Dungeon Master Assistance

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Tag Archives: Dungeons and Dragons 5th Edition

D&D 5E – Revised Character Sheets are Coming

This is the first of my newly revised Character Sheets. This one 4 pages and is for Clerics only. You can download it HERE.

I will be posting all of the new character sheets in another post as soon as I have them ready.

It is well past time for an update to my form fillable character sheets. (You can find that version HERE.) They are in need of several minor changes and fixes but they have always had a couple of major flaws that the new ones are addressing. The biggest problem is that they have a single sheet for all spellcasters to use for tracking their spells. In trying to handle all classes it doesn’t do a very good job for any specific class. Also, each different class has different things that need to be tracked (such as KI points for Monks or Rages for Barbarians). The other problem is that it doesn’t handle multiclass characters well.
To fix those problems and others I am in the process of creating a separate character sheet for each character class and another one for multiclass characters.

I will be creating a new “Filling in the 5E Character Sheet Box by Box” post for the new character sheets (you can find the existing one HERE.) In the mean time, if you are going to be trying out the Cleric sheet, here are a few changes you need to know about:

  1.    You can’t enter your characters speed directly on page 1. You must go to page 2 and enter the base speed under “Race”. This speed will be displayed in the box labelled “speed” on page 1. Under that box is a grey rectangle where you can enter any adjustments to the base speed.
  2.     Also page 2 is where you do your armor class calculations. Put a check by No Armor, Light Armor, Medium Armor or Heavy Armor and enter the armor class adjustment that your specific armor provides. Your base Armor Class will be calculated. If you are using a shield, put a check there and your shield will be added to the total armor class. That will be shown on page 1. Under the shield you can list a couple of protective items and their boost to your armor class. These will also be added to the AC that shows on page 1. On each type of armor (or no armor) you can add any magical or miscellaneous adjustments.
  3.     I have added a grey rectangle beside each ability’s saving throw where you can enter modifiers that will be applied to those.
  4.     I darkened the grey ability names (STR, Dex, etc.) so they could be more easily read and added a grey rectangle next to them where modifiers could be added at Proficiencies, Passive Perception and Initiative modifier.
  5.     I added a place to enter your current Initiative next to Inspiration. Don’t confuse this with the box labelled Initiative that is next to the box for speed. That box is for your Initiative modifier.
  6.     I added a permanent “coin purse” to the “Other Equipment” list. This will calculate the weight of all of the coins you enter in the “Treasure” box. 50 coins = 1 pound.
  7.     I added a check box (actually a circle) for each line of equipment. Only items that are checked will be used to calculate the “Total Weight Carried”. That should make it easier to track items you have but are not carrying, or perhaps they are inside a bag of holding.
  8.    The biggest change is on Page 4. This page will be different for each Class. It will calculate Spell Slots, Cantrips Known, Spells Prepared, Spell Save DC, Spell Attack Modifier and other things for other classes. I am no longer trying to provide room for spell descriptions. These are best handled with spell cards, or in some cases a printed spell book (refer to my posts HERE and HERE.) I have tried to leave enough room for more than just the spell name. What I would do is enter a symbol to indicate if the spell is (C) concentration, (R) ritual, or sometimes (T) casting time. There is also room to indicate which book the spell is found in if it isn’t from the PHB. For the Cleric and some others, when you get to higher levels there may not be enough room to list all available spells, but there should be enough room to list all of the spells you might want to use. Please let me know if this becomes a problem.

For those of you who are interested, please give this a hard palytest. Try to break it. Let me know if something doesn’t work, needs improvement or if you just have a question. Thank you.

I will try to get the rest of these finished and posted as quickly as I can.

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5E – DM Screen – French Version

Download your free copy here.

Many thanks to Charles Ballerait for providing us with this beautiful French language version of my DM screen. He did mine one better by adding a 4th page with rules for Madness.

D&D 5E – Spell Tracking Cards

Download free Spell (and other class features) Tracking sheet for all classes (PDF) here.

I found these cheatsheet cards for spellcasters posted on reddit by gauchopictures. They are great for tracking used spell slots and other class features.

D&D 5E – Magic Items Crafting Formulas

Check out this excellent post with “Formulas for Crafting Magic Items

5e Magic Items Crafting Formulas

D&D 5E – New Class Guides

The people that run Skull Splitter Dice not only sell nice dice but they provide some good information for players of my favorite role playing game.

They have some well written guides for the different D&D classes and some other guides for Fifth Edition of Dungeons and Dragons as well.

