Dungeon Master Assistance

Where anyone over 18 can share thoughts and ideas on RPGs.

D&D 5.5 – Class Reference Sheets

D&D 5.5 – Class Reference Sheets

These “D&D 5.5 – Class Reference Sheets” were created to supplement my “D&D 5.5 Character Sheet” (You can find it on the “D&D 5.5 Character Sheet – Fillable and Auto-Calculating” post HERE.) but you may find them useful regardless of the Character Sheet you are using.

These are intend to be used at the table as a reference to all of the features your character has, based on character level, for each class and sub-class by character level. These are abbreviated descriptions of the features so please refer to the full descriptions that are in the Players Handbook, especially if any of these are unclear.
Where the features don’t fill the sheet, I filled the unused space with a place to list one or more Traits, Feats or Features for handy reference.
Unlike the ones I posted for 5E (HERE), these don’t calculate spell slots, etc. That is because my 5.5 character sheet does all of that.

Barbarian: Berserker, Wild Heart, World Tree
Bard college: Dance, Glamour, Lore, Valor
Cleric domain: Life, Light, Trickery, War
Druid circle: Land, Moon, Sea, Stars
Fighter: Battle Master, Champion, Eldritch Knight, Psi Warrior
Monk of: Mercy, Shadow, Elements, Open Hand
Paladin oath: Devotion, Glory, The Ancients, Vengeance
Ranger: Beast Master, Fey Wanderer, Gloom Stalker, Hunter
Rogue: Arcane Trickster, Assassin, Soulknife, Thief
Sorcerer: Aberrant, Clockwork, Draconic, Wild Magic
Warlock patron: Archfey, Celestial, Fiend, Great Old One
Wizard: Abjurer, Diviner, Evoker, Illusionist

It is not my intention to make Class Reference Sheets for any unofficial D&D content or for anything that is not in the Players Handbook. But if I get a lot of requests for any official published D&D 5.5 class or subclass I may be persuaded to make an exception. So please let me know what you want. Comments are always appreciated.

AT-03 Secrets of the Shattered Temple – Free PDF of Published Version

I am providing it free here as a thank you to my loyal followers on this blog.

Download your free PDF files below. These are the exact same files that I am selling on DriveThruRPG.

BAM – AT-03 Secrets of the Shattered Temple_v02.pdf
BAM – AT-03 – VTT Pack.zip

Secret of the Shattered Temple,written for 4 third level characters, can be played alone (a set-up is provided to play as a stand-alone adventure for newly-arrived PCs) or as the third adventure in a series of adventures that make up the About Time campaign arc.
    The previous adventure ended with our heroes locating the hidden entrance to the ruined temple of Thanatos on the island of Aethelgard.
They were told by Lander, a Flying Cyanea with powerful magical abilities, about an artifact called the Mithral Sphere reported to be somewhere on the island. He said that they must find the artifact to prevent the future destruction of the world. Our heroes have searched the island and everything points to the artifact being in this ancient temple.

Also included:

➛ This is an old fashion dungeon crawl. The ancient temple consists of two levels, with a total of 39 numbered areas, with secret doors, traps and puzzles.
➛ There are tips for running a dungeon crawl.
➛ The entry for each area includes everything you need to run that encounter including: a separate map of just that area, how to handle any encounters, the full stat block for any monster and how it should act, and a simple list of all treasure that the PCs may have found.
➛ It has 18 monsters (3 of them new), all complete with full stat blocks and tokens.
➛ For each encountered monster, that monsters full stat block is included on the page with the encounter.
➛ There are three new magic items.
➛ It includes Puck, a companion for the group, a detailed and illustrated NPC with a full stat block and information to help the GM play the character, a tiny fey creature (sprite) with a playful nature.
+ Free VTT Pack with high quality Battle Maps and Tokens.

Quest for the Mithral Sphere is written for the rules light, D&D 5E compatible, RPG Bold Against Monsters (also called BAM). It requires either the use of the Bold Against Monsters Core Rule Book, or the D&D fifth edition Player’s Handbook, or the Tales of the Valiant Player’s Guide.

