Find Foundry VTT Modules
A simple, friendly directory for browsing and sharing modules — built by developers, for developers.7,841 modules indexed.
Modules to Watch
Danger Zone
by napolitanod
Provides powerful scene-based automation for triggered zone effects, which is a robust utility for dynamic combat encounters.
Rest Recovery 5e
by Wasp
Provides significant mechanical automation for D&D 5e rest rules and recovery, which is a major quality-of-life improvement for the system.
DDB-Importer: A D&D Beyond Integrator
by MrPrimate
This is the essential, industry-standard tool for importing D&D Beyond content into Foundry VTT and remains a critical piece of infrastructure.
Baileywiki Landing Page
by Baileywiki
A powerful tool for building interactive, functional landing pages that significantly enhances scene-based player experiences.
Dungeon Draw
by mcglintlock
A powerful, foundational dungeon-drawing tool for the canvas that received a major update.
Sequencer
by Wasp
Sequencer is a landmark automation/visual effects foundation essential for power-user setups.
Recently Updated Modules
❄️ Russian Translation | Русский перевод
by Phenomen
Модуль перевода добавляет русский язык в Foundry VTT.Поддерживаются системы: 13th Age, AGE, Age of Sigmar: Soulbound, Alien (Чужой), Blades in the Dark (Клинки во тьме), Call of Cthulhu (Зов Ктулху), City of Mist (Город Тумана), Coriolis: Third Horizon (Кориолис), Coriolis: The Great Dark, Cosmere, Crucible, Cy-Borg, Death in Space, Delta Green, Dragonbane, Dungeon Crawl Classics, Dungeon World (Мир Подземелий), Dungeons & Dragons 5, Forbidden Lands (Запретные земли), Genesys, Star Wars FFG, GUMSHOE (СЫЩИК), Ironsworn / Starforged, Mausritter, Mouseguard, Mutants Year Zero (Мутанты. Точка Отсчёта), Old-School Essentials, Pathfinder 1e, Savage Worlds (Дневник Авантюриста), Shadow of the Demon Lord, Star Trek Adventures (Звёздный Путь), Starfinder, Tales from the Loop (Тайны Эхосферы), The One Ring 2e, The Witcher (Ведьмак), Vaesen (Нечисть), Vampire V20/V5 (Вампиры: Маскарад), Warhammer Fantasy Roleplay 4, Warhammer: The Old World, Warhammer 40K: The Dark Heresy и множество модулей.ВНИМ
dScryb
by cswendrowski
dScryb provides Boxed Text—descriptive text of places, monsters, spells, and other observations—meant to be read aloud by GMs to players. It is set in the world of epic fantasy, like many of your favorite RPGs. Good boxed text shows its subject by describing the sensory experience. And it often sets the narrative tone, introduces the scene, or spotlights what is important.
PF2e Workbench
by Jonas Karlsson
Random and assorted collection of possibly useful doodads, thingumabobs and whatchamacallits for the foundry vtt pf2e and sf2e systems.
Patrol
by theripper93
Automatic Patrol Routes for NPCs
Roger's Additional Metric Ruler Labels
by Roger
A simple module that add additional metric conversions for your ruler and measureTemplates. Supported units are (ft, ft., feet, mi, mi., miles). Or add your own custom measurement conversion and even travel time labels.
