A Model Context Protocol (MCP) server that integrates with FoundryVTT, allowing AI assistants to interact with your tabletop gaming sessions through natural language.
foundry:// URIs for direct data accessIt is recommended to create a separate FoundryVTT user account for the MCP server rather than using your own GM or player account. This provides better security and auditability.
In FoundryVTT:
mcp-api) and a strong passwordBenefits:
Run directly without installing — no clone needed:
bunx foundryvtt-mcp
Or with npx:
npx -y foundryvtt-mcp
Add to your MCP configuration (claude_desktop_config.json or .mcp.json):
{
"mcpServers": {
"foundryvtt": {
"command": "bunx",
"args": ["foundryvtt-mcp"],
"env": {
"FOUNDRY_URL": "http://localhost:30000",
"FOUNDRY_USERNAME": "your_username",
"FOUNDRY_PASSWORD": "your_password"
}
}
}
}
Add to your VS Code MCP settings:
{
"servers": {
"foundryvtt": {
"command": "bunx",
"args": ["foundryvtt-mcp"],
"env": {
"FOUNDRY_URL": "http://localhost:30000",
"FOUNDRY_USERNAME": "your_username",
"FOUNDRY_PASSWORD": "your_password"
}
}
}
}
For local development or contributing:
git clone https://github.com/laurigates/foundryvtt-mcp.git
cd foundryvtt-mcp
bun install
bun run setup-wizard
The setup wizard will detect your FoundryVTT server, test connectivity, and generate your .env configuration.
To configure manually, see the Configuration Guide.
| Variable | Required | Description |
|---|---|---|
FOUNDRY_URL |
Yes | FoundryVTT server URL (e.g., http://localhost:30000) |
FOUNDRY_USERNAME |
Yes | FoundryVTT user account |
FOUNDRY_PASSWORD |
Yes | FoundryVTT user password |
FOUNDRY_USER_ID |
No | Bypass username-to-ID resolution |
FOUNDRY_API_KEY |
No | REST API module key (enables diagnostics tools) |
FOUNDRY_WRITE_ENABLED |
No | Enable game-state mutations — true required for the write tools (default: false) |
LOG_LEVEL |
No | debug, info, warn, or error (default: info) |
FOUNDRY_TIMEOUT |
No | Request timeout in ms (default: 10000) |
Ask your AI assistant things like:
search_actors — find characters, NPCs, monstersget_actor_details — detailed character informationsearch_items — find equipment, spells, consumablesget_scene_info — current scene detailssearch_journals — search notes and handoutsget_journal — retrieve a specific journal entryget_users — list users, roles, and live online statusget_combat_state — combat state and initiative orderget_chat_messages — recent chat historyFOUNDRY_WRITE_ENABLED=true)Game-state mutations are disabled by default. They use the Socket.IO
modifyDocument protocol over an authenticated session, and the connected user
needs GM/owner permission. Set FOUNDRY_WRITE_ENABLED=true to enable them.
start_combat — begin a new encounter, seeding combatants from tokens (does
not check for an existing combat — calling it during an active one creates a
second encounter)next_turn — advance the active combat to the next turn (wraps to the next round)end_combat — end (delete) the active combat encounterset_initiative — set a combatant's initiative in the active combat, moving the
turn marker with the acting combatant if the reorder shifts themmove_token — move a token to new x/y coordinates on its sceneapply_status_effect — apply or remove a status condition (e.g. prone, stunned) on a token's actorupdate_actor_attributes — patch an actor's system attributes (HP, currency, spell slots, …)create_actor_item — add an inline item to an actorupdate_actor_item — apply a JSON merge patch to an actor's itemdelete_actor_item — remove an item from an actorcreate_journal_entry — create a journal entry with one or more text pages
(GM-only by default; pass visibility to let players read it)search_world — full-text search across all game entitiesget_world_summary — overview of the current world staterefresh_world_data — reload world data from FoundryVTT; needed after a dropped
connection, whose missed updates are never replayed into the cacheroll_dice — roll dice; dice terms (NdS) and whole numbers joined by +/-, with
unsupported notation (4d6kh3, 1d20r1, *) rejected rather than dropped.
Parentheses are the one transport difference: FoundryVTT evaluates them when
FOUNDRY_API_KEY is set, the local roller rejects them otherwiselookup_rule — stub: returns a templated placeholder, consults no rules sourcegenerate_npc — generate NPC text (not written to the world)generate_loot — generate treasure text for a level (not written to the world)get_recent_logs — retrieve filtered FoundryVTT logssearch_logs — search logs by pattern, listing the matching entriesget_system_health — server health status with versions, user/module counts, memory
and log error counts (no CPU or disk metrics)diagnose_errors — stub: returns a fixed "no errors detected" summaryget_health_status — comprehensive health diagnostics; flags the world snapshot when
the cache has stopped following live changesfoundry://actors — all actors in the worldfoundry://items — all items in the worldfoundry://scenes — all scenesfoundry://scenes/current — current active scenefoundry://journals — all journal entriesfoundry://users — online usersfoundry://combat — active combat state; combatants are in initiative order, so
combat.turn indexes them directlyfoundry://world/settings — world and campaign settingsfoundry://system/diagnostics — system diagnostics (requires REST API module)The connectivity and setup helpers ship in the source tree (not the published bin), so run them from a dev checkout:
git clone https://github.com/laurigates/foundryvtt-mcp.git
cd foundryvtt-mcp && bun install
bun run test-connection # Probe FoundryVTT connectivity
bun run setup-wizard # Re-run interactive setup
Detailed guide: TROUBLESHOOTING.md
bun run build # Compile TypeScript and make dist/index.js executable
bun run dev # Development mode with hot reload
bun test # Unit tests (Vitest)
bun run test:e2e # E2E tests (Playwright)
bun run lint # Lint code (Biome)
bun run smoke # Startup smoke test against the local build
bun run smoke:pack # Pack-and-install smoke test (mirrors what npx consumers get)
See Development Guide for project structure, adding tools, testing, and building.
See Feature Tracker for completed and planned features.
See CONTRIBUTING.md.
MIT License — see LICENSE for details.