The first adventure was AT-01 An Ancient Evil – primarily an Urban Adventure.
The second adventure was AT-02 Quest for the Mithral Sphere – a Micro-Hex Crawl, where the characters explored an island.
This is the third adventure AT-03 Secret of the Shattered Temple – a Dungeon Crawl.
The next adventure will be AT-04 The Cogs of Lost Time – a “Theater of the Mind” adventure set in the Clockwork Realm – a plane devoted to ultimate order inhabited by sentient Cyberbots.

If you would like to purchase Secret of the Shattered Temple as a soft cover book, or to support me by paying for the PDF, go to DriveThruRPG.

Most popular Posts and Downloads

Reviewing my blog history this morning I saw this and thought you might find it interesting. For the last 12 months, here are the 10 pages that had the most views and the 10 files that had the most downloads.

PostsViews
D&D 5E – Armor Class (AC)44,916
D&D 5E – Metals27,501
D&D 5E – Fillable Spell Cards – by class16,720
D&D 5E – Quick Play Character Sheets14,607
D&D 5E – Quick Reference – Chase Rules11,711
D&D 5.5 Character Sheet – Fillable and Auto-Calculating11,293
D&D 5E – Stealth and Hiding10,688
D&D 5E – Artificer Character Sheet10,495
D&D 5E – Schools of Magic9,558
D&D 5E – Mana-Based Spellcasting (Variant Rule)9,548
FileDownloads
combat-reference-sheet_b.pdf18,306
5.5-character-sheet_v4.pdf9,861
character-sheet-artificer.pdf9,779
5e_nautical_adventures.pdf5,602
5-0-character-sheet-rrh-fillable-rev6b.pdf5,436
5.0-character-sheet.pdf5,279
5e_nautical_aderntures_v2.pdf3,880
peril_in_pinebrook.pdf2,924
5-0-character-sheet-rrh-fillable-rev4d.pdf2,352
time-travel-for-dnd-5e.pdf1,969

Comments?

AT-02 Quest for the Mithral Sphere – Free PDF of Published Version

I am providing it free here as a thank you to my loyal followers on this blog.

Download your free PDF files below. These are the exact same files that I am selling on DriveThruRPG.

BAM – AT-02 Quest for the Mithral Sphere_v01.pdf [6,165KB]
BAM – AT-02 – VTT Pack.zip [21,596 KB]

Quest for the Mithral Sphere,written for 4 second level characters, can be played alone or as the second adventure in a series of adventures that make up the About Time campaign arc.
    The characters have been hired by the nearby fishing village to map this island and report any threats. It is about 10 miles long and 4 miles wide with an active volcano on one end. Believing it to be haunted, no one from the village will set foot on the island.
    The characters have another reason for going on this expedition; they have reason to believe there is hidden treasure somewhere on the island. And that treasure includes the Mithral Sphere, a powerful artifact that is needed to prevent an evil deity from escaping his imprisonment, loosing a destructive evil force on the world.

Also included:

➛ This is a micro-hex crawl. Where hex crawls typically use a scale of 6-10 miles per hex, or 20-70 miles per hex for larger regions, this adventure uses a map where each hex is only one mile across. This micro-hex crawl packs a lot of interesting features and exciting encounters into a relatively small area that has way too many undead creatures.
➛ This introduces a system for using a single random encounter table for encounters of different difficulties, depending on which die you roll.
➛ It has 26 monsters (12 of them new), all complete with full stat blocks and tokens.
➛ For each encountered monster, it lists the page number where that monsters full stat block can be found in the appendix. It then has an abbreviated version of the monster’s stat block on the page with the encounter.
➛ It includes Puck, a companion for the group, a detailed and illustrated NPC with a full stat block and information to help the GM play the character, a tiny fey creature (sprite) with a playful nature.
+ Free VTT Pack with high quality Battle Maps, player handouts, and Tokens.

Quest for the Mithral Sphere is written for the rules light, D&D 5E compatible, RPG Bold Against Monsters (also called BAM). It requires either the use of the Bold Against Monsters Core Rule Book, or the D&D fifth edition Player’s Handbook, or the Tales of the Valiant Player’s Guide.

