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Tag Archives: D&D
July 25, 2022Posted by on
Journeys Through the Radiant Citadel
Available now on AMAZON.
What it is: D&D Adventure Anthology
Adventures Included: 13 Adventures
Theme: Adventures inspired by world folklore
Starting Location: The Radiant Citadel—a magical city in the Ethereal Plane
Contents: 13 adventures for characters levels 1–14, 11 monsters, and introduction of the Radiant Citadel
Best for: Dungeon Masters
I have just ordered my copy. Let me know what you think about this.
July 13, 2022Posted by on
Blank Class Ability Sheet
You can use this for a homebrew subclass or for non-PHB subclass.
Download your free copy of the form-fillable PDF HERE.
May 21, 2022Posted by on
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.
March 14, 2022Posted by on
Line of Effect Definition for Fifth Edition
The Player’s Handbook says:
“To target something [with a spell], you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.”
This isn’t especially clear and and leads to many questions.
A clear definition of “line of effect” would clear up much of the confusion. However, neither the Player’s Handbook nor the Dungeons Master’s Guide use this term at all. Because fifth edition doesn’t define a line of effect, below is my unofficial definition. I went back to the definition in third edition and modified it to account for the differences in 3rd and 5th edition. Because the following is not official, you should consider it a house rule.
Line of Effect [for Spells]
You must have a clear line of effect to any target that you cast a spell on or to the point of origin for any spell’s area of effect. A spell’s area of effect affects only an area, creature, or object to which it has line of effect from its origin.
Line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog, darkness, and other factors that limit normal sight.
A line of effect is also blocked by a solid barrier that doesn’t block sight, such as clear glass.
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell’s line of effect.
Line of effect is required for spells unless the spell description specifically states otherwise. Any spell that says that you need to see the target still requires a line of effect. If the spell description says that an effect spreads around corners that effect doesn’t require a line of effect.
If a spell must be maintained with concentration, you must have a line of effect to cast the spell, but you do not need to maintain a line of effect to maintain concentration. However, if the concentration spell allows you to use an action, bonus action or reaction to effect a creature or object then any round that you perform that action you must have line of effect to the target.
Line of Effect [for Auras]
The line of effect for an Aura is different than for spells. To be effected by (or to detect) an Aura there must be a straight path to the source of the aura that isn’t blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
January 9, 2022Posted by on
A different type of DM Screen.
As a Dungeon Master, I quit using a DM screen about 5 years ago. I had always used one because I was told that that was the way the game was played. The players can’t see any of your maps or reference books. You can hide the minis of the monsters until you bring them out for an encounter. And you can roll behind the screen so your players can’t see when you fudge your die rolls.
When I stopped using a DM screen, I loved it. My players are all mature enough that they aren’t inclined to cheat, so hiding my books and notes isn’t an issue. I make all of my rolls in the open. At first I thought I might need to make secret rolls from time to time, so I put a couple of dice in a small wooden box with a lid for making secret rolls. In the last 5 years, I have never used it. I have a small cardboard box where I keep the monster minis until time to bring them out. And I really enjoy the game more where I can have a closer connection to the players, not to mention that I hate having to stand up whenever I need a good view of the battle mat.
The only problem has been my maps. My players don’t purposely look at the map, but it is hard not to look at it when it is in the open. So to help keep my honest players honest, a couple of weeks ago I started using a DM screen again. It didn’t take long for me to regret it, for all of the reasons I just mentioned.
Then, one morning I woke up with this idea. If all I was using the DM screen for was to make it easier for my players to not look at my maps, I didn’t need a full sized DM screen. I found an old shoebox that was just the right size for an 8 1/2 inch x 11 inch paper to fit inside. I cut off one end. I cut off two panels from an old DM screen (any 8.5 x 11 sheets of cardboard would do) and taped them to the sides. As I hope you can see from the photos, this is high enough that the players seated on each side of me can’t see the map and players at the other end of the table can’t see the map over the end of the shoe box. I taped a monster picture to the end just for fun. And the best thing of all, it doesn’t obstruct my view of the battle mat.
What do you think of this idea? I have only used it a couple of sessions so far, but I really like it. Also, I can easily set it aside when I don’t need to reference the map.
December 27, 2021Posted by on
This blog just reached 500 followers. I was looking around for a way to thank you! I haven’t done anything that is ready for posting lately (I have been working on something), but I ran across this. These are from “Dyson’s Dodecahedron” 2017. Both cards are copyright 2017 by Dyson Logos, based on a design by Kirin Robinson, and you can download them to print on 2″ x 3.5″ cards. HERE:
Or you can use this version to print on a letter sized sheet – HERE.
