The untamed forces of magic in Dungeons and Dragons have long held the power to both awe and terrify, a duality echoed in the narrative threads of fantasy literature. This house rule invites players to embrace this paradox, offering a high-stakes opportunity to amplify their spells beyond conventional limits. But, this isn’t a risk to be taken lightly; mastery comes with potential for both magnificent success and cataclysmic failure. This high-risk, high-reward dynamic is not universal, but rather tethered to Places of Power - locations within the game world steeped in raw, wild magical energy. Here, spellcasters can attempt to weave this abundant power into their own spells, pushing the boundaries of what they could usually achieve. However, the road to arcane supremacy is fraught with peril, and the volatile energies of these places can lead to unexpected and dangerous consequences.
Dungeons and Dragons 5th Edition’s Dungeon Master’s Guide (DMG) presents an array of optional rules that, regrettably, often recede into obscurity. One such overlooked provision, nestled within Chapter 9 of the DMG, is the “Mark” option. This rule, seemingly promising on the surface, is burdened with unnecessary complexities, offering marginal benefit.
In the thrilling realm of Dungeons & Dragons, where weI’ve crafted epic battles and monstrous foes, I’m thrilled to introduce my latest creation, the Mind Reaver. This new entity is a nightmarish variation of the classic Mind Flayer. It’s not just a twisted iteration but an entirely different beast that thrives in chaos and malice, unlike its lawful evil kin. The Mind Reaver promises to surprise, challenge, and instill a sense of dread in even the most seasoned adventurers. As I bring this unpredictable creature into our stories, I aim to add another layer of depth to our collective adventures. So get ready, fellow Dungeon Masters and players, as we dive headlong into the chaotic and terrifying world of the Mind Reaver.
As a Dungeon Master, there's nothing quite as enticing as the prospect of molding a lesser-known city into a stage for unforgettable adventures. In 2019, I found myself drawn to the city of Vathirond, tucked away in far eastern Breeland, on the fringes of Eberron's haunting Mournlands. With the Brey River's southern bank underfoot and the specter of the Gray Mist as a backdrop, Vathirond was an irresistible canvas for my homebrew campaign. Yet, as fate would have it, our journey through this enigmatic city was cut short due to the COVID pandemic. Now, after a couple of years, I've dusted off my notes and decided to share them with the world. Whether you're a seasoned Dungeon Master or a curious reader, I hope you find these glimpses into Vathirond - the city on the edge of the Mournlands - as fascinating as I did while crafting them.
In the diverse world of Tabletop Role-Playing Games (TTRPGs), the progression system you choose can significantly influence the way your campaign unfolds. In 5th edition Dungeons & Dragons (D&D), two popular methods of character progression exist: Experience Points (XP) and Milestone Advancement. While Milestone Advancement has its merits, I am here to make a case for XP, an often overlooked, but immensely beneficial system.
Recently, DMDavid posed a fascinating question on Twitter about the origins of the Astral and Ethereal Planes in the early editions of Dungeons and Dragons (DnD). As a devoted Tabletop Roleplaying Game enthusiast, I’d like to delve into this intriguing query and shed some light on the cultural and historical influences that shaped these iconic facets of the game.
Introducing a lasting injury system in Dungeons and Dragons 5th edition can greatly enhance the depth and realism of your adventures. Combat, a cornerstone of the game, gains significant weight as each encounter carries potential long-term consequences. This system not only makes every decision in battle consequential but also turns health into a crucial resource that demands thoughtful management, adding a layer of strategic complexity.
As fans of Dungeons and Dragons 5th edition, we’re always excited to see what new playtest material the developers come up with. Recently, there’s been a proposed change to how wizards scribe spells into their spellbooks that has stirred up some debate in the D&D community. The change involves introducing a spell called “Scribe Spell” to handle the scribing process, a concept that harkens back to an earlier spell called “Write” from the first edition of Advanced Dungeons and Dragons. In this blog post, we’ll dive into the history of these spells, their potential purpose in the 5th edition, and whether they add value or just unnecessary complexity to the game.
Injuries in Dungeons & Dragons are important for two reasons: they add realism to the game and they can be used to add humor. By making injuries last longer, it gives the players a sense of realism and danger that they may not feel if they simply healed back up to full hit points after every battle. It also allows for some interesting role-playing opportunities, such as a character with a permanent limp trying to negotiate a difficult terrain. Finally, it can be fun to see how creative the players can be in dealing with their injuries and add depth to a game.
Mini-games can be fun distraction for your players in any TTRPG campaign. Downtime or social sessions can create a lot of opportunities for this in your game. With the release of The Wild Beyond the Witchlight adventure, players have asking about mini-games to use. So I thought I’d share the rules for my simple mini-game for Darts.