The first adventure was “AT-01 An Ancient Evil” – primarily an urban adventure.
The next adventure is “AT-03 Secrets of the Shattered Temple” – a dungeon crawl.

If you would like to purchase An Ancient Evil as a (soon to be available) soft cover book, or to support me by paying for the PDF, go to DriveThruRPG.

AT-01 An Ancient Evil – Free PDF of Published Version

I introduced the It’s About Time Campaign arc here in May 2024 when I posted AT-01 An Ancient Evil. I haven’t finished writing these adventures. The last one I posted here was AT-08 The Pirate Queen’s Ploy in March this year. I still intend to finish these, but first I am re-writing them specifically for use with my new rules light 5E compatible RPG game rules Bold Against Monsters (BAM). I have just finished the first of these and it is now for sale on DriveThruRPG.

Because BAM only supports player characters up to 10th level, the target now is to wrap up the campaign at that level. I have also dropped the tie-in with my time travel rules. For those of you waiting for the conclusion of the original adventures, I apologize for the delay. Hopefully you will enjoy these revised adventures. I’m going to convert everything, other than the images, to avoid any copyright issues. I’m cleaning up and polishing all of the text. Practically every location and encounter will be improved. I think you will enjoy the new consistency and ease of play.

I am providing it free here as a thank you to my loyal followers on this blog.

Download your free PDF files below. These are the exact same files that I am selling on DriveThruRPG.

BAM – AT-01 An Ancient Evil_v01.pdf [5,176KB]
BAM – AT-01 – VTT Pack.zip [4,50 KB]

This is the first installment in a series of adventures collectively called About Time.
An Ancient Evil starts out as an urban adventure for 4 first level characters, set in the small fishing village of Saltport Cove. It highlights many of the village’s locations. A mixture of encounters includes roleplaying, investigation, combat, and a festival with games where they compete with the local fishermen.
Just before midnight, while celebrating the coming of the new year, a fireball zooms overhead and crashes into a nearby island causing a large wave to destroy much of the dock area. The party is hired to map the island and report any threats.
As they step onto the island they are teleported to another location and 10,000 years into the past, where they fight monsters and learn of a threat to their entire world. They are then returned to the present where they can continue their exploration of the island in the next episode in the About Time campaign arc.

The fully bookmarked 36 page PDF includes:
An abbreviated stat block for every NPC and monster on the page of the encounter, with a link to the full stat block in the appendix.
An introduction to the world of Manoria – a new campaign setting.
Manoria’s creation myth and the full BAM pantheon with all the major and minor deities, their domain, associated races, worshipers, alignment, and holy symbol.
An overview of time travel with tips on solving potential paradoxes.
Detailed and illustrated NPCs with full stat blocks and information to help the GM play the character.
New monsters with full stat blocks: Barracuda Swarm, Buccaneer, Cave Lion, Cultist Fanatic, Mammoth Calf, Neanderthal Warrior, Giant Octopus, Minor Siren.

The VTT Pack includes:
➛ High quality Battle Maps
➛ Player handouts
➛ Tokens

An Ancient Evil is written for the rules light, D&D 5E compatible, RPG Bold Against Monsters (also called BAM). It requires the use of the Bold Against Monsters Core Rule Book (available free HERE), or the D&D fifth edition Player’s Handbook, or the Tales of the Valiant Player’s Guide.

If you would like to purchase An Ancient Evil as a soft cover book, or to support me by paying for the PDF, go to DriveThruRPG.

Bold Against Monsters – Free PDF of Published Version

The print-on-demand book version of my Bold Against Monsters (BAM) is now available on DriveThruRPG. I found that it isn’t easy to charge for the printed version but make the PDF free (pay what you want). As a result, I no longer offer the PDF for free on DriveThruRPG.
SO I AM POSTING IT HERE!
For the foreseeable future, everything that I post for sale on DriveThruRPG, I will also post for free here.

I am providing these free here as a thank you to my loyal followers on this blog.

Download your free PDF files below. These are the exact same files that I am selling on DriveThruRPG, and are a major update to the rules I previously posted on this blog. They are all 8.5″ x 11″. The Rule book is full color, and the others are all black and white.