November 24, 2021Posted by on
Revised rules for conducting a seafaring campaign in D&D. Including rules for Ship-to-Ship Combat.
You can download a free copy here:
This is a major update to my earlier Nautical Adventures supplement. I have changed form a Ship Record Sheet to the Ship Stat Block format as presented in the “Ghost of Saltmarsh” book under its “Of Ships and The Sea” appendix and have streamlined the special officer actions. This has made running ship to ship combat much faster and easier to play.
Everything here is fully comparable with “Ghost of Saltmarsh”. I highly recommend its “TRAVEL AT SEA”, “OCEAN ENVIRONS”, “ENCOUNTERS AT SEA”, “RANDOM SHIPS”, “MYSTERIOUS ISLANDS”, and “UNDERWATER LOCATIONS” sections for use in your nautical adventures.
October 11, 2021Posted by on
The official rules for Lycanthropy in D&D 5E don’t make it clear on how a DM should run the game should a player’s character become effected by the curse. I was looking to come up with some house rules when I ran across this post by Halfling Hobbies. I didn’t think I could improve on it much so I thought I would share.
August 15, 2021Posted by on
Can my D&D character die of old age?
In 3.5 and earlier editions of D&D your character could die of old age. This is not presented as an option in 5th edition. If you want some rules for how your characters are effected when they are magically aged, with the possibility of dying from old age, this post is for you.
Your character ages normally as time passes in your campaign. Most campaigns won’t represent a long enough time for your character’s advancing age to effect your character’s abilities. But the world of D&D is a world full of magic and anything can happen.
The Player’s Handbook tells you when each race is considered an adult and their expected lifespan. You also learn that the “petrified” condition ceases aging and creatures under the effect of the “imprisonment” spell don’t age. You also learn that the “resurrection”, “true resurrection”, and “revivify” spells don’t work on creatures that died from old age. I would also have to assume that a properly worded “wish” spell could change the age of a creature.
From the Dungeon Master’s Guide you learn that both the “Boots of Immortality” and the epic “Boon of Immortality” both stop you from aging, make you immune to any effect that would age you, and with them you can’t die from old age. You also learn that a creature trapped in an “iron flask” doesn’t age.
The Monster Manuel only has one monster that effects aging. The “Ghost” has a “Horrifying Visage” ability that can age a character 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. [For the following rules to work as intended, change the aging from “1d4 x 10 years” to “one age category”.]
In the magical world of D&D there may be additional spells or magical effects that are not in any of the core books. As the result of some magic, you might be unnaturally changed to any older (or younger) age. I have created the following unofficial rules to provide a framework for the DM to handle these situations.
I have divided the ages into 3 groups: Young, Mature and Old
Each of these groups are further divided into three categories. Although the Player’s Handbook says that you can choose any age for your character, it is assumed that a starting player character would normally be somewhere in the “Mature” group.
The three age groups and the categories for each group are as follows.
Young: Infant, Child, Adolescent
Mature: Young-adult, Adult, Middle-aged
Old: Senior, Elderly, Venerable
When a creature is affected by magic which changes its age, it will typically make it older (or younger depending on the magic effect) by a single age category. When your age is changed in this way your character changes as described below. Please note that, except for Infants, you are NOT changing any ability scores. Also these changes are NOT cumulative. When your age is magically changed to one of these categories you should start by removing any previously applied changes from earlier age changes before applying the new changes.
PC age categories
Infant: Your size becomes tiny, Your speed becomes 0, You loose all ability to communicate. You can’t cast spells. You loose all of your proficiencies. All of your ability scores become 3. You automatically fail all ability checks and saves.
Child: Your size becomes small. Your speed becomes 10. You can’t cast spells. You loose all of your proficiencies. You have Disadvantage on STR, INT, WIS and DEX checks and saves. You have Advantage on CHA checks and saves.
Adolescent: You loose all weapon and armor proficiencies. You must succeed on a concentration check to cast any spell. You have a -2 on STR, INT and WIS checks and saves. You have a +2 on CHA checks and saves.
Young-adult, Adult, and Middle-aged: No changes.
Senior: You have a -2 on STR, DEX and INT checks and saves.
Elderly: You have disadvantage on STR, DEX and INT checks and saves. You have a +2 on CHA and WIS checks and saves.
