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Txpple

fvtt-mcp-molten5e

by Txpple

add-item

Create structured D&D 5e items on an actor or in the world Items sidebar. Fill only fields you need; sensible defaults handle the rest, including weapon attack activities.

Instructions

[D&D 5e only] Create a structured physical item (loot/gear) on an actor or in the world Items sidebar. Pick itemType, then supply only the fields you need — sensible defaults fill the rest:

• weapon — to-hit weapon. damage (base die), weaponClass, attackType, reach/range, magicalBonus, properties. Builds a rollable attack activity by default (withAttack). • armor / shield — armorValue, dex, strength; magicalBonus = +N AC. Pass wireAc (BODY ARMOR only) to make the actor derive AC from the worn armor; a shield needs no wireAc (its +2 applies under any AC calc). • wondrous — rings/cloaks/etc. (equipmentType); use magical:true + attunement (a wondrous item has no numeric +N field — model a bonus with manage-effect). • consumable — potion/scroll/ammo/wand. consumableType, uses {max, recovery, autoDestroy}. Ammo can carry damage + ammoReplace + magicalBonus. • tool — toolType, ability, proficient, toolBonus. • loot — gems/art/trade goods (lootType, price). NOT equippable/attunable. • container — bag/chest with capacity and an inner currency pile. Place items inside any container with the container param (id or name).

Cross-cutting: price, weight, quantity, rarity, identified, equipped, attunement (""/required/optional) + attuned, magicalBonus (the +N), properties (incl. "mgc"). Setting magicalBonus/magical adds the mgc flag; the numeric +N is stored for weapons, body armor, and magic ammo (wondrous/potion have no +N field). Unlike add-feature, add-item does NOT reject a duplicate name — intentional, so you can author stacks/copies; de-dupe yourself if you need uniqueness.