Here are some links:

What is Dungeons and Dragons?
How to Play D&D 5E
A Guide to Surviving the Underdark
DnD 5E Character Sheet for Beginners
Five Best Free Places to Find a D&D Dungeon Adventure
Languages
Best DnD Map Making Tools
Alignment
5E Races
Human
Gnome
Elf
Halfling
Dwarf
Half Elf
Half Orc
Dragonborn
Tiefling
Barbarian Class Guide
Wizard Class Guide
Rogue Class Guide
Fighter Class Guide
Monk Class Guide
Sorcerer’s Class Guide
Cleric Class Guide
Paladin Class Guide
Druid Class Guide
Ranger Class Guide
Warlock’s Class Guide
Bard’s Class Guide

I want to send out a big thank you to Skull Splitter Dice for providing all this great content. You may want to get onto their email notification list for future free content. Also, did I mention that they sell dice?

D&D 5E – Online Tools

Here are some useful web sites that I have ran across over the last couple of years. Perhaps you will find some of these useful as well.

ORC PUB version 2. Here you will find an excellent set of tools. These include a Character Builder, Race Builder, Background Builder, Spells, Monsters, Items, Combat Tracker, Encounter Builder, Monster Builder, Spell Builder, Feat Builder, Class Builder and more.

This is a Dungeons & Dragons 5th Edition Encounter Calculator.

This is a good 5e Random Generator. It has traps, treasure, lots of different items, magic and downtime events.

Redkat’s 5E D&D Tools also has a great set of random generators.

This is a good 5th edition SRD (System Reference Document).

These are rules that I find very useful for Converting D&D3.5 Monsters to 5e

I found a lot of excellent resources on this donjon site.

Merric’s Musings has an excellent list of Dungeons & Dragons 5E Adventures by Level

I haven’t use this NPC Generator, but it looks like it could be useful.

Here is another spell list. It is great at allowing you to sort this list in many different ways.

Create your own document. This allows you to create beautiful documents that look very professional and very D&D like. It requires a steep learning curve, but the final results can be fantastic.

For background music – here is an excellent playlist for Dungeons and Dragons provided by MightyBenj.

Here is an encounter builder by the Kobold Fight Club.

Here are some great DnD 5e Monster Cards by Almega-3 on DeviantArt.

Speaking of Monster Cards. Not a pretty, but here you can customize and print out what you need.

Here is a “create your own RPG cards” site.

Need an interactive map of Faerun?

I’ll finish this list with a reference page I found useful. All About Scales.

 

PS In case you missed it, I have added a “Buy me a coffee” tab to the page links at the top of the screen.

D&D 5E – Combat Cheat Sheet

A thanks to seddonym over at reddit for his original post HERE, and to mikr_ack for putting it in this very useful format HERE.

And a big thanks to Nicholas for turning me on to this. He also wanted me to share these sites that he found useful:
https://orcpub2.com/
http://hardcodex.ru/

D&D 5E – Spellcasting – Components

My thoughts on Components.

First, here is what it says in the Player’s handbook:

Components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s com ponents, you are unable to cast the spell.

Verbal (V)
Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.

Somatic (S)
Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M)
Casting some spells requires particular objects, specified in parentheses in the component entry.
A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
A spellcaster must have a hand free to access a spell’s material components — or to hold a spell-casting focus — but it can be the same hand that he or she uses to perform somatic components.

There are some monsters which can cast spells with their innate spellcasting ability they do not have to provide any components. Unless stated otherwise if you cast a spell from an item you can do so without any components.

V – Verbal: Most spells require the chanting of mystic words. Chanting is by definition a clearly audible sound. A sorcerer with the subtle spell meta-magic, or a level 20 druid with the Archdruid class feature can ignore the verbal component when casting a spell. My house rule is that it must clear and a voice that can be heard from at least 20 feet away in normal circumstances. It cannot be whispered.

S – Somatic: Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. This requires a free hand and will be clearly visible. A sorcerer with the subtle spell meta-magic, or a level 20 druid with the Archdruid class feature can ignore the somatic component when casting a spell. Any spellcaster with the War Caster feat can use hands occupied by a weapon or shield.  My house rule is that because of the exaggerated gestures required, you cannot cast a spell that requires a somatic component if your hands bound or tied together.

M – Material: If you have a component pouch or a spellcasting focus (which may be a holy symbol depending on your class), you can ignore all material components which have no indicated costs. The Ranger is notable for not having access to a spellcasting focus, and will always need a component pouch or the specific component. A free hand is needed here. If you cast a spell from a spell scroll you do not have to have the material components. A way of the four elements monk does not have to provide material components for their elemental spells.

My house rules regarding material components:
 1)            Component pouch or spellcasting focus.
                This must be presented boldly.
 
2)            Material component with no cost listed.
                These are not needed if you are using a component pouch or spellcasting focus. If you are using the material component then I will assume that you stock up on these during your downtime but only if you are in a location where you would have access to them.
 
3)            Material component with a listed cost.
                Your PC must have procured the item and have it listed on his character sheet. If not, you cannot cast the spell. I will make an exception for low cost items (typically less than 100gp value). For these I will assume that your character purchased them during his down time and you can simply deduct its value from your character sheet at the time you cast the spell.

