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Active Effect Keys
This page is the single lookup for SW5e Module attribute paths, flag paths, token resource identifiers, and related roll terms when using the module with the DND5e system.
Property paths use Foundry’s standard system.* and flags.* notation on the Actor document unless a row says otherwise (token resource IDs and roll terms are called out explicitly).
Classification columns:
- Kind — system path, flag path, token resource ID, or roll-data term
- Persisted / prepared — stored on the document vs computed at prepare time
- AE-suitable — whether it is a normal Active Effect target
- Actor types — who the value applies to
- building advanced homebrew Active Effects
- looking up Force/Tech point, Powers Known, or discount paths
- configuring starship token bars or Role movement effects
- applying power attack / power DC bonuses
- contributing to the module and needing a fast path reference
- a full dump of every
system.*field in DND5e - a replacement for checking the exact schema in your shipped DND5e version
- a beginner guide to Active Effects in general
In the 1.4.0 feature set this catalog also covers point discounts, Powers Known, starship token resource IDs, and the starship firing-crew attack roll term.
Each effect change usually has three parts:
- Key: the property path being targeted
- Mode: how the value is applied
- Value: the number or formula being applied
Use Add when:
- increasing a max pool
- adding current points or dice
- applying a flat numeric bonus
Use Override when:
- setting a fixed die size
- forcing a known maximum
- replacing a value entirely instead of stacking with it
Use Multiply carefully:
- only when you truly want scaling behavior
- be cautious with stacking effects
Prefer fields that are persisted on the actor and already meant to accept overrides. Avoid targeting values that are purely derived during actor preparation unless you already know the system expects that.
Do not put Active Effects on token resource IDs, roll terms, or prepare-only counters such as Powers Known .value.
| Key | Kind | Persisted / prepared | AE-suitable | Actor types |
|---|---|---|---|---|
system.superiority.dice.value |
system path | Persisted current | Yes | Character, NPC |
system.superiority.dice.max |
system path | Persisted / prepared max | Yes (Add recommended for bonuses) | Character, NPC |
system.superiority.dice.temp |
system path | Persisted | Yes | Character, NPC |
system.superiority.dice.bonuses.level |
system path | Persisted | Yes | Character, NPC |
system.superiority.dice.bonuses.overall |
system path | Persisted | Yes | Character, NPC |
system.superiority.die |
system path | Persisted override | Yes (Override; e.g. 10 for d10) |
Character, NPC |
system.superiority.known.max |
system path | Persisted nullable override | Potentially yes | Character, NPC |
system.bonuses.superiority.dc.all |
system path | Persisted | Yes | Character, NPC |
system.bonuses.superiority.dc.mental |
system path | Persisted | Yes | Character, NPC |
system.bonuses.superiority.dc.physical |
system path | Persisted | Yes | Character, NPC |
system.bonuses.superiority.dc.general |
system path | Persisted | Yes | Character, NPC |
Runtime owner: superiority / maneuver prepare (scripts/patch/maneuver.mjs, data model superiority schema).
| Key | Kind | Persisted / prepared | AE-suitable | Actor types |
|---|---|---|---|---|
system.powercasting.force.points.value |
system path | Persisted current | Yes | Character, NPC (casters) |
system.powercasting.force.points.max |
system path | Persisted override / prepared max | Yes | Character, NPC |
system.powercasting.force.points.temp |
system path | Persisted | Yes | Character, NPC |
system.powercasting.force.points.tempmax |
system path | Persisted | Yes | Character, NPC |
system.powercasting.force.points.bonuses.level |
system path | Persisted | Yes | Character, NPC |
system.powercasting.force.points.bonuses.overall |
system path | Persisted | Yes | Character, NPC |
Tech uses the same structure with tech instead of force:
system.powercasting.tech.points.valuesystem.powercasting.tech.points.maxsystem.powercasting.tech.points.tempsystem.powercasting.tech.points.tempmaxsystem.powercasting.tech.points.bonuses.levelsystem.powercasting.tech.points.bonuses.overall
Runtime owner: powercasting prepare (scripts/patch/powercasting.mjs).