BAM Rules [80 page PDF 6,870 KB]
BAM Character Sheet [1 page form-fillable PDF 1,015KB] You can select Ancestry, Class, Weapons, Equipment, and more from drop-down lists and many calculstions are done for you.
BAM Class Reference Sheets [6 page PDF 112KB] Intend to be used along with the Character Sheet.
BAM Weapons [4 page PDF 159KB] A list of every weapon type with information regarding their special features – useful when players are selecting their weapons.
BAM Weapon Cards [22 page PDF 2,479KB] You can print these 2 sided and cut them out for cards, one for each weapon type. Perfect for each player to have a card for each of their character’s weapons, with that weapon’s properties and special features to use during game play. There is also space on the card to calculate the weapon’s bonuses to hit and damage. On the back is a drawing of the weapon along with its name and cost.

Bold against Monsters (or BAM) is a 5E compatible rules-light fantasy Role Playing Game (RPG). Everything needed to play or run a game is in this book. It is compatible with any published 5E adventure for characters up to level 10. It can serve as an introduction to 5E role playing for new players or anyone looking for a game with familiar characters you can easily create and quickly play. Character creation, level advancement, weapons, inventory tracking, proficiencies, spellcasting, combat, and more have been simplified.

BAM includes:
➛ Information on how BAM compares to D&D and how to convert 5E Adventures to BAM.
Five ancestries (called “Race” in 5E, “Species” in 5.5): Beastkin (a bipedal humanoid with some beast features), Dwarf, Elf, Halfling, Human, and Half-Orc.
Eighteen backgrounds: Acolyte, Chirurgeon, Cult Initiate, Farmer / Rancher, Herbalist, Jeweler, Mercenary, Minstrel, Noble, Ranger, Sailor, Scholar, Scout, Sheriff or Watchman, Soldier, Thief, Urchin,and Wizard’s Apprentice.
Six classes: Barbarian, Cleric, Fighter, Paladin, Rogue, and Wizard. All the class features gained through all levels are presented on a single page. There are no subclasses and no multiclassing.
Character Levels. Characters only advance to level 10.
Gaining Feats: Every character gets a feat at level 1, 4, and 8. Humans get one additional feat at level 1.
Twenty-five Feats: Ability Enhancement, Alert, Arcanist, Archer, Armor Expert, Armor Training, Athlete, Brawler, Careful Observer, Charger, Combat Caster, Elemental Savant, Fighting Styles, Medic, Polyglot, Quick, Savage Attacker, Scout, Shield Mastery, Spell Duelist, Strength of Mind, Tough, Trap Specialist, Vanguard, Weapon Expert, and Weapon training.
Gear Slots: Each item you carry fills a number of gear slots that represents its approximate weight and/or its carrying difficulty. The number of filled gear slots you can carry is equal to 10 + twice your STR modifier (minimum of 10 slots total).
Weapon Types: Weapons fall into 3 broad categories; Melee, Thrown, and Ranged.
Each of those are further divided into Light, Medium, or Heavy.
Weapon special features: Most of the weapons have a feature that is unique to that weapon. For example, for the Javalin; “On a critical hit: Rather than doing damage, you can choose to pin a humanoid target to an adjacent wall or surface. Its speed becomes 0 until the start of your next turn, unless the target, or another creature, uses its action to release the target.”
Deities: Clerics and Paladins are required to specify which deity they worship. The BAM pantheon is provided should you choose to use it.
Combat: On your turn you can move up to your speed and perform one action, Or you can move twice if you don’t perform any action.
Spellcasting: There are no Spell Slots. You can cast any spell you know. To cast a spell, you must roll a spellcheck. If it succeeds the spell takes effect, otherwise it fails. A natural 20 is a critical success, you double one of the spell’s numerical effects. A natural 1 is a critical failure, the spell is removed from your list of know spells. There are no Spell Components, no Spellbooks, no Casting at Higher Levels, and no Rituals.
Monsters: BAM includes a few monsters based on ones from Tales of the Valiant. You must get your other monster stats from other sources. Any monster that you would pit against a party of 5E PCs will provide an encounter of similar difficulty using BAM against a party with the same number of PCs at the same level.

