A place to share thoughts and ideas about Dungeons and Dragons
Tag Archives: Dungeons and Dragons 5th Edition
January 17, 2021Posted by on
Rules for conducting a seafaring campaign in D&D. Including rules for Ship-to-Ship Combat.
This is a re-post. I first posted this in 2015. It has been by far my most downloaded file. My records for downloads doesn’t go back farther than July 2019, but just in 2020 there were over 30,000 downloads. For any of my followers that may have missed it, here is a copy of the original post. For those who have downloaded this and used in your games I am very happy that this has been so well received. So here again is – Nautical Adventures.
You can download a free copy here: 5E_Nautical_Adventures.pdf
This is a complete re-write of the Ship to Ship Combat rules I published before (3.5 version here).
In keeping with the spirit of 5e, this is not about conducting massive sea battles, moving small model ships around on a hex battle map exploring tactics and the intricacies of wind and sail. Rather this is about what the PCs can do with ships. Ship-to-ship battles do take up the majority of the pages here, but the battles are from the point of view of the player characters on board their ship. Care has been taken to assure each payer has something to contribute each round of ship-to-ship combat. Each player controls one of their ship’s officers. That officer can be his or her PC or it may be an NPC and he has several actions available to him that are specific to that officer.
I copied liberally from Wizards of the Coast’s 1997 publication “Advanced Dungeons & Dragons of Ships and the Sea”. I also got a lot of good ideas from Pathfinder’s “Skull and Shackles” (their “Wormwood Mutiny” adventure path will work with these rules for those of you who want a good Pirates campaign.)
I also found a lot of good information in Kenzer and Company’s “Salt and Sea Dogs”.
October 7, 2020Posted by on
5E – Dice Rolling Character Sheets
The pandemic has made a change to the way I am running D&D games. Running a virtual game of Dungeons and Dragons made me realize how useful it would be if your Player’s Character Sheet would roll your the dice for you. So I took my Character Sheets (you can find then HERE) and figured a way to to add dice rolling. These are my results..
Download a sheet by clicking on the underlined word.
DICE ROLLING Character Sheets: For each class there is a 4 page character sheet: Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
Class Feature Sheets: These are the same feature sheets that are available on my previous Character Sheets post, repeated here for your convenience. Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
Simple DICE ROLLING Character Sheet:This is a 2 page character sheet if you don’t need the class information: download it HERE
Multi-class DICE ROLLING Character Sheet:This has 4 general pages plus an additional 12 pages – one for each class in the Player’s Handbook: download it HERE
Magic Item Record Sheet: The character sheets may not provide enough space to track all of your character’s magic items. If your character requires more space than available on this one page simply copy the file under a different name for each page required. You can scroll the text if the magic item description is too long to fit in the box. If you intend to print the page you should abbreviate long descriptions to fit in a single box, or split the description across two or more boxes. download it HERE
Using the Dice Rollers
I tried several free PDF viewers, and the one that works best with these is Adobe Reader. I recommend you download your Character Sheet and use Adobe Reader to fill it out.
Box by box instructions for filling in the Character Sheets can be found HERE. The only difference is that on these sheets clicking on any red text will generate and display a dice roll.
On the upper right corner of each page there is spot that looks like this #____ Previously, this is where you could put a version number if you had multiple versions of the same sheet. This has been re-purposed to display the results of any dice roll you may indicate just below that line. For example if you enter 4d12+6 and then click on the red = sign it will roll four 12 sided dice, add them together and add 6 to the total. Above the line it will display the results of that roll. Above that it will show the result of each die rolled. This same space on page 1 is also used to display the results of an ability check, a saving throw, a skill check, or an initiative check. The results of an initiative check will also be displayed in the initiative box. You can override the number in the initiative box by typing in a different number if need be.
The attack bonus box for each weapon will now roll 1d20 and add the attack bonus to the roll. It displays the result of the roll in the same box. There is also an ADV (advantage) and a DIS (disadvantage) box that you can check to roll 2d20 and pick the highest (for advantage) or lowest (for disadvantage) of the two before adding the attack bonus. If a natural 1 is rolled (for advantage two natural 1s must be rolled) it will display MISS in red letters. If a natural 20 is rolled (for disadvantage two natural 20s must rolled) it will display HIT in green letters and will check the CRIT box.
The damage box for each weapon will now roll the indicated number of dice of the indicated size and add the indicated bonus. It displays the result of the roll in the same box. It also shows the results of each individual die roll. If the CRIT (critiacl hit) box is checked the number of dice rolled will be doubled.