| Key | Kind | Persisted / prepared | AE-suitable | Actor types |
|---|---|---|---|---|
system.powercasting.force.known.max |
system path | Persisted nullable override; prepared max may also come from class tables | Potentially yes (Override) | Character, NPC |
system.powercasting.tech.known.max |
system path | Same | Potentially yes | Character, NPC |
system.powercasting.force.known.value |
prepared counter (not a schema field) | Prepared / derived only — count of qualifying owned Force powers | No — not an AE target | Character, NPC |
system.powercasting.tech.known.value |
prepared counter | Prepared / derived only | No — not an AE target | Character, NPC |
Notes:
- Free Learn (
freeLearnon the power Item) means the power is possessed but does not count toward Powers Known. - Unspecified NPC Known max presents as
N / —on the sheet. - Runtime owner:
scripts/powercasting-known.mjs+ powercasting prepare.
| Key | Kind | Persisted / prepared | AE-suitable | Actor types |
|---|---|---|---|---|
flags.sw5e.forcePowerDiscount |
flag path | Persisted via Force Points configuration dialog; runtime reads actor flags | Prefer the dialog. Not a Special Traits characterFlags entry. Flag AEs are possible but ownership stays on the Power Point dialogs |
Character, NPC (Force) |
flags.sw5e.techPowerDiscount |
flag path | Same for Tech | Same | Character, NPC (Tech) |
Notes:
- Missing flag behaves as discount 0.
- Non-negative whole numbers only.
- Recognized powers apply
finalCost = max(0, rawCost − discount)for preview, affordability, and spend without mutating Item/Activity source costs. - Runtime owner:
scripts/power-point-cost.mjs,scripts/power-point-config.mjs.
| Key | Kind | Persisted / prepared | AE-suitable | Actor types |
|---|---|---|---|---|
system.bonuses.force.attack |
system path | Persisted | Yes | Character, NPC |
system.bonuses.tech.attack |
system path | Persisted | Yes | Character, NPC |
system.bonuses.mpak.attack |
system path | Persisted | Yes | Character, NPC |
system.bonuses.rpak.attack |
system path | Persisted | Yes | Character, NPC |
Also present in the module effect-key lists for school-scoped Force bonuses:
system.bonuses.force.light.attacksystem.bonuses.force.dark.attack
Runtime owner: scripts/patch/power-bonuses.mjs.
system.bonuses.force.dcsystem.bonuses.tech.dcsystem.bonuses.force.light.dcsystem.bonuses.force.dark.dc
-
system.bonuses.force.str.dc…cha.dc -
system.bonuses.tech.str.dc…cha.dc - matching
force.light.*/force.dark.*ability DC keys where listed by the runtime
Based on the target’s saving throw ability:
-
system.bonuses.force.save.str.dc…cha.dc -
system.bonuses.tech.save.str.dc…cha.dc
All of the above: kind system path, persisted, AE-suitable, Character / NPC.
Documented override / related paths from the powercasting override helper:
flags.sw5e.powercastingOverrides.force.lgt.abilityflags.sw5e.powercastingOverrides.force.lgt.pointsAbilityflags.sw5e.powercastingOverrides.force.drk.abilityflags.sw5e.powercastingOverrides.force.drk.pointsAbility
flags.sw5e.powercastingOverrides.force.uni.modeflags.sw5e.powercastingOverrides.force.uni.abilityflags.sw5e.powercastingOverrides.force.uni.pointsAbility
flags.sw5e.powercastingOverrides.tech.tec.pointsAbilitysystem.powercasting.tech.schools.tec.attr
system.powercasting.force.schools.lgt.attrsystem.powercasting.force.schools.drk.attrsystem.powercasting.force.schools.uni.attr
Kind: flag path or system path. Persisted. AE-suitable with caution (ability-model changes, not simple bonuses). Actor types: Character, NPC. Prefer Powercasting Configuration and Overrides for normal UI configuration.
These are Token / Prototype Token Resource dropdown IDs, not Actor Active Effect keys.
| Identifier | Kind | Storage written on edit | AE-suitable | Actor types |
|---|---|---|---|---|
sw5e.starshipHull |
token resource ID |
system.attributes.hp.value (Hull current) |
No | Starships only |
sw5e.starshipShields |
token resource ID |
system.attributes.hp.temp (Shields current) |
No | Starships only |
Notes:
- Manual opt-in only; existing tokens are not auto-migrated.
