Dungeon Master Assistance

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Category Archives: Reference Material

D&D 5E – NEW Time Travel Rules

NEW Time Travel Rules

In 2015 I posted my Time Travel Rules for Fifth Edition D&D. I have updated those rules. You can download the new version HERE (its free).

These new house rules are more streamlined and easier to implement into your game. One problem with the older version is that it contained very little for players who characters weren’t spellcasters, and spellcasters didn’t get very many useful time related spells. So this version includes Time Points, Time Checks, and 71 Chronology spells.

Time Points: A character’s Time Points represent his ability to detect and interact with the timeline. All PCs get Time Points as they advance in level. They can spend them for things like rewinding time to re-roll a d20 (even a death save), or take a different action. Or have some other creature re-roll his attack. You get a chance to regain a lost or spent Time Point after a long rest. Also, as you accumulate more Time Points you gain bonuses to certain ability checks.

Time Checks: These are tied to your Time Points. When the DM has you make a Time Check you roll a d20 and add your Wisdom ability modifier and Time Points to the D20 roll. Several spells require you to succeed on a Time Check or the spell fails.

Chronology Spells: There is no Chronomancy class. If your character is attuned to the flow of time (as represented by your Time Points) and has one or more levels in a class that can cast magic spells, you can add all of the chronology spells to the spell list for that class. Otherwise, none of the spell casting rules for your class are changed. Player characters can add these to their list of spells available to their spellcasting class.

Another problem with any time travelling campaign is that the most useful time travel spells are necessarily high level spells that lower level PCs won’t have access to. This would appear to limit you to high level adventures. To address this I have included many low level spells and I am also working on a series of Time Travelling adventures (an adventure arc) that will take your group from level 1 up through level 20. I am calling it “It’s About Time“. I will be posting these here as they become available. As always, these will be free for you to download and use in your campaigns.

Pleas leave comments below.

Enjoy!

D&D 5E – DM Screen – Revised

A follower of this blog sent me a revision to my DM Screen (HERE). I bereave it is an improvement so I thought I would share it with everyone.

You can download your free copy HERE.

Here is his description:

In case you are interested, I edited your provided sheet a little to suit my preferences as a DM. I primarily replaced the whole player actions part with DM focused material, including the stuff that was present in WotC original screens regarding encounter visibility and suffocating. I also adjusted some graphic elements (such as table rows not following proper background order) as well as fixed some minor typos. I also changed/standardized some uppercasing to my preference.

Note to the one who sent this to me anonymously. If you would like me to include your name or a link to your web site here, just let me know.

D&D 3.5 – Classes with Class

pcs

Classes with Class

This is a revised re-post from 2016 with updated links.

In 2004 and 2005 Skip Williams (co-creator of Dungeons & Dragons 3rd Edition) put a series of articles on the Wizards website with tips on playing each of the various character types. Wizards of the Coast has removed them from their site but I found these copies thanks to Orbitalflower’s “Wizards.com D&D 3.5 archive”, which has already done all of the work finding the links on the Wayback Machine.

These are an excellent reference. They were written for D&D 3.5 but even if you are running a fifth edition game you will find then a useful reference.

Here are direct links to them:

Fighters with Class

Rogues with Class

Wizards with Class

Clerics with Class

Barbarians with Class

Bards with Class

Sorcerers with Class

Druids with Class

Rangers with Class

Paladins with Class

Monks with Class

Warlocks with Class

D&D 5E – Antimagic Field

Thoughts on the Antimagic Field spell

(and, therefore, the Beholder’s Antimagic Eye Cone)

I recently ran a D&D 5E game where the PCs fought a beholder and a lot of questions popped up regarding what is and isn’t affected in its antimagic field. I made rulings at the table to not slow down play, but promised to look into it further to find what the official rules are and to come up with house rules for anything that might come up that haven’t been covered by any official rulings that I could find. This represents the results of my research and my current thoughts on this matter.

The description of the antimagic field spell is long and detailed. Please read it carefully. It tells you most of what you need to know. The core feature of the spell could be simply stated as “nothing magical works inside the area of effect of the spell”. The wording of the spell description goes on to explicitly define what that means. The problem is that it only “suppresses” magic in the area, and it doesn’t affect especially strong magic such as that “created by an artifact or a deity”.

