SC - NPC & Character Colors
SC - NPC & Character Colors
In Development
SC - NPC & Character Colors is still in development and is not available yet.
This page documents the planned feature set and current progress, but the module is not ready for download or release.
Overview
SC - NPC & Character Colors adds configurable visual themes to D&D 5e actor presentation in Foundry.
Instead of keeping every character and NPC on the same neutral sheet styling, the module can tint actor sheet headers, table headers, directory rows, and compendium rows based on what the actor actually is.
What the module focuses on:
- class-based colors for player characters
- optional per-level class variants from level
1to20 - creature-type colors for NPCs
- automatic CR-based tonal shifts for NPC headers
- multiclass gradients with subclass accent stops
- matching sidebar and compendium row styling
- import and export support for character and NPC color configs
Installation
This module is premium.
Install access is handled through the Shattered Codex Download Hub.
See How to Download Premium Modules from the Download Hub for the full access and installation flow.
After installing:
- Enable SC - NPC & Character Colors in your world.
- Open Configure Settings > Module Settings.
- Use the module launchers to configure character colors, multiclass gradients, and NPC colors.
Compatibility:
- Foundry VTT
v13+ - system:
dnd5e
Character Class Colors
The main character editor centralizes class-based styling in one configuration window.

You switch classes and levels from the top bar, while the live preview shows the sheet, a table header, and the sidebar row treatment at the same time.
Character profiles can control:
- actor header tint color, opacity, and blend mode
- optional header glow
- gold accent override
- class label color
- table header background and text color
- sidebar and compendium row style
- sidebar text color override
The editor also includes built-in presets:
Classic DefaultNeonObsidianVibrantAuroraEmberAether

Presets give you a fast starting point, but every field can still be adjusted manually afterward.
If you enable per-level variants, the active class can resolve different visuals from level 1 through level 20.

Level variants let you keep a class identity while increasing or shifting the styling as characters progress.
In practice, the module resolves a character's level from actor.system.details.level first and falls back to summing class item levels if needed.
NPC Creature Type Colors
NPC styling is configured separately from character classes and is driven by creature type.

NPC profiles use the same live-preview workflow, but the top bar switches creature type and CR tier instead of class and level.
The module reads NPC type from actor.system.details.type.value and can then apply:
- a creature-type base theme
- CR-based tonal variants
- optional gold accent overrides
- optional header text color overrides
- matching table and sidebar styling
CR variants are grouped into these tiers:
CR 0-1CR 2-4CR 5-10CR 11-16CR 17+

The CR selector previews how the active creature type will be shifted for a different threat band without forcing you to maintain separate full profiles for every CR tier.
Multiclass Gradient
Multiclass characters can use a separate global gradient configuration instead of a single flat class color.

The multiclass editor is global, and its simulation preview lets you test blended class colors without rewriting your saved class profiles.
When Character Multiclass Gradient is enabled:
- The module sorts classes by highest class level first.
- If levels are tied, the original class is prioritized.
- Each participating class contributes its active header tint color.
- If a class has a subclass, the module adds an extra derived accent stop after that class color.
- The final header background is built from those ordered stops using the selected gradient angle.
Important limitation:
- the gradient affects the header treatment
- table colors still come from the primary class
- sidebar colors still come from the primary class
- accent and label colors still come from the primary class
That means the highest-priority class still owns most of the secondary visual identity even when the header becomes a blended multiclass theme.
Where Visuals Apply
The module is meant to change actual play surfaces, not only the settings UI.
Character Sheets

A configured class profile can tint the header, accent color, tables, and labels so the sheet feels class-specific instead of generic.
NPC Sheets

NPC creature-type styling applies the same visual logic to hostile or non-player actors, which makes creature categories easier to read at a glance.
Sidebar and Compendiums

If sidebar colors are enabled for the active profile, actor rows in the sidebar and actor compendiums can use the same palette instead of staying visually disconnected from the sheet.
Available sidebar styles:
Tinted PanelDirectory GradientText Only
Notes
Some practical limitations matter when you are documenting or configuring the module:
- actor sheet styling targets standard D&D 5e actor sheets
Tidy5eactor sheets are intentionally skipped for sheet tinting- directory coloring remains separate from that
Tidy5elimitation - a profile only affects the header if
Tint Actor Header Backgroundis enabled - a profile only affects sidebar rows if
Enable Sidebar and Compendium Colorsis enabled - unknown or custom NPC creature types are normalized into a custom creature-type entry
Recommended setup order:
- Configure Character Class Colors.
- Configure NPC Colors.
- Configure Character Multiclass Gradient.
- Open a few real actor sheets and verify the final result.