Target: actorIdentifier embeds on that actor; omit it to create a reusable world Item (optionally in folder). This authors documents — it does NOT roll, equip-in-combat, or spend charges. For features/attacks-as-abilities use add-feature; for free-form system data use create-item / add-feature. To COPY a real item from a compendium (keeps art + stats), prefer import-item.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
dexNo[armor] Max Dex bonus to AC (omit = unlimited/light; 2 = medium; 0 = heavy).
imgNoIcon path (e.g. "icons/weapons/swords/sword-runed.webp"). A path that does NOT resolve on the server is auto-replaced with a real icon (rule 8) and reported as a warning — omit img to auto-fill, or copy a verified path from a compendium item rather than guessing.
nameYesItem name.
usesNo[consumable] Limited uses / charges.
priceNoItem price.
damageNo[weapon] Base damage die. [consumable ammo] Added damage.
folderNoWhen creating a world Item (no actorIdentifier), place it in this folder (created if absent).
rarityNoMagic-item rarity ("" = mundane) — or a LIST for a "Rarity Varies" item (dnd5e 6.0 `system.rarities`, e.g. ["uncommon", "rare"] for a Potion of Healing line). Written natively.
weightNoItem weight.
wireAcNo[body armor, actor target only] Also switch the actor to default (armor-derived) AC so worn armor changes AC. Ignored for shields (their +2 always applies) and for world items.
abilityNo[tool] Default ability for the tool check.
attunedNoWhether this item is currently attuned by its owner.
magicalNoFlag the item as magical (adds the "mgc" property). Implied when magicalBonus is set.
rangeFtNo[weapon, ranged] Normal range in feet.
reachFtNo[weapon, melee] Reach in feet. Default 5.
subtypeNo[consumable/loot] Finer subtype (e.g. ammo "arrow").
baseItemNo[weapon/armor/tool] Specific base-item key (e.g. "longsword", "plate", "smith").
capacityNo[container] Carrying capacity.
currencyNo[container] Coins stored inside the container.
equippedNoWhether worn/wielded (default true for an NPC). Set false for stowed loot.
itemTypeYesKind of physical item. weapon; armor/shield/wondrous (all dnd5e "equipment"); consumable (potion/scroll/ammo/…); tool; loot (gems/trade goods/junk); container (bag/chest).
lootCopyNo[actor target] Also mint a matching WORLD Item (same stats + icon) so the party can loot this gear after the fight. DEFAULT ON for magic items (rarity set, "mgc", or a +N); pass false to suppress, or true to force a loot copy of a mundane item too. Ignored for a world-item target.
lootTypeNo[loot] Loot category. Default "gear".
quantityNoStack count (e.g. 20 arrows). Default 1.
strengthNo[armor] Min Strength to wear without a speed penalty.
toolTypeNo[tool] Category key (art/game/music/…).
armorTypeNo[armor] Armor weight class. Default "medium".
containerNoId or name of an EXISTING container item on the same target to place this item inside.
toolBonusNo[tool] Flat bonus formula added to the check.
versatileNo[weapon] Two-handed (versatile) damage (needs the "ver" property).
armorValueNo[armor] Base AC (shield = AC bonus, default 2).
attackTypeNo[weapon] Attack kind. Default "melee".
attunementNoAttunement requirement: "" none, required, or optional.
identifiedNoWhether the item is identified (default true). Set false for mystery loot.
proficientNo[weapon/armor/tool] Proficiency (weapon/armor 0|1; tool 0|0.5|1|2). Omit to infer.
propertiesNoProperty codes Set (e.g. ["fin","lgt"]). Weapon codes: ada,amm,fin,fir,foc,hvy,lgt,lod,mgc,rch,rel,ret,sil,spc,thr,two,ver. "mgc" marks magical.
withAttackNo[weapon] Attach a rollable attack activity built from damage + attackType (default: true when damage is given). Set false for a weapon that is pure loot with no attack.
ammoReplaceNo[consumable ammo] If true, ammo damage replaces the weapon base instead of adding.
attackBonusNo[weapon] Flat bonus to the attack roll only (separate from magicalBonus).
descriptionNoHTML description.
longRangeFtNo[weapon, ranged] Long (disadvantage) range.
sourceRulesNo[weapon] Rules edition for the attack activity. Default "2024" (pass "2014" for legacy).2024
weaponClassNo[weapon] Category. "natural" for monster attacks. Default "natural".
magicalBonusNoNumeric +N magic bonus (to attack & damage for weapons, to AC for armor).
equipmentTypeNo[wondrous] Equipment subtype (clothing/trinket/ring/rod/wand/…). Default "trinket".
consumableTypeNo[consumable] Category. Default "potion".
lootCopyFolderNoFolder for the loot copy (created if absent). Default "Loot".
abilityModifierNo[weapon, 2024] Attack/damage ability override.
actorIdentifierNoTarget actor (name or id) to attach the item to (partial match). Also accepts a placed TOKEN id (from list-tokens) — the item is then added to that token INSTANCE's own delta, not the base actor. Omit to create a reusable world Item in the Items sidebar instead.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed4 schema fields changedv2.1.3
    • addedInput schema / properties / rarity / anyOf
      Added value: +[
      +  {
      +    "enum": [
      +      "",
      +      "common",
      +      "uncommon",
      +      "rare",
      +      "veryRare",
      +      "legendary",
      +      "artifact"
      +    ],
      +    "type": "string"
      +  },
      +  {
      +    "items": {
      +      "enum": [
      +        "",
      +        "common",
      +        "uncommon",
      +        "rare",
      +        "veryRare",
      +        "legendary",
      +        "artifact"
      +      ],
      +      "type": "string"
      +    },
      +    "type": "array"
      +  }
      +]
    • changedInput schema / properties / rarity / description
      Previous value: -"Magic-item rarity (\"\" = mundane)."New value: +"Magic-item rarity (\"\" = mundane) — or a LIST for a \"Rarity Varies\" item (dnd5e 6.0 `system.rarities`, e.g. [\"uncommon\", \"rare\"] for a Potion of Healing line). Written natively."
    • removedInput schema / properties / rarity / enum
      Removed value: -[
      -  "",
      -  "common",
      -  "uncommon",
      -  "rare",
      -  "veryRare",
      -  "legendary",
      -  "artifact"
      -]
    • removedInput schema / properties / rarity / type
      Removed value: -"string"
  2. Changed1 schema field changedv1.3.0
    • changedInput schema / properties / actorIdentifier / description
      Previous value: -"Target actor (name or id) to attach the item to (partial match). Omit to create a reusable world Item in the Items sidebar instead."New value: +"Target actor (name or id) to attach the item to (partial match). Also accepts a placed TOKEN id (from list-tokens) — the item is then added to that token INSTANCE's own delta, not the base actor. Omit to create a reusable world Item in the Items sidebar instead."
  3. First observedv1.2.2

TDQS

A5/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries the full burden. It discloses key behaviors: 'This authors documents — it does NOT roll, equip-in-combat, or spend charges.' It notes the duplicate-name non-rejection, the lootCopy default for magic items, the wireAc effect on AC, and how magicalBonus is stored. No contradictions with (absent) annotations.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Though long, the description is tightly structured with bullet-point item types, a cross-cutting section, and a target section. Every sentence carries unique information; there is no filler. The front-loading of purpose and immediate item-type breakdown makes it navigable despite 49 parameters.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a tool with 49 parameters, nested objects, and many enums, and no output schema, the description covers every item type, parameter interaction, default, and limitation. It explains target selection, folder creation, and the distinction between world items and actor items. An agent can invoke it correctly without external reference.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so baseline is 3, but the description adds substantial meaning beyond field names. It explains cross-cutting interactions (e.g., 'Setting magicalBonus/magical adds the mgc flag', 'wondrous items have no +N field'), per-item-type defaults, and conditional behaviors like wireAc applying only to body armor. This is far more than the schema provides.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a precise verb-resource pair: 'Create a structured physical item (loot/gear) on an actor or in the world Items sidebar.' It enumerates all item types and explicitly differentiates from siblings like add-feature, create-item, and import-item by naming them and stating the distinctions.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives explicit when-to-use guidance: 'For features/attacks-as-abilities use add-feature; for free-form system data use create-item / add-feature. To COPY a real item from a compendium (keeps art + stats), prefer import-item.' It also explains the duplicate-name behavior difference from add-feature, and clarifies the actor vs world-item target choice.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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