If you would like to purchase BAM rules as a soft cover book, or to support me by paying for the PDFs, go to DriveThruRPG.

“Can I buy that here?” Using Settlement Size to set Item Availability

Using Settlement Size to set Item Availability

In their travels, the PCs often find themselves in a settlement that is unfamiliar to them. While there they want to buy supplies. I have spent countless hours in the past deciding on what shops are in the town. What each shop has for sell. How many of each item, and its cost. Not to mention shop names and the names and stats for the shop owner and others who work there. How about a description of what the shop looks like and what patrons may be there.
This is what is expected of the DM. Right? Well … most of the time, the PCs only want to replenish their ammunition, upgrade their armor and maybe buy a couple of healing potions. They just want to know if what they want is available in this settlement, and how many can they buy. So here is what I have come up with.
I don’t enjoy role-playing a haggling session, and my players have never been much into that aspect of the game either. So I simply use the prices that are in the Players Handbook. When running a game where buying magic items is allowed, I typically use the prices found in Sane_Magical_Prices.pdf and I often don’t allow the purchase of certain items. Of course you can modify these however you think is appropriate for your campaign, but I have found that that is an unnecessary complication. I thought there could be a simple table to find how many of any particular item (if any) are available in a settlement based on how large a settlement it is. The result of my attempt to create that table is what I am presenting here.

There are two tables. One for mundane (non-magical) items, and another for magical items.
There are also Spellcasting Services and Spell Scrolls at the end.

How to use the tables.
1)
Find the cost of the item you are seeking to purchase. This should be the cost of a single item unless it is commonly sold in a bundle consisting of several identical items, such as arrows for example.

2) Refer to the Mundane Item Availability table for anything other than a magic item, magic scroll, or potion. For those refer instead to the Magic Item Availability table.

3) Find the row on the table that corresponds to the settlement size.

4) If the cost of the item is higher than the value in the MAX Value column, there are none of these items available for purchase here. Otherwise, continue to step 5.

5) Refer to the value in the # Available column (for magic items refer to the die roll indicated under the items rarity: Common, Uncommon, Rare or Very Rare). This indicates the roll needed to determine how many of this particular type of item is available in this settlement.

 A note regarding the Availability Roll.
This is expressed in the standard format for making modified die rolls. Treat any negative result as zero.
If you are unfamiliar with this: Dice rolls are described with expressions such as “1d4-2,” which means “roll one four-sided dice and subtract 2” (resulting in either -1, 0, 1, or 2). The first number tells you how many dice to roll (adding the results together).  The number immediately after the “d” tells you the type of die to use (a 4 sided die in our example). Any number after that indicates a quantity that is added or subtracted from the result.

Mundane Item Availability
TypePopulationMax Value# AvailablePurchase Limit
Thorp< 2050 gp1d4-3500 gp
Hamlet21–60200 gp1d4-21,000 gp
Village61–200500 gp1d4-12,500 gp
Small town201–2,0001,000 gp1d45,000 gp
Large town2,001–5,0002,000 gp1d610,000 gp
Small city5,001–10,0004,000 gp1d825,000 gp
Large city10,001–25,0008,000 gp2d850,000 gp
Metropolis25,001 >*16,000 gp2d10100,000 gp
* In a metropolis, single items valued over 16,000 gp may be available for purchase on a case by case basis subject to the DM’s discretion. The item may need to be created/built/fabricated and may require that the PC furnish some needed components. All of this and how long it takes to create the item is also to be determined by the DM.

Max Value: There is no single item for sale with a value higher than this.

# Available: For any specific type of item (other than a magic item), if the value of the item is the Max Value or less, the modified die roll indicated determines how many (if any) are available for purchase.

Purchase Limit: This maximum total that the entire party can spend on items, including magic items.

