CAT's medkit): Vow of Enmity (Oath of Vengeance), Dragonhide Belt, +2, Gloves of Soul Catching (and an Elemental version adding the 2d10 to the strike's damage roll), Jewel of Three Prayers in its Dormant, Awakened and Exalted states (the latter two need Aura Effects; Prayer of Fortune is for allies, or any creature with the Ward aura set to Any; Exalted adds swimming for the wearer and nearby allies, and Golden Flash: a teleport whose landing bursts with radiance).
  • SRD monster features (sample items › Features › Monster Features), each offered by CAT only to its creature (most need CAT): Stench, Unnerving Gaze, Fear Aura, Death Burst, Death Throes, Life Drain, Vampire Bite, Grick Tentacles, Regeneration (Troll and Troll Limb with the SRD 5.2.1 acid/fire rule and amounts), Parry; Pack Tactics, Lightning and Acid Absorption for any NPC.
  • Swallow for the SRD Behir, Purple Worm, Remorhaz, Tarrasque, Kraken, Giant Frog and Giant Toad (sample items › Features › Monster Features, needs CAT): as many creatures at a time as the stat block says, damage when the stat block says (the swallower's turn start or end, the swallowed creature's own turn, or the Giant Frog's once-then-disgorge), regurgitation after enough damage from inside, escape at 0 hit points.
    The rest are just fun, with some interesting effects, so thought I'd push them too.
  • Starfall Bullet (homebrew legendary sling bullet): on a hit, 8d10 radiant to the target and DC 18 Dex for 4d10 fire (half on a success) to every other creature within 15 ft; the crater is difficult terrain filled with bright light for 1 minute (a region with a Midi Region Light, made by the GM and removed when the minute ends).
  • Chainbreaker Bolt (homebrew legendary crossbow bolt): on a hit, choose up to five more creatures, each within 30 ft of the last one hit; each takes the crossbow's damage dice plus 3d10 force.
  • Arrow of Echoed Wounds (homebrew legendary arrow): on a hit the arrow lodges for 1 minute, adding 2d6 piercing whenever the target takes damage; the target's Lodged Arrow item pulls the arrow out (DC 18 Medicine, 4d6 piercing on a failure).
  • Cataclysm Bolts (homebrew very rare crossbow bolts): on a hit, a d6 picks a fire burst (3d8 to the target and those within 5 ft), jagged ice, a necrotic pulse or six shards of shrapnel.
  • Draught of the Echoing Step (homebrew legendary potion): for 10 minutes you leave echoes of yourself; attacks against you have Disadvantage while one is beside you, an echo can take a hit meant for you, and as a reaction you can step to an echo so the attack misses and the echo bursts for 3d8 force at the attacker.
  • Draught of the Second Breath (homebrew legendary potion), drunk as a reaction when damage would drop you to 0: you rise at your hit point maximum, free of Charmed, Frightened, Paralyzed, Poisoned and Stunned, with resistance to all damage for a minute and a Constitution save to drop to 1 instead of 0, each success costing a level of Exhaustion when the minute ends.

Detect Magic and Detect Magic (Vision) (sample items › Spells › 1st Level, need CAT)

  • Detect Magic has two activities. Cast (the spell, concentration, 10 minutes) whispers the caster's owners and the GM whether the caster senses magic within 30 feet, no more. Sense Magic (the spell's Magic action, no usage dialog or spell slot) gives the specifics, one line per creature or area.
  • What Sense Magic reports: magic items by kind (a longsword, a potion, armor), never by name; magical effects as "a magical effect" with the spell's school (e.g. "a magical effect (Abjuration)"), never by spell name. An effect counts if it is marked magical or comes from a spell or a magic item; a magic item's own effects on its bearer are reported as the item.
  • Range and line of sight: creatures and areas within 30 feet, nothing behind a wall that blocks sight. A creature the caster can't see (invisible, hidden) is reported only as "An unseen creature radiates magic", with no breakdown; tokens the GM has hidden are not reported.
  • Magical areas: a region made by a spell (its school) or a magic item, or one marked Magical in the region editor, is reported as "a magical area". The region editor's Appearance tab has Magical and Magic School (flags.midi-qol.magical, flags.midi-qol.magicSchool); Magic School overrides the school of the spell that made the region.
  • Detect Magic (Vision) (flags.midi-qol.detectMagic.vision; add it from the compendium, CAT doesn't offer it as a replacement) is Detect Magic whose Sense Magic also gives the caster Magic Sight until the end of the caster's turn (in combat) or 10 seconds, whichever comes first. The GM and the caster's owners see glowing concentric rings around each visible creature bearing magic, and bands along the outline of each magical area: one ring per colour, a spell school's colour (abjuration blue, conjuration yellow, divination white, enchantment pink, evocation red, illusion purple, necromancy green, transmutation orange) or turquoise for magic items, brightest innermost. A ring is brighter and wider for a higher spell level (the level it was cast at) or a rarer item. The rings follow their tokens and fade when Magic Sight ends; unseen creatures get none.

Sample items

  • Changed: the Bullseye Lantern sample is the SRD Lantern, Bullseye (Light/Extinguish, oil, cone).
  • Fixed: the Brooch of Shielding sample (was "Broach") let Magic Missile damage the wearer; it is now the SRD 5.2 brooch (text, uncommon, CC-BY-4.0) with identifier brooch-of-shielding, so CAT matches it.
  • Changed: sample items › Items is sorted into Mundane, Weapons, Ammunition, Wands and Wondrous Items; midi's own creations are in Items › Homebrew, with the source "midi-qol homebrew". Fleet of Foot moved to Features, Devil's Glaive to Monster Features.
  • Changed: samples of official items that aren't SRD have no rules text (Absorb Elements, Toll the Dead, Rakish Audacity, Arcane Ward, Aura of Vitality, Elemental Attunement); their source names the book. Apply them to your own copy with CAT's medkit.
  • Changed: a sample's midi-qol notes (including the former "Foundry Note" sections and the CAT requirement) sit in a block at the end of its description. When CAT's medkit applies a midi automation it keeps the item's own description and replaces that block, so anything typed inside it is lost; the medkit also lists the notes.

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