Venerable: You automatically fail all STR and DEX checks and saves. You have advantage on CHA and WIS checks and saves. If you fail any CON save you receive one level of exhaustion. If you die from exhaustion, you will have died from old age.
Too young or too old:
If magical ageing makes you younger than the youngest category you die from never having been born. Your body dissipaters and your sole returns to the font on the Positive Energy Plain from whence it came.
If magical ageing makes you older than oldest category you die of old age.
For the races that are in the Player’s Handbook.
Young: Infant 0-1, Child 2-19, Adolescent 20-49
Mature: Young-adult 50-99, Adult 100-149, Middle-aged 150-199
Old: Senior 200-249, Elderly 250-299, Venerable 300-350
Young: Infant 0-1, Child 2-19, Adolescent 20-99
Mature: Young-adult 100-199, Adult 200-299, Middle-aged 300-399
Old: Senior 400-499, Elderly 500-599, Venerable 600-750
Young: Infant 0-1, Child 2-13, Adolescent 14-19
Mature: Young-adult 20-49, Adult 50-89, Middle-aged 90-129
Old: Senior 130-159, Elderly 160-199, Venerable 200-250
Young: Infant 0-1, Child 2-12, Adolescent 13-17
Mature: Young-adult 18-24, Adult 25-44, Middle-aged 45-64
Old: Senior 65-79, Elderly 80-99, Venerable 100-120
Young: Infant 0, Child 1-3, Adolescent 4-14
Mature: Young-adult 15-24, Adult 25-34, Middle-aged 35-44
Old: Senior 45-54, Elderly 55-64, Venerable 65-80
Young: Infant 0-1, Child 2-19, Adolescent 20-39
Mature: Young-adult 40-99, Adult 100-159, Middle-aged 160-219
Old: Senior 220-279, Elderly 280-339, Venerable 340-500
Young: Infant 0-1, Child 2-14, Adolescent 15-19
Mature: Young-adult 20-34, Adult 45-69, Middle-aged 70-94
Old: Senior 95-119, Elderly 120-144, Venerable 145-180
Young: Infant 0-1, Child 2-5, Adolescent 6-13
Mature: Young-adult 14-23, Adult 24-33, Middle-aged 34-43
Old: Senior 44-53, Elderly 54-63, Venerable 64-75
Young: Infant 0-1, Child 2-12, Adolescent 13-17
Mature: Young-adult 18-24, Adult 25-44, Middle-aged 45-64
Old: Senior 65-99, Elderly 100-119, Venerable 120-150
Monster age categories
For NPCs and all Creatures that do not have a class level (monsters) what happens when they are magically aged depends on their type. They will use the age categories that are shown below for the monster type. We can ignore their actual age in years.
Aberrations, Celestials, Constructs, Elementals, Fey, Fiends, Monstrosities, Oozes, and Undead are immune to magical aging.
Beasts are assumed to start as an Adult.
Beast age categories:
Child: Disadvantage on STR and DEX checks and saves.
Adolescent: -2 on STR and DEX checks and saves.
Adult: Starting age.
Old: Disadvantage on STR and DEX checks and saves.
Dragons have their own age categories. When they magically change to a different age category all of their stats change to those for a dragon of the same color but with the new stat block.
Dragon age categories:
Wyrmling 0-5 years
Young 6-100 years
Adult 101-800 years
Ancient 801+ years
They will change color, and the abilities associated with that color, as they change change age categories.
Faerie Dragon age categories:
Red 0-5 years
Orange 6-10 years
Yellow 11-22 years
Green 21-30 years
Blue 31-40 years
Indigo 41-50 years
Violet 51 years
Giants and Humanoids
Use the same age categories as shown for PCs.
Giants and Humanoids are assumed to start as an Adult.
Plants are assumed to start as an Adult and they don’t die from old age, they just get larger. Use your common sense, for instance plants that don’t have a speed or move rate don’t get them when they change size.
Young: Size decreases from Adult by two size categories and reach decreases from Adult by 10′ and speed decreases from Adult by 10′.
Young-adult: Size decreases from Adult by one size category and reach decreases from Adult by 5′ and speed decreases from Adult by 5′.
Adult: Starting age.
Middle-aged: Size increases from Adult by one size category and reach increases from Adult by 5′ and speed increases from Adult by 5′.
Old: Size increases from Adult by two size categories and reach increases from Adult by 10′ and speed increases from Adult by 10′.