Magic Item Availability
TypePopulationMax Value# Available
CommonUncommonRareVery Rare
Thorp< 2050 gp1d4-3
Hamlet21–60200 gp1d4-21d4-3
Village61–200500 gp1d4-11d4-21d4-3
Small town201–2,0001,000 gp1d41d4-11d4-21d4-3
Large town2,001–5,0002,000 gp1d61d41d4-11d4-2
Small city5,001–10,0004,000 gp1d81d61d41d4-1
Large city10,001–25,0008,000 gp2d81d81d61d4
Metropolis25,001 >16,000 gp2d102d81d81d6
Legendary magic items are not commonly for sale.

Max Value: There is no single magic item for sale with a value higher than this.

# Available: For any specific magic item, if the value of the item is the Max Value or less, the modified die roll indicated in the column for the items rarity determines how many (if any) are available for purchase.

Spellcasting Services
The following is a rough pricing guide to have someone cast a spell for you and the smallest settlement in which you might find a spellcaster to cast a spell of that level. It also requires you to find someone that is capable and willing casting it for you. To these prices you must add the cost of material components (if any).
Cantrip (Thorp) – 15 gp; 1st Level (Hamlet) – 25 gp; 2nd Level (Village)- 100 gp; 3rd Level (Small town) – 150 gp; 4th Level (Large town) – 1,000 gp; 5th Level (Small city) – 1,500 gp.
It is not typically possible to hire someone to cast a spell that is higher than 5th Level, but they may be persuaded to cast it in exchange for some item or service that the PCs could provide.

Spell Scrolls
The cost of a spell scroll is double the cost of having the spell cast for you.

product review – Stackable D&D Condition Rings by Wasted Wizard

Disclaimer: This post is sponsored by Wasted Wizard, who sent me their product free in exchange for an honest, unbiased review. All opinions are my own. If you make a purchase using my Amazon affiliate links, I may make a small commission at no extra cost to you.

When playing D&D around the table, I typically play with miniature figures on a 1” square grid. In 2019 I bought a set of 64 “condition rings” to make it easier to track which character and monster currently has which condition.  They are 1 1/2” dia. clear plastic rings, about 1/16” thick with a 1” hole in the center.  Printed in different colors around the ring are the names of each of the 15 D&D conditions plus “concentrating” (4 rings of each condition). For most miniatures I can place the ring around its base, and for larger ones I can hang them on the mini.
   The problem is that my eyesight isn’t all that good and it has become harder for me to read the name of the condition printed on the ring, so last year I spent some time on Amazon seeing if there were any that would work better at my table. After looking at all the different options, I found “WASTED WIZARD Stackable DND Condition Rings.” For several reasons that I will describe later I decided that I would get me a set of these. But, because I wasn’t currently playing a game at my table, instead of ordering it I added it to my Amazon shopping list.
   Then, a couple of weeks ago, the Wasted Wizard contacted me and asked if I was open to doing a review of their stackable condition rings on my blog. In return they would send me a set free of charge. I agreed and was pleased to receive their produce a couple of days ago. The following is my review.

WASTED WIZARD Stackable DND Condition Rings

   The main difference in these and the other condition markers for use in your D&D game (or most other RPGs) is that rather than sitting around the base of the miniature, the mini sits in the recession on the top of the ring that is only a little bigger than the base of the mini. Multiple condition rings can stack on top of each other, under the mini. The name of the condition is printed on the side of the ring.

The Box
   The product is well packaged. The box is good looking and well-made of heavy cardboard and the lid fits snugly. I will be able to keep all of the condition rings in the box they came in. The box contains a foam rubber insert with cut-outs for each set of 4 condition rings, each a different color.

The Conditions
   There are 4 identical rings for each condition. Each set of 4 is a different color. There are rings for each of the D&D fifth edition conditions: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and Unconscious. In addition to these standard conditions, it also includes: Aid, Bane, Banished, Blessed, Concentration, Fairy Fire, Hasted, Hexed, Hunter’s Mark, Madness, Polymorphed, Raging, Slowed, and two more for anything else you might be need labeled; Magical Effect, and Physical Effect. For a total of 120 pieces.
   The addition of the magical and other effects is a welcome inclusion.