Hopefully what I have come up with will help with your rulings at your gaming table.

Monsters

Very few monsters are creatures or items created by magic. As a general rule, if the monster’s description does not specifically refer to the monster as “summoned or created by magic”, it remains but can’t use magic or magical abilities.

Here are a few specific examples.

Animated Armor, Flying Sword, Rug of Smothering: These are magically created items and as such “wink out of existence” while in an antimagic field.

Beholer: Beholer’s eye rays are suppressed in the area of an antimagic field.

Dragon: The Monster Manual does state that “Dragons are also magical creatures” (MM p. 86). However, they are not “created by magic” so they do not “wink out of existence” in an antimagic field. (The same is true of Fey creatures). Dragons in an antimagic field can’t use magic or magical abilities. A dragon’s breath weapon is not considered magical; it does work in an antimagic field.

Celestial, Elemental, Fiend (Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.): While in an antimagic field they can’t use magic or magical abilities.

Undead (skeletons, zombies, vampires and the like): If they were summoned or created to only last for the duration of the spell that created them, they will “wink out of existence” while in an antimagic field. Otherwise they remain but can’t use magic or magical abilities.

Constructs (like golems, modrons, and such): If their description says that they were magically created, they will “wink out of existence” while in an antimagic field. Otherwise they remain but can’t use magic or magical abilities.

Monster features

Magical Weapon Attacks: Some monsters (such as the deva) have magical weapon attacks. These attacks do not get any of the extra magical damage inside an antimagic field.

Magical features: Any feature that a monster possesses with the word “magic” or “magical” in it’s description, is suppressed in an antimagic field.

Other, possibly magical features: If a feature is not described as magical but the DM decides that, in his D&D world, that feature is magical, it is suppressed. Examples might include a fly speed without wings (such as death tyrant, for example), or a demilich’s Life Drain ability (This ability isn’t specifically described as being magical, but its description is very similar to a spell description). I would advise the DM to carefully considering the ramifications of any such rulings.

PC features

Clerics, Druids, Paladins, Rangers: Treat their divine magic spells the same as any other spells.

Clarification: Deities directly grant their worshipers the ability to cast divine spells; these spells are not directly created by the deity so are suppressed in an antimagic field like any other spell.

Divine Intervention: A Cleric’s Divine Intervention feature does function in an antimagic field.

Clarification: The Deity is directly doing the effect. If a deity personally creates an effect it overrides the antimagic field spell.

Monks: A monk’s ki is not considered magical, it works in an antimagic field. The Ki-Empowered Strikes feature says a monk’s unarmed strikes count as magical. That magic is suppressed in an antimagic field.

Creatures and objects summoned or created by magic

The antimagic field spell says: “A creature or object summoned or created by magic temporarily winks out of existence in the sphere.”

For any specific creature, you need to know what spell created it. Typically, if it was created by a spell with an Instantaneous Duration it will not be affected.

Spells

Concentration: An antimagic field does not end a concentration spell. The castor can maintain concentration while inside the antimagic field but the effect of the spell he is concentrating on is suppressed while he is in it.

You can’t cast any of the following spells while in an antimagic field, but here is what happens to these creatures or objects after they are created, once in an antimagic field.

Prismatic Wall: The spell description says: “Antimagic field has no effect on the wall.”

Polymorph: Polymorphed creatures are suppressed by an antimagic field spell.

Clarification:  If created with the polymorph spell, you maintain it by maintaining Concentration, so it is suppressed in an antimagic field. If created with the true polymorph spell, it reads in part “If you concentrate on this spell for the full duration, the spell lasts until it is dispelled.” It can be dispelled, so it will be suppressed in an antimagic field.

Animate dead, raise dead, stone shape: Creatures created with these spells are not affected by an antimagic field spell.

Clarification:  Any non-magical creatures or objects that were created by a spell with an Instantaneous Duration, such as these, are not affected.

Familiar: Your Familiar doesn’t disappear, but you can’t dismiss it or recall it while in an antimagic field. The same is true for your steed created with the find steed spell. They are a celestial, fey, or fiend that was brought to you by magic, but are not magically created creatures.

Goodberry: The magic potency of goodberries are suppressed. The same is true for the special effects granted by the food and drink created with the Heroes’ Feast spell.