Baileywiki Better Levels
by Baileywiki
Multi-floor scenes that just work — built, audited, and fixed for you. 2.0: Any battlemap can now have levels, not just the ones designed for them. Draw a region over painted-in art and tokens traveling underneath vanish. No extra tile required. Foundry's native Scene Levels are powerful, but building a tower, a dungeon with a basement, or a ship with a deck below is fiddly and easy to get subtly wrong. Better Levels automates the tedious parts — generating levels, tracing floor surfaces, wiring stairs, naming things — and then continuously audits your scene for the easy-to-miss mistakes that quietly break Levels, with one-click fixes for each. The whole thing is additive to Foundry : it builds with real Levels, ordinary Regions, and ordinary Tiles. Nothing proprietary, nothing locked away — so your scenes stay portable, export/import with Foundry's own tools, and every module you already use keeps working. Tutorials Watch the Better Levels 2.0 walkthrough, or read the How-to Guide for building with Levels . ✨ Highlights Faux Overhead. Draw a region over artwork that is already painted into a map (a bridge, catwalk, awning, or cave mouth) and tokens traveling underneath vanish behind it, exactly as if an overhead tile covered them. No tile needed, and none is added. Anyone who can genuinely see under there still sees a ghost of the token. Edit region shapes point by point. Select a polygon region with the Regions layer Select tool and every vertex gets a handle: drag a point to move it, right-click a point to delete it, drag an edge midpoint to insert a point. Hold Shift to bypass grid snapping. Foundry has no built-in way to do this. Native roofs. Better Roofs is no longer required. Fog-of-war reveal is native (checkbox on the tile Overhead tab), and tiles that share an Occlusion Link Id fade together. Existing Better Roofs settings carry over. Per-level backgrounds and canvas audit. Level Manager has a BG column for an image or color per floor. When Build Mode is on or the helper panel is open, red and amber audit issues on the viewed floor get a colored outline. Click an outline to Fix or Ignore. GM only. Show visible tokens only. (experimental — off by default) In v14, when one token sees another on a different floor, Foundry unoccludes every tile above it — exposing that token's whole surroundings, and sometimes removing the floor under the viewer. Turn this on and the building stays intact: the seen token is drawn on top of its cover with a dashed outline , still hoverable and targetable, tracking true line of sight per player. Any number of tokens at once. This is the v13 Levels behaviour, brought back for v14. Auto-Build Levels. Say how many floors, how many basements, whether to add a roof, and the floor height — Better Levels creates the whole stack in seconds, names each band by its elevation range (e.g. Level 02 (10 | 20) ), and auto-wires visibility by rule: above-ground floors see each other, basements stay sealed. Bands that already match are preserved. One-click tile setup with pixel-perfect surfaces. Tile HUD buttons configure a tile as Floor / Roof / Basement / Balcony and generate its walk-on Surface region in one click — tracing the tile's actual non-transparent footprint (via Mass Edit) instead of a blunt rectangle, and assigning it to every level that can see it so occlusion works in both directions. Got a whole floor to do? Select them all and mark them at once. Tagging = under warranty. Or ignore it. Marking a tile as Floor or Roof puts it under continuous supervision: from then on the audit checks its surface region, occlusion, light and weather blocking, and fog reveal — and can repair all of them. Better Levels never guesses that a tile is a floor (it can't tell a floor plate from a rug), so you tell it once and it looks after it forever. For genuine decoration there's an ignore toggle — on the tile HUD and in the Fix dialog, and it works for regions and lights too — which drops that entity out of the audit until you toggle it back. Two answers, and anything you haven't answered still gets flagged, because untagged usually means forgotten. Level Manager with a visibility grid. Click the level count to open a building-style manager: see how many tiles, lights, regions, walls, and tokens live on each floor; rename, re-elevate, add, or remove levels. A visibility grid shows at a glance which levels can see which, with a click-to-toggle eye for every pair — in one direction or both. Apply backs up, cleans up orphaned tags, and flags any remaining work in the Audit. Live Audit & Self-Repair — 32 rules. Catches the conflicts that break Levels: roofs and floors missing surface regions, surfaces that don't reach the levels that can see them (the classic "I can see through the floor" leak), floor openings that aren't carried through to the level below so tokens can't see each other through a stairwell, one-way stairs, visibility leaks, light tagging, occlusion modes, degenerate or overlapping bands, leftover legacy flags, and more. Issues sort into green / amber / red buckets (cosmetic → settings → creates-or-deletes), each collapsible with its own Fix All . Fix one, fix a category, fix everything, or switch a rule off per scene — and bulk fixes report once with a summary instead of burying you in notifications. Also auto-converts pre-v14 scenes and prefabs to v14 standards. Every rule teaches you Levels. Hover any rule and it explains the concept behind it — what's wrong, why it matters, what the fix does. Reading through them is a genuinely fast education in how v14 Levels actually works. Build Mode. A single toggle that turns the scene into a clean build surface — hides overhead tiles and the surface regions from floors above (which otherwise stack up and steal your clicks) so you can see and work on the level you're actually building. Never touches scenes that don't use Levels. Fix Entity — configure anything in one click. Select any placeable and hit Fix . It infers what it can (a tile's role, a region's surface-vs-stair purpose, the right level) and only asks when it genuinely can't tell, batching questions into one dialog with smart defaults — then sets it up end-to-end and