The Rings – Color and Text
The rings are of hard plastic in dark colors with the conditions printed in white so they show up quite well. The condition is printed in all caps on both front and back with a symbol, unique to each condition on the two spaces between the condition names.
   It won’t take long to remember the most common conditions by the color of the ring.

The Rings – Fit
   I measure the overall diameter if each ring to be 1 1/16”. The top has two precisely made recesses. The bigger one is scaled to accept a standers D&D mini (25mm or 1 inch). The smaller, just below the upper one, is scaled to accept a standard Pathfinder mini (20mm).
   Every mini I tried with a 1” or smaller base set securely in the recess on the top of the ring.
Unlike condition rings that set around the mini, these won’t get in the way when the PCs and/or monsters are standing next to each other.
   The base of each ring is slightly recessed to allow the rings to securely stack. You can stack 10 or more rungs with a mini on top without worry of it easily typing over.
   They don’t work as well for larger minis. You will have to hang them on the larger mini. On some there may be room on the base, between their legs, or a place to sit them on top, like a hat.

The Felt Pads
   At my table I typically use 1/8” clear Plexiglas over a 1” square grid.  I have never felt the need to put felt pads on the bottom of my minis. I have never experienced scratching of the Plexiglas or any battlemat. So I don’t think I will be adding the felt pads to the bottom of the rings. But, for the purpose of this review I added the felt pads to 4 of the rings.
   Following the clear instructions, I did have a little difficulty in getting the pad to line up exactly with the bottom of the ring. I don’t think it would take much practice to improve, but I only felted 4 minis.
I found the rings didn’t stack as securely with the added felt pads. Even with a stack of only 4 rings, the top ring tended to tilt awkwardly, and would shift whenever I moved the stack. Again, this may have been because I hadn’t properly centered the pads.
   This won’t be a problem for me. I never intended to felt them in the first place.

Visibility
   Here is the only real problem I have, and it is because of a situation particular to my specific gaming table. The table is in the center of a rather small room. The only light source is directly above the center of the table. This causes the sides of the condition rings, either singular or stacked, to be in shadow and thus be difficult to read.
This was upsetting at first, before I realized that I always have an ink pin within reach that is also a laser pointer and a small flashlight. Pointing the flashlight at the ring makes the words easy to read.

Conclusion
   Even with the unexpected shadow problem, the fact that they don’t take up any additional table space is a plus.
   Another plus is that when you have multiple condition on a single character, they stack! And when stacked, you can still read them.
   Speaking of stacking, even though I have clear plastic stands to use for flying characters, rather than taking the time to dig them out, I can pull out a stack of 4 rings of a condition that I’m not currently using, and place a mini on the stack to indicate a flying character. I could then use a stack of 8 under a mini to indicate flying at a greater height. The minis are surprisingly stable on a tall stack of rings.
   Unless you feel that you need them, I would recommend just not using the felt pads. The only problem I found with them is when stacking the rings, and frankly 90% of the time I only use a single ring on a character. But it is good that they are provided for you should you prefer to use them.
   I like them. I will be using them on my games played IRL.

Let me know what you think in the comments below.
Here is a link too the Wasted Wizard website.

Weapon Reference Sheet

Download your free 4 page PDF file HERE.

I also updated the weapon cards that I posted HERE.

When playing Dungeons and Dragons, I have always thought that there should be some reason to choose one weapon over anther other than the amount of damage it does, or the damage type. This is something that I was hoping D&D 5.5 would fix. They tried to fix it with Weapon Mastery. I think that Tales of the Valiant did a better job with their Weapon Options, but why couldn’t each different weapon have its own unique feature?
That is what I did for my Bold Against Monsters (BAM). If you are playing D&D and are disappointed with Weapon Mastery, you can replace it with my BAM weapon rules.

Weapon Cards – A new look at old weapons.

These weapons are intended as a replacement for the weapons in the official rules. They have been modified somewhat to work with Bold Against Monsters (BAM) and ShadowDark, but could be used with Tails of the Valiant (ToV), Dungeons and Dragons 2014 (D&D 5e) or Dungeons and Dragons 2024 (D&D 5.5). This free PDF file contains all the weapons that are in D&D 5.5 (except for the Musket and the Pistol). There is a card for each weapon containing the features for the weapon and a box at the top for calculating the Attack modifier and Damage for each weapon. For ranged weapons, there is a space at the bottom of the card for tracking used ammunition.