- Stock Hit Points remains available separately.
- Runtime owner:
scripts/starship-token-resources.mjs.
| Key | Kind | Persisted / prepared | AE-suitable | Actor types |
|---|---|---|---|---|
system.attributes.movement.space |
system path | Persisted; Role packs publish Override effects as baseline | Yes (Override typical) | Starships |
system.attributes.movement.turn |
system path | Same | Yes | Starships |
Runtime owner: scripts/starship-data.mjs (STARSHIP_ROLE_MOVEMENT_*_KEY), Role Active Effects, starship movement prepare.
| Identifier | Kind | Persisted / prepared | AE-suitable | Actor types |
|---|---|---|---|---|
@sw5eCrewAttackProf (roll part) / data key sw5eCrewAttackProf
|
roll-data term | Injected into attack roll config at roll time | No — not an AE path | Starship weapon attacks with qualified firing crew |
Runtime owner: scripts/starship-data.mjs.
SW5e adds these under DND5e Special Traits (flags.dnd5e.* characterFlags). They are not the Force/Tech discount flags.
| Flag key | Kind | Notes |
|---|---|---|
maneuverCriticalThreshold |
characterFlag | Number |
supremeAptitude |
characterFlag | Boolean + ability list |
supremeDurability |
characterFlag | Boolean + ability list |
encumbranceMultiplier |
characterFlag | Number |
Runtime owner: scripts/patch/config.mjs. Actor types: typically characters (Special Traits UI).
| Key | Kind | Persisted / prepared | AE-suitable | Actor types |
|---|---|---|---|---|
system.currency.gc |
system path | Persisted wallet amount | Unusual for AEs; possible | Character, NPC |
Price denomination for items uses gc (Galactic Credits). Orphan PHB coin keys are folded into gc by world migration on supported builds. Runtime owner: scripts/currencies.mjs.
Generic actor-side fields still useful in SW5E-oriented effects:
- max HP:
system.attributes.hp.max - temp HP:
system.attributes.hp.temp(also used as Shield storage for starship token Shields) - AC value:
system.attributes.ac.value - Strength score:
system.abilities.str.value
On starships, prefer the virtual token resource IDs above when configuring token bars, not raw HP keys, unless you intentionally want stock Hit Points.
-
Key:
system.superiority.dice.max -
Mode:
Add -
Value:
2
-
Key:
system.powercasting.force.points.max -
Mode:
Add -
Value:
4
-
Key:
system.superiority.die -
Mode:
Override -
Value:
10
-
Key:
system.powercasting.tech.points.value -
Mode:
Add -
Value:
1
-
Key:
system.bonuses.force.dc -
Mode:
Add -
Value:
1
-
Key:
system.bonuses.tech.save.dex.dc -
Mode:
Add -
Value:
1
- prefer documented, actor-persisted fields over guessed or purely derived values
- use
Addfor flat bonuses andOverridefor fixed-value replacement - never target Powers Known
.value, token resource IDs, or@sw5eCrewAttackProfwith Active Effects - configure Force/Tech discounts from the Power Point dialogs unless you deliberately understand flag-path effects
- test on a copy of the actor before using the effect in a live game
- re-check behavior after rests, leveling, migration-heavy updates, or class changes
- Homebrew and Content Authoring
- Powercasting Configuration and Overrides
- Starship Sheet Guide
- Developer Guide
- Developer Reference
- Testing & Contribution
- Troubleshooting
- use persisted actor fields for Active Effects
- be careful with derived values
- superiority, Force points, and Tech points remain important SW5E-specific effect targets
- the 1.4.0 feature set adds discounts, Powers Known documentation, starship token resource IDs, Role movement keys, and the firing-crew roll term — only some of those are AE targets
- always test effect behavior in the exact DND5e version you ship with
SW5e Module Wiki
Start here: Home · Getting Started · Feature Overview · Sheets & Features
Popular topics: Blaster Reload and Ammo Use · Themes and Appearance · Starship Sheet Guide · Powercasting Configuration and Overrides
Need help? Troubleshooting · FAQ · Compatibility & Limitations
Working on the module? Developer Guide · Developer Reference · Local Setup and Workflow · Testing & Contribution
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