Leomund’s secret chest: You can’t recall the chest while in an antimagic field.

Melf’s acid arrow: The arrow created with this spell is not magical, so you could cast the spell while outside the antimagic field and shoot it a creature that is inside.

Meteor swarm: The blazing orbs of fire created with this spell are magical, so they would disappear when they entered the antimagic field. The same is true for the globe of cold energy created by the Otiluke’s freezing sphere spell and the whip created by the thorn whip cantrip.

Planar ally: The celestial, elemental, or fiend that was summoned with this spell does not disappear.

Plant growth: Plants that have been affected by this spell are not affected by an antimagic field.

Other features

Blessings (DMG p. 227, 228): Blessings aren’t suppressed by an antimagic field spell.

Clarification: A blessing that a character receives from deity is a “magical effect created by a deity” so it can’t be suppressed by an antimagic field spell.

Charms (DMG p. 228): A charm can’t be used in the area of an antimagic field.

Telepathic communication: “A creature within the area of an antimagic field … can’t send or receive telepathic messages”. (MM p. 9)

This is far from an exhaustive list but perhaps, if you can follow my reasoning, this will help with other questions that may pop up. Please leave your suggestions, questions, and comments below (positive or negative).

D&D 5E – Monsters of the Multiverse

Mordenkainen Presents: Monsters of the Multiverse
is now available. Click HERE

Wizards of the Coast web site calls it:
“A bestiary of wondrous friends and foes for the world’s greatest roleplaying game.
Sparkling with the musings of the wizard Mordenkainen, this tome features a host of creatures for use in the Dungeons & Dragons roleplaying game. Hailing from every corner of the multiverse, these creatures represent some of the most benevolent and malevolent forces that D&D heroes might face.
The book also gathers together fantastical peoples from many different worlds. Each of these peoples represents a race option when you create your D&D character, expanding on the choices in the Player’s Handbook.
Compiling and updating monsters that originally appeared in Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes, this book presents friends and foes for any D&D campaign, many of them accompanied by the comments of Mordenkainen. The wizard has faced many of these monsters and peoples on numerous wondrous adventures. Now it’s time for you to venture forth and face these creatures yourself!”

I have been looking forward to this one.

D&D 5E – New releases from WotC

Wizards of the Coast has just announced several new products.

You can follow the links to their pages on Amazon.  

Spelljammer: Adventures in Space Release Date: August 16, 2022

Dungeons & Dragons Accessories Set 1 Release Date: (Summer TBA)

Dungeons & Dragons Accessories Set 2 Release Date: (Summer TBA)

Journeys Through the Radiant Citadel  Release Date: June 21, 2022.

Mordenkainen Presents: Monsters of the Multiverse Release Date: May 17, 2022

D&D 5E – Armor & Weapon AC/HP

Broken-Sword

Armor & Weapons AC and HP

There may come a time when a character needs to destroy some armor or a weapon. By RAW (rules as written), in D&D 5E you can’t attack armor or a weapon during combat while some creature has it in its possession. Nevertheless, this need sometimes arises and that is the reason I created the following tables to use in my games. The AC (armor class) listed for the various types of armor is the AC for the armor itself and not the AC that the armor provided to its wearer. Damage types that any armor or weapon is resistant to only does half damage to the item, and any that they are vulnerable to does double damage.

Armor

All armor types are immune to cold, force, necrotic, poison, psychic, radiant, and thunder damage.

ArmorACHPResistanceVulnerable
Light Armor
Padded1010bludgeoningacid, fire, slashing
Leather1112 bludgeoning acid, fire, slashing
Studded leather1214bludgeoningacid, fire
Medium Armor
Hide1214bludgeoningacid, fire, slashing
Chain shirt1215bludgeoning, slashingpiercing
Scale mail1416bludgeoning, slashingpiercing
Breastplate1417bludgeoning, slashing, piercing
Half plate1518bludgeoning, slashing, piercing
Heavy Armor
Ring mail1417bludgeoning, slashingpiercing
Chain mail1618bludgeoning, slashing piercing
Splint1719bludgeoning, slashing
Plate1820 bludgeoning, slashing, piercing
Shield
Shield1410 bludgeoning, slashing, piercing fire (wood shields only)

Weapons

  All weapon types are immune to poison, cold, radiant, necrotic, thunder, force, and psychic damage.