For spellcasting characters, clicking on the spell attack modifier (on page 4) will make a spell attack roll and display the results of that roll on the #____ line at the top of that page.
October 5, 2020Posted by on
This is a form-fallible Magic Item Record Sheet for keeping a list with descriptions of your Dungeons and Dragons player character’s magic items.
This was created for use on your monitor during play; you can scroll the text if the magic item description is too long to fit in the box. If you intend to print the page you should abbreviate long descriptions to fit in a single box, or split the description across two or more boxes.
July 29, 2020Posted by on
5.0-EZ Version 6
Download your free copy here.
This version contains several minor corrections to the previous version.
This is a supplement to fifth edition dungeons and dragons for those who prefer simpler rules or want an easy way to introduce the game to new players.
If you sometimes feel that the fifth edition Dungeons and Dragons rules are too complicated, this is for you. I created this set of house rules to simplify character creation and advancement among other things. It also introduces a whole new way to select and track the casting of magic spells.
One thing I tried very hard to do was keep the characters levels and power as close as possible to the Player’s Handbook characters so that if you play using these rules, you can still use published 5th edition adventures, and the monsters will require little or no modifications
June 3, 2020Posted by on
To the best of my knowledge, the list below contains all the official races for fifth edition dungeons and dragons (as of June 3, 2020). There are several Plane Shift and Unearthed Acana (UA) Player Races, buy I have not included these because they are not considered official fifth edition content.
These are the books where the races can be found:
Acquisitions Incorporated (AI), Dungeon Master’s Guide (DMG), Eberron: Rising from the Last War (ERftLW), Elemental Evil Player’s Companion (EEPC), Guildmaster’s Guide to Ravnica (GGtR), Locathah Rising (LR), Mordenkainen’s Tome of Foes (MToF), Mythic Odesseys of Theros (MOoT), One Grung Above (OGA), Player’s Handbook (PHB), Princes of the Apocalypse (PotA), Sword Coast Adventurer’s Guide (SCAG), The Tortle Package (TP), Volo’s Guide to Monsters (VGtM), Wayfinder’s Guide to Eberron (WGtE)
- Aarakocra (EEPC)
- Aasimar: Basic (DMG)
- Aasimar: Protector, Scourge, Fallen (VGtM)
- Bugbear (VGtM) , (ERftLW)
- Centaur (GGtR), (MOoT)
- Changeling (ERftLW), (WGtE)
- Deep Gnome/Svirfneblin (EEPC), (SCAG), (MToF)
- Dragonborn (PHB)
- Dwarf: Duergar (SCAG), (MToF)
- Dwarf: Mountain or Hill (PHB)
- Elf: Eladrin, Sea Elf, or Shadar-kai (MToF)
- Elf: High, Wood, or Drow (PHB)
- Firbolg (VGtM)
- Genasi (PotA), (EEPC)
- Gith: Githyanki or Githzerai (MToF)
- Gnome (PHB)
- Goblin (VGtM), (GGtR), (ERftLW)
- Goliath (VGtM), (EEPC)
- Grung (OGA)
- Half-Elf (PHB)
- Half-Elf: Variant (SCAG)
- Halfling: Ghostwise (SCAG)
- Halfling: Lightfoot or Stout (PHB)
- Half-Orc (PHB)
- Hobgoblin (VGtM), (ERftLW)
- Human: standard or variant (PHB)
- Kalashtar (ERftLW), (WGtE)
- Kenku (VGtM)
- Kobold (VGtM)
- Leonin (MOoT)
- Lizardfolk (VGtM)
- Locathah (LR)
- Loxodon (GGtR)
- Minotaur (GGtR), (MOoT)
- Orc (VGtM)
- Orc: Eberron (ERftLW)
- Satyr (MOoT)
- Shifter (ERftLW), (WGtE)
- Simic Hybrid (GGtR)
- Tabaxi (VGtM)
- Tiefling (PHB)
- Tiefling: Bloodline Variants (MToF)
- Tiefling: Winged Variant (SCAG)
- Tortle (TP)
- Triton (VGtM)
- Verdan (AI)
- Warforged (ERftLW), (WGtE)
- Yuan-Ti: Pureblood (VGtM)
March 19, 2020Posted by on
How to Play on a 1 inch = 10 feet square grid.
I am the DM for a table top “Storm King’s Thunder” campaign. The final battle map is drawn in the book with one square = 10 feet. I usually draw the map on my battlemat with each 1 inch square = 5 feet. But this is such a large playing field that it won’t fit on my table at that scale so I am drawing it with 1 inch = 10 feet. I have occasionally done this before, but adjusting movements and attacks have always been a hassle. In anticipation of a large complicated battle I came up with this set of house rules.