Download your free PDF file HERE.

Update #1: 8/2/2025 Removed “Long” feature and added special features to most of the weapons.

This a black and white 22 page (8.5″x11″) PDF file. There are four 3″x5″ cards on each page that you will have to cut out (except on page 1). If printed 2 sided by long edge you will have 36 two sided weapon cards with a drawing of the weapon on the back of each card.
Page 1 contains a card with information regarding Ability Modifiers and Character Sizes. It also has an example card with information on how to fill in the blanks that are on the weapon cards.
There are also cards for Unarmed attack, Improvised weapons (both melee and thrown), and blank cards.

What I changed and why.

First I was just going to make a set of printable cards so each player could have a card for each of the weapons their PC had that would contain the basic information and the calculations used to arrive at that weapon’s damage and attack bonus.
After working on this for a while, I realized that the old categories and properties needed to be re-organized and simplified.

Weapon Properties: I added a “medium” weight property and changed the weight property on a few weapons. I added the “light” property to the dagger, dart, spear, sling, flail, rapier, whip, blowgun, and hand crossbow. Then I added a “medium” weight property to the other weapons that weren’t listed as having the “light” or “heavy” property.

I got rid of the Simple and Martial categories so, for D&D, you will need to adjust Weapon Proficiencies for the Classes.

Barbarian, Fighter, Paladin, and Ranger – “Simple and Martial weapons” changes to “All weapons.”

Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard – “Simple weapons” changes to “Light and medium weapons.” [Note: To exactly match D&D 5.5 this will have to change to “No heavy weapons. No medium weapons other than the greatclub, javelin, mace, quarterstaff, light crossbow, or shortbow. All light weapons except for the flail, rapier, scimitar, shortsword, or whip.“]

Monk and Rogue – “Simple weapons and Martial weapons that have the Light property” changes to “Light weapons.” [Note: To exactly match D&D 5.5 this will have to change to “All light and medium weapons except for the Battleaxe, Longsword, Morningstar, Trident, Warhammer, or War Pick.“]

Added the “Thrown” weapon type and replaced “Reach” with “Long“.

Some melee weapons could be throne and some had to be thrown, making them more like ranged weapons. To clarify, I added the “Throne” weapon type.

ABILITY
Which ability modifier to use for attack and damage. (For D&D, I removed the “finesse” property and added the DEX or STR option to the cards where it applies.)

  • Melee and Thrown weapons
    • Light: use your DEX modifier
    • Medium: use your STR modifier
  • Ranged weapons
    • Light: use your DEX modifier
    • Medium: use your DEX modifier
    • Heavy: use your STR modifier

ONE or TWO HANDED
Which weapons can your character use one handed, based on your size, unless noted otherwise.

  • Large (or larger) character:
    • You can weld any weapon one handed.
  • Medium character:
    • Light weapons – You can weld them one handed.
    • Medium weapons – You can weld them one handed.
    • Heavy weapons – You must use 2 hands to weld them.
  • Small character:
    • Light weapons – You can weld them one handed.
    • Medium weapons – You must use 2 hands to weld them.
    • Heavy weapons – You must use 2 hands to weld them, and you have disadvantage on attacks.
  • Tiny character:
    • Light weapons – You must use 2 hands to weld these.
    • Medium weapons – You must use 2 hands to weld them, and you have disadvantage on attacks.
    • Heavy weapons – You can’t use these weapons

ADDITIONAL FEATURES
Many of the weapons have a feature that is specific to that specific weapon type. For example, The greataxe has a feature called Second Target: “On a hit that drops the target, your swing can continue to also hit a target next to the first that is within range. If your attack could hit its AC, any remaining damage will be applied to the second target.”

When reading through these, keep in mind that in both BAM and ShadowDark your character only gets a single attack each round, making things like not adding your DEX modifier to your second attack made with a weapon in your other hand doesn’t apply.

I would love to hear your feedback on these weapon cards. Let me know what you think in the comments below.