4)            Rare or uncommon components.
                There may be, from time to time, a spell that requires a rare, uncommon, or even unique component. You must, of course, have that component before you can cast such a spell.

 

 

D&D 5E – Dinosaur Minis

My D&D Scale Dinosaurs.

I finely got all of the dinosaur minis that I need for Tomb of Annihilation. The hardest thing to do was to get the models in the correct size for playing on a one inch grid. I was determined to use the sizes they have in the monster stats. The only one that I couldn’t find at the proper scale was a Hadrosaurus.
So here they are:

 

Allosaurus – Painted Toy that I mounted onto a 2″ base.

 

Allosaurus, Young – Painted Toy that I mounted onto a 1″ base.

 

Ankylosaurus – Painted Toy that I mounted onto a 3″ base.

 

Brontosaurus – Toy that I painted and mounted onto a 4″ base.

 

Deinonychus – Prepainted mini by HeroClix.

 

Dimetrodon – Toy that I re-painted and mounted onto a 2″ base. This should have been on a 1″ base, but only smaller one that I could find didn’t look as good.

 

Plesiosaurus – Toy that I re-painted and mounted onto a 2″ base.

 

Pteranodon – Toy that I re-painted and mounted onto a 1″ base.

 

Quetzalcoatlus – Painted Toy that I mounted onto a 3″ base. (I really like this one. Notice that it even has a smaller dinosaur in it’s mouth!)

 

Stegosaurus – Painted Toy that I mounted onto a 3″ base.

 

Triceratops – Toy that I painted and mounted onto a 3″ base.

 

Triceratops, young – Toy that I mounted onto a 1″ base. (I can’t remember if I painted this one or not. I am thinking that I did, but the paint job is really bad.)

 

Tyrannosaurus Rex – Toy that I re-painted and mounted onto a 3″ base.

 

Tyrannosaurus Zombie – A mini by Dungeons & Dragons – Collector’s Series Miniatures that I assembled and painted.

 

Velociraptor – A pre-painted mini by WizKids.

For those of you that are interested, here is where I found these:

Tyrannosaurus Zombie
by Dungeons & Dragons – Collector’s Series Miniatures

Velociraptor
By WizKids

Deinonychus
by HeroClix

Brontosaurus, Allosaurus and Ankylosaurus
by Emorefun

Quetzalcoatlus
by Collecta

Triceratops
by Jesse

For all of the others, I didn’t keep any records. I found them at various local stores.

Thanks to Zee Parks for his “Miniature Lineup (1in=5ft) Scale Template“.

D&D 5E – Adding new characters to the Party

This is an expansion to a previous post. You may want to first read [D&D 5E – Creating the Party] before trying to make any sense out of this.

If you are using my “Creating the Party” rules to create your party, what if a new player joins the group?

The process will be similar to “Creating the Party” rules, but the other players will suggest his role and relationships.

NEW PLAYER

The new player selects preferred Race and Class. Then all of the existing players have input regarding his role in the group and his relationships with the existing PCs.

First, have each of the existing players describe his character, its role in the group, its relationship with the other characters and its conflicts.

1) Role

The group decides what role they would like for the new Player Character to assume in the party. If the new player would prefer to take on a different role then it is discussed and a mutually acceptable role will be agreed upon. The new player can change his selection of Race and/or Class at this time if he chooses to. He should also choose his character’s name.

2) PC’s relationships

The DM will ask for one of the existing players to come up with a relationship that his Character has with this new Character. If no one volunteers, the DM will randomly select someone. The group can all chime in with suggestions. It is okay if more than one existing Character has a relationship with this new Character.

3) Conflicts

If you are using this optional rule then, as with relationships, the DM asks for some player to come up with some trait or something from the new character’s past that his Character is uncomfortable with. Again, if the new player objects then it is discussed among the group until an agreeable conflict is selected. As with relationships – additional conflicts are okay.

4) Roll-up the character

Like everyone else did, using the role, relationships and conflicts as a guide for abilities and background.

REPLACEMENT CHARACTERS

If an existing player needs to roll-up a replacement character (if for instance his original character died), use the same process listed above, but allow that player to select a role, a relationship or two, and a conflict or two.
Because the player has been playing with the group, he already knows the relationships and conflicts that exist within the group so he can create a new character that can fit in well. Of course, encourage group discussion of his suggestions and allow the other players to suggest different options.

FINAL NOTE

Refer to [D&D 5E – Creating the Party] for examples of Character Roles, Character Relationships and Objectionable Character Traits or Past actions.

The Player of this new Character can object to any of the other player’s suggestions and make counter suggestions of his own. The DM has final approval. Try to remember that this new Character must be fun for the player to play, if he has strong feelings for or against anything the others may want, you should typically allow his wishes to prevail – within reason.