To play with miniatures on a square grid where each square on the grid represents 10 feet:
Start with the rules in Variant: Playing on a Grid (PHB, page 192). Change “Each square on the grid represents 5 feet” to “Each (one inch) square on the grid represents 10 feet.”
For game purposes, creature sizes and speeds don’t change and if they have a 5 ft. reach they can attack creatures in adjacent squares even though creatures in adjacent squares are considered to be 10 ft. apart for all other purposes.
– Gargantuan Creatures
These each occupy a 2 inch square (four 1 inch squares).
– Large or Huge Creatures
These each occupy a single 1 inch square.
– Medium and Small Creatures
You can have more than one medium or small creature in one square. (I recommend flat, one inch diameter, tokens rather than minis. If there is more than one creature in a square you can stack them.)
A medium or small creature occupies one 1 inch square. Up to 4 creatures of this size can occupy a single square, but they are each considered occupying the entire square. If there is more than one such creature in a square they are considered to be 5 feet apart from each other.
A single medium or small creature can not be attacked by more than 8 medium or small creatures (or 4 large or larger creatures) with 5 ft. melee attacks.
– Tiny Creatures
You can stack 16 tiny creatures in one square. They are considered to be 2 1/2 ft. apart. You can have a combination of tiny and medium or small creatures. There can be a maximum of: 1 medium or small and 12 tiny, 2 medium or small and 8 tiny, or 3 medium or small and 4 tiny.
Speed and movement doesn’t change, but you can’t move into a square if you don’t have enough movement left (10 feet).
Example: If your move rate is 25 feet, you can only move 2 squares (25 ft. rounded down = 20 ft.), but if you dash you can move 5 squares (25 ft. x 2 = 50 ft.).
Medium or small creatures can move through, but not stop in, a square occupied by a Gargantuan or Huge creature but it can’t move through a square occupied by a Large creature.
Medium or small creatures can move through, or stop in if they choose to, a square occupied by fewer than 4 medium or small creatures, regardless if the occupying creatures are hostile or not. If it is occupied by 4 non-hostile creatures you can move through it but you can not stop in it.
Ranges and areas of effect:
All ranges and areas of effect are rounded down to a multiple of 10 feet (minimum of 10 feet).
Some examples: All melee attacks with a range of 5 feet will have a range of 10 ft. (or, rather, they are treated as if they were actually only 5 ft. away.) So you can attack a creature in an adjacent square with your short sword, or you could attack it with your long bow without disadvantage because, for everything other than 5 ft. melee attacks, it is 10 ft. away. For the same reason an attack on a prone creature in an adjacent square is with advantage if you make a 5 ft. melee attack (it’s 5 ft. away), but it is with a disadvantage if it is made with range weapon (it’s 10 ft. away). A blowgun’s range changes from (25/100) to (20/100). The spell Word of Recall‘s range changes from 5 ft. to 10 ft. The spell Lightning Bolt will form a line 10 ft. wide instead of 5 ft. The Gust of Wind spell will push a creature 10 ft. instead of 15 ft.
Your 5 ft. reach becomes 10 ft. in regard to creatures in adjacent squares. So if a hostile creature moves out of an adjacent 10 ft. square you can make an opportunity attack against it. But if it moves from within the same square you are in to an adjacent square you can not (because it will still be within range).
March 6, 2020Posted by on
There is a lot of confusion regarding how to calculate the number of spell slots you get when you multiclass. This is my attempt at explaining it.
Spells Known and Prepared:
You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class.
Spell Slots from the “Spellcasting” class feature:
• Add together all your levels in the bard, cleric, druid, sorcerer, and wizard classes;
• If you have one or more levels in the artificer class, add half these levels (rounded up);
• If you have two or more levels in the paladin class, add half these levels (rounded down);
• If you have two or more levels in the ranger class, add half these levels (rounded down);
• If you have three or more levels in the fighter (eldritch knight) class, add one third these levels (rounded down);
• If you have three or more levels in the rogue (arcane trickster) class, add one third these levels (rounded down);
Use this total to determine your spell slots by consulting the “Multiclass Spellcaster: Spell Slots Per Spell Level” table (PHB p. 165).
Note regarding Warlocks:
Warlocks do not have the “Spellcasting” class feature. Their spells come from the “Pact Magic” class feature. You track warlock spell slots separately from any class with the “spellcasting” class feature. However, you can cast any spell that is available for you to cast form any class using any spell slot of the appropriate level on your list of available warlock spell slots.