WeaponACHP ResistanceVulnerable
Simple Melee Weapons
Club1510 fire
Dagger1918firebludgeoning
Greatclub1513 fire
Handaxe1918firebludgeoning
javelin1918fire 
Light hammer1915bludgeoning, fire 
Mace1918bludgeoning, fire 
Quarterstaff1510fire
Sickle1913fire 
Spear1913fire 
Simple Ranged Weapons
Crossbow, light1710fire
Dart194firebludgeoning
Shortbow155fire
Sling116bludgeoningfire
Martial Melee Weapons
Battleaxe1918fire 
Flail1110bludgeoningfire
Glaive1918fire 
Greataxe1918fire 
Greatsword1918fire 
Halberd1918fire 
Lance1918 fire, bludgeoning
Longsword1918fire 
Maul1918bludgeoning, fire 
Morningstar1918fire 
Pike1918fire 
Rapier1915firebludgeoning
Scimitar1915fire 
Shortsword1915fire 
Trident1918fire 
War pick1918fire 
Warhammer1918fire 
Whip118bludgeoningfire
Martial Ranged Weapons
Blowgun156fire
Crossbow, hand176fire
Crossbow, heavy1713fire
Longbow1510fire
Net155bludgeoningfire

Weapons with wooden shafts.

The Staff has these traits which are different from its metal head:

AC 15, HP 10, no resistances, vulnerable to fire.

Magical armor and weapons.

Other than potions and scrolls, most magic items have resistance to all damage.

D&D 5E – Spirits and Souls

Soul_Magic

In Dungeons and Dragons, according to the Great Wheel cosmology, all souls in the multiverse originate from fonts on the Positive Energy Plain, sometimes called the Plane of Life. When a sentient being is born his soul enters his body with his first breath. How long that soul existed before it occupied the newborn and how the choice of host is made is not known. A PC’s soul then continues throughout his life and beyond. A PC’s soul isn’t typically destroyed when he dies and if he is brought back to life, his soul re-joins his body. It is possible for his soul to be moved into an object or another body or travel to other planes and other timestreams. In a very real sense, a player’s character’s soul is that character.

What is a “soul” in D&D? Is that different than a “spirit”?

In 1st-edition D&D; humans, dwarves, gnomes, halflings, and half-elves had souls. Elves, orcs, and half-orcs had spirits. Those with souls could be resurrected and the others could not. This was changed in later editions.

In D&D 5E, a “spirit” is a creature’s bodiless life force. As mentioned in the “Speak with Dead” spell, an animating spirit is the part of your life force that makes your body move to your soul’s wishes and has some semblance of awareness. A “soul” is a creatures spirit that also includes it’s memories, personality, and alignment. All souls have a spirit but a spirit can exist without a soul.

The Dungeon Master’s Guide (DMG) seams to imply that all living creatures have souls:
“When a creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature’s deity resides. If the creature didn’t worship a deity, its soul departs to the plane corresponding to its alignment.” (DMG p.24)

In D&D 5E what creatures have, or don’t have, souls?

There is nothing official that I can find in any of the published books, so here are my thoughts on this subject.

As a house rule, I propose that most creatures have souls. Creatures that don’t have souls are: beasts, constructs, elementals, oozes, plants, unaligned creatures, and most undead.

The following are the undead in the Monster Manuel (MM) that specifically DO have souls.

A ghost has a soul:
“A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.” (MM p.147)

A rvenant has a soul:
“A revenant forms from the soul of a mortal who met a cruel and undeserving fate.” (MM p.259)

A will-o’-wisp has a soul:
“Will-o’-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic.” (MM p.301)

D&D – How many editions are there? (2021)

Dungeons and Dragons (D&D) is a game where players sit around a table and roll dice. They create characters and go on adventures led by a dungeon master (DM), who controls non-player characters (NPCs), monsters and events in the world.

DnD Editions

How many D&D editions are there?

I have listed here the major editions. For any edition there may be multiple printings and different covers. There are also many variations and supplements. For most editions there were three core books; a Player’s Handbook, a Dungeon Master’s Guide and a Monster Manuel.

