Since the release of Tasha’s Cauldron of Everything for fifth edition Dungeons & Dragons I’ve been captivated by the Dungeon Master’s Tools in chapter 4 of the book. Taking time to let new content and concepts roll around in my mind and really consider the value for all 5E D&D players gave me a deep appreciation for the material. Like the other sections — Session Zero, Sidekicks, Parleying With Monsters, Supernatural Regions, Magical Phenomena and Puzzles — this last bit of content to cover isn’t very long but Natural Hazards comes packed with great ideas and inspiration. So let’s get into it.
Take something core to the understanding of fifth edition Dungeons & Dragons and creating something new with it represents one of the joys of worldbuilding. A fresh perspective on an old topic tends to light a fire under other forms of creation. The trick is creating something new without breaking the logic of the setting you’re creating for your 5E D&D games like I’m doing for the City of Anvil. Once your world has a theme or consistency creating within these guidelines is key.
Salutations, nerds! Today I’m sharing five reasons a fifth edition Dungeons & Dragons character might be out adventuring. So often at the table a Dungeon Master asks what the party is doing at the beginning of a session and players pause before admitting they don’t know. This is fine! Sometimes you figure out a 5E D&D character’s motivations as you’re playing. Today I want to go down a list of reasons your character can run with and what kinds of adventurers fall under these umbrellas.
Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted get continue reimagining various creatures from fifth edition Dungeons & Dragons in exciting new ways and this time they’re looking at another classic from D&D lore — lizardfolk. These reptilian humanoids offer a ton of potential in 5E D&D when you look deeper than the primitive scaly creatures found in the Monster Manual. While they share fresh ideas for incorporating lizardfolk into your 5E D&D games I’m interested in expanding the possibilities for lizardfolk adventurers by creating some racial feats. So let’s get into it.
Salutations, nerds! Today we’re going to talk about sharing responsibility when it comes to tabletop roleplaying games and the ultimate responsibility — to the other people at the table. The important part of a good tabletop RPG is making sure everyone has fun. That’s you and everyone else whether you’re the Game Master or a player. On paper this sounds like a big part of what the GM is there for and in a sense this is correct but the GM has a lot of things they’re already responsible for keeping track of and as a player it’s a good idea to keep tabs on each other’s mental weather.
Welcome once again to the weekly newsletter. This week’s topic is name days, which we discussed in our weekly live chat. We hangout every Monday evening at 8 p.m. EST on Nerdarchy Live to talk about D&D, RPGs, gaming, life and whatever nerdy stuff comes up. Speaking of name days if you thought your last holiday get together was awkward you ain’t seen nothing yet because things could get messy in Dinner Party. The truth about your character’s painful, embarrassing or otherwise personal information comes to light for fellow adventurers to learn along with 54 other dynamic scenarios in Out of the Box. Find out more about it here. You can get the Nerdarchy Newsletter delivered to your inbox each week, along with updates and info on how to game with Nerdarchy plus snag a FREE GIFT by signing up here.
Every Tuesday evening at Nerdarchy Live the team gathers for a weekly tabletop roleplaying game session at 8 p.m. eastern. While preparing for our next one with Nerdarchist Ted running a dungeon delving reality game show with fifth edition Dungeons & Dragons I realized something about myself — I like playing tank characters. This led to an intriguing discussion tying in nicely to a recent video over at Nerdarchy the YouTube channel where Nerdarchists Dave and Ted zoom through a conversation about the fastest 5E D&D character. So let’s get into it.
When a spellcaster dies, sometimes a part of their soul lingers behind with the body rather than moving on to its final resting place. These imprints are called mage’s echoes. These undead monsters appear in Wizard’s Wake, one of the digital fifth edition Dungeons & Dragons products we create for Patreon supporters and later for Nerdarchy the Store. Here you’ll find expanded 5E D&D content inspired by these haunting spirits along with the stat block as it appears in the book ready to drop into your games.
Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted ponder the implications of a quantum leap forward in character options for fifth edition Dungeons & Dragons ushered in through Tasha’s Cauldron of Everything. Chapter 1 of the latest official sourcebook for 5E D&D introduces optional class features for all 12 character classes from the Player’s Handbook. (Artificer appears in the book as well making a debut outside Eberron: Rising From the Last War as a 13th class option.)
Power Your Next 5E D&D Game with Friendship as a Peace Domain Cleric from Tasha’s Cauldron of Everything
Tasha’s Cauldron of Everything is kind of notorious for adding several aspects to fifth edition Dungeons & Dragons that feel like they always should have always been present in the game. One of these aspects embraces a classic fantasy trope — the power of friendship. The Peace Domain cleric is all about the power of friendship in all the best ways. The Unity Domain from Unearthed Arcana leveled up and evolved into this new Domain. The way mechanics support this subclass give such vital flavor and represent really the best restructuring of Unearthed Arcana content we’ve seen. What’s more this subclass really inspired me with its tone and flavor to the point I feel the best place for this particular subclass is a dark fantasy campaign in the vein of things like The Witcher and Dragon Age.
Renowned YouTuber Jorphdan’s (the PH is silent) normal repertoire includes Dungeons & Dragons lore videos on everything from Forgotten Realms to Spelljammer. Spurred by My 30 Day World challenge put out by Absolute Tabletop and a Fantasy World Building Guide from WebWriter.net, Jorphdan concocted a challenge to end this 2020 — 30 Days of RPG World Building! If you missed out on NaNoWriMo or GamoWriMo never fear because there’s still plenty of time to do #My30DayWorld challenge!
Fifth edition Dungeons & Dragons players received an adrenaline shot with Tasha’s Cauldron of Everything injecting a huge number of new subclasses and character options. Like its predecessor Xanathar’s Guide to Everything the latest sourcebook includes a wealth of material for Dungeon Masters too. The back half of the book segues into a resources blending concrete rules with guidance for incorporating fun and engaging content into 5E D&D games. Layering adventures and encounters with these elements brings new dynamics to campaigns and this time around I’m taking a closer look at Magical Phenomena. So let’s get into it.
Tasha’s Cauldron of Everything released not too long ago and it’s causing a splash for fifth edition Dungeons & Dragons players. The eponymous wizard granting her name to the latest official 5E D&D book also made an impression in the Dankwood home of the adorable goblin who returns to Dungeon Masters Guild in a wonderful new book Muk’s Guide to Everything He Learned From Tasha. So let’s get into it.
Salutations, nerds! There’s a lot of discourse online about optimization of fifth edition Dungeons & Dragons character creation and what options to take when you level up. And honestly…we’re still talking about this? A lot? In 2020? In 5E D&D? This has to be an exaggeration. Excuse me a minute while I do a quick online search — oh. Oh, I guess we are.
This post continues worldbuilding for the City of Anvil for fifth edition Dungeons & Dragons (or any fantasy tabletop roleplaying game really). Part 1 lays out the City of Anvil into four distinct quarters and explores the history and socio-economic circumstances within the walls of the city. Anvil’s Royal Quarter received a closer look too and here I’ll visit each of the other three districts — the Dwarven Quarter, Bazaar and Commons. Taken as a whole the City of Anvil presents a vibrant location for 5E D&D adventurers to call home and with the limitless potential within the city walls they may experience epic quests right at home.