offers a "Go to that level" jump to see the result. Better token level changes. Core Foundry's "change level" button moves a token's level but leaves it standing at the old height. Better Levels puts it on the destination floor — up or down, any number of floors, landing exactly on the floor every time. Tile Entity Sorting and Enhancements. Sort tiles by z order instead of name. Drag-and-drop groups of tiles to reorder. See thumbnails of tiles for easier identification. Auto-filter Tiles and other entities to the active Level. Region tools. Auto-Stair mode turns any region you draw into a Change Level stair to the floor above; Make Surface turns any region into a walk-on surface with no tile required; and managed regions get clear names like Surface Level 02 and Stair Level 01 ↔ Level 02 . Vehicles. One click turns a prefab's regions into a Mass Edit Link Token "deck" so tokens ride the ship, elevator, or moving platform. Backup & Restore. Create a named restore point before risky changes and roll the whole scene back to any saved point — one button, with a confirmation that offers to back up the current state first. Sample scene included. A multi-level Tudor building with a basement that audits completely clean — zero issues, because every tile has an answer: the structural ones tagged, the decoration ignored — roof surfaces assigned upward, floor openings carried through between levels, window walls, and stairs that work in both directions. Import it and poke at a scene that already works. 🛠️ How it works A compact, draggable helper panel appears on scenes that have multiple levels (or open it anytime from the Tiles toolbar button). It centralizes the live toggles and actions — Generate, Build Mode, Level Manager, Fix, Audit, Backup — and shows your scene's live audit count at a glance, so configuration mistakes surface the moment they happen instead of mid-session. Everything it creates is a native Foundry document, so you can hand-tune anything afterward, and the audit will simply notice and offer to reconcile whatever you change. 📋 Compatibility & recommended modules Foundry VTT v14. System-agnostic — works with any game system. Baileywiki Mass Edit (recommended) — enables pixel-perfect Surface regions traced to a tile's true footprint, powers the Vehicle / Link Token decks, and is required for converting v13 scenes to v14. Everything degrades gracefully to a bounding rectangle without it. Better Roofs is no longer required. Fog-of-war reveal and occlusion linking are native in 2.0. Existing Better Roofs settings carry over if you still have it installed. 💜 From Baileywiki Made by Baileywiki and the Foundry VTT community. If multi-level scenes have ever fought you, this is the assistant that does the bookkeeping — so you can spend your time building the dungeon, not debugging it.
Build a loadout. Share it as a single install link.
A loadout is a curated list of Foundry modules — your favorites, your go-to combat-automation stack, the FX modules you use when streaming, anything. Generate one manifest URL and Foundry will install & activate every module in the list with a single click.
Developers: if you publish several modules, a loadout is the closest thing to having your own row in Foundry's official directory — except installers get all of your modules at once from a single manifest, instead of hunting them down one by one. YouTubers building "Top 10 Modules" videos can do the same and let viewers install the entire list in one paste.
One-click install
Each loadout becomes a tiny Foundry module that recommends every module in the list. Paste the manifest URL into Foundry — it'll install & activate them all.
Public or private
Keep it for yourself, or publish it. Public loadouts get listed on every module page they include and can be favorited by other GMs.
Stays in sync
Add a module to your loadout later and Foundry will automatically prompt installers to update — no need to redistribute anything.
The second-best alternative to hosting your module in the Foundry module directory.
The place you want to be is in the official directory. If for whatever reason you can't or need an alternative, you can manage your module profile here and even host your module in the FoundryMods cloud and get Patreon integration.
Have multiple modules? Bundle them into a Loadout.
Outside the official directory, users have to paste a manifest URL for every module — a real friction point if you publish several. A Loadout turns your whole catalogue into a single manifest URL: one paste in Foundry installs and activates them all. It's arguably a smoother experience than the old directory's one-by-one search-and-install.
Build your developer loadoutFree module profiles
Claiming and managing your module profile is always free. Edit metadata, write descriptions, tag your systems, and link your hub. Users can copy your manifest with one click.
Optional hosting for patrons
If you'd like to deliver packages to your Patreon supporters, you can host module ZIPs here with tier-gated installs through a small subscription.
See hosting optionsFind your module to claim it
Once you find your module, open it and use the Claim button to verify ownership.
A few extras for module developers
If you'd like to host packages here for your patrons, there's a small subscription that covers storage and gated installs. Everything else on FoundryMods stays free.
Tier-gated downloads
Simple access control wired into the install flow, so the right patrons get the right files.
- Patreon tier checks on each download
- Per-user authenticated manifest URLs
- Optional monthly download limits
Storage that fits your library
Pick a tier that matches what you're hosting today — change it whenever you need to.
Adjust anytime from your Baileywiki account.
Easy install for users
Your players can find your modules and grab the manifest without any extra steps.
- Fuzzy search across the catalogue
- One-click manifest copy on every module
- Authenticated manifests for gated releases
Ship releases from your own pipeline
Publish new module versions straight from CI with the FoundryMods Release API — bump the version, upload the zip, and optionally sync your description from your GitHub README on every release.