D&D 0.0

0.0 – Original Dungeons and Dragons (OD&D) 1974
A small box set of three booklets. The original game had only three classes (Cleric, Fighter, Magic User). Cleric spells up to 5th level, Magic user spells up to 6th level. Every attack except for certain monster abilities did 1d6 damage if it hit.

D&D 0.5

0.5 – Basic Dungeons & Dragons (BD&D) 1977
Playing a Race meant playing a class. For example a Dwarf used only the Dwarf Class. The first Basic Set was available as a 48-page stand-alone rulebook, or as part of a boxed set, which was packaged in a larger box that included a set of polyhedral dice and supplemental materials.

D&D 1.0

1.0 – Advanced Dungeons & Dragons (AD&D) 1978
The most popular version of older edition D&D. Bonuses for characteristics roughly go up to +4 and are capped at 18 except for exceptional strength. Characters select a race and a class. Non-human race can multi class which involves splitting experience between multiple classes. Non-humans were generally limited to a max level (often low).

D&D 2.0

2.0 – Advanced Dungeons & Dragons 2nd Edition (AD&D 2 or 2nd Ed) 1989
Still basically AD&D 1st Edition but the rules have been reorganized and rewritten for clarity. Introduced THAC0 (To Hit Armor Class 0). Some content like half-orc, demons, and assassins were removed or changed due to media pressure. Character customization was expanded by using non-weapon proficiencies as a skill system and by allowing characters to take kits that confer various benefits. Combat has been redesigned.

D&D 3.0

3.0 – Dungeons & Dragons 3rd Edition (D&D 3 or 3E) 2000
The first edition created by Wizards of the Coast, 3rd Edition took the idea of Skill and Powers and developed a cleaner system for customizing characters by designing the classes so a level of one class can stack on top of another class. A single level chart was introduced and at each level a character could take a new class or add another level of a class they already had.
In addition feats were added to allow characters to further customize their abilities. A true skill system was introduced and integrated into the game. The underlying d20 system worked by rolling equal to or higher than a target number and adding various bonus.

D&D 3.5

3.5 – Dungeons & Dragons v.3.5 (Revised 3rd Edition or D&D 3.5) 2003
This edition featured only small changes to the core game (and was mostly-but-not-entirely compatible with books written for 3rd Edition), but had its own extensive line of supplements which magnified the role of feats, prestige classes, and multiclassing in character customization.

D&D 4.0

4.0 – Dungeons & Dragons 4th Edition (D&D 4E) 2008
This edition is a completely new game with only a few game mechanics carried over from the 3rd Edition. It has a simple set of core rules and defines all character and monster abilities as exceptions which are described in standard terms. Higher level combat has been simplified, and class has been designed to have specific roles in combat. Every classes has a diverse set of combat options to use.

D&D 5.0

5.0 – Dungeons & Dragons 5th Edition (D&D 5E) 2014 The current edition of D&D.
Skills, weapons, items, saving throws, and other things that characters are trained in now all use a single proficiency bonus that increases as character level increases. Multiple defense values have been removed, returning to a single defense value of armor class and using more traditional saving throws. Saving throws are reworked to be situational checks based on the six core abilities instead of generic d20 rolls. Feats are now optional features that can be taken instead of ability score increases
The “advantage/disadvantage” mechanic was introduced, streamlining conditional and situational modifiers to a simpler mechanic: rolling two d20s for a situation and taking the higher of the two for “advantage” and the lower of the two for “disadvantage” and canceling each other out when more than one apply.

D&D 5E – Printer’s Key

How do I know if I have the first printing on the Monster Manual or a later printing?

If I go to my local game store to buy a new copy of the Monster Manual (or the Player’s Hand book or …) because my copy is worn out, I want to make sure that I get the latest printing so it will contain all of the latest updates and reversions. But when I get there how do I know which printing of the book is on the shelf?

One way that usually works on D&D books, and most others, is to look for the printer’s key, also known as the number line. You can typically find it on the second or third page just under the ISBN number.

The example shown above on the left is a first edition. The printer’s key is:
9 8 7 6 5 4 3 2 1

Numbers are removed with subsequent printings, so if “1” is seen then the book is the first printing of that edition. If it is the second printing then the “1” is removed, meaning that the lowest number seen will be “2”.

In the example images above the one on the right is the 11th printing.