Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted enjoy looking at fifth edition Dungeons & Dragons homebrew content contributed to D&D Beyond. While they explore homebrew magic items on the DDB website — including one from Matt Mercer — I’m taking a look at another 5E D&D class and the homebrew subclasses folks created there. (There’s lots of these posts whether for homebrew subclasses, magic items, spells, feats and more floating around for the curious.) This time around my gaze turns to my favorite D&D class. Fighters come equipped with the best foundation to manage one third of the game. In other words as we like to say around here fighters fight. This leaves tremendous space to add variety to a fighter character. There are fighter subclasses in the Player’s Handbook, Sword Coast Adventurer’s Guide, Xanathar’s Guide to Everything, Explorer’s Guide to Wildemount and Tasha’s Cauldron of Everything and outside of official sources there are countless Martial Archetypes created by players all over the world. We put the finishing touches one of the the ones we’ve created just this past week and shared it along with a bunch of other new subclasses, spells, magic items and creatures. Now it’s time to check out the Top 10 homebrew Martial Archetypes. There’s currently over 325 homebrew of them so let’s get into it.
Flying characters aren’t nearly as good as you think in fifth edition Dungeons & Dragons. I know, I know — coming out the gate with a polarizing statement like ths immediately raises eyebrows. However even Nerdarchists Dave and Ted agree with this much as evidenced by a recent video on flying characters in 5E D&D. While I wouldn’t necessarily say I’m an expert on the matter I do play a flying character in our Those Bastards! campaign, as Prudence the feral tiefling. As such I feel I can offer some key insights into playing and running 5E D&D games with flying characters.
Kangorams make spirited mounts. These bipedal creatures reach heights over 10 feet tall and their powerful legs mimic the bounding gait of part of their namesake while thick skulls and curling horns belie the other half. A ridge of bony plates runs down their back to the tip of their tail, which they balance on to deliver powerful kicks. Druids who understand these unusual beasts know the way to train them as a powerful mount lies in steering them away from their forward focus to exert control. These beast monsters appear in Chimes of Discordia: Fantastical Mounts, 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 exotic beast creatures 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 have taken a shine to my posts over here looking at fifth edition Dungeons & Dragons homebrew content contributed to D&D Beyond. There’s lots of these posts whether for homebrew subclasses, magic items, spells, feats and more floating around for the curious. Since spring is in the air and I’ve been out working the garden this week I’ve got the natural world on my mind so today I’m focusing on the 5E D&D ranger. (Druids got their fair share already!) There are ranger subclasses in the Player’s Handbook, Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything and outside of official sources there are countless Ranger Archetypes created by players all over the world. We put the finishing touches one of the the ones we’ve created just this past week and shared it along with a bunch of other new subclasses, spells, magic items and creatures. I’ve definitely got the 5E D&D ranger on my mind and I’ll pluck out the Top 10 homebrew Ranger Archetypes. There’s currently over 925 homebrew of them so let’s get into it.
Feats are one of my favorite optional aspects of fifth edition Dungeons & Dragons. Feats are fun and add a layer of unique customization to your 5E D&D character mirroring subclass features in terms of power level but a feat also allows you to distinguish your character’s flavor and development even beyond your other choices. Recently Nerdarchists Dave and Ted talked about the most popular homebrew feat creations on D&D Beyond. I cannot tell you how often I ponder what sorts of interesting feats I could concoct. Because I’ve been brimming with inspiration for making feats I want to share a new 5E D&D feat I concocted for full spellcasting classes called Cantrip Mastery. It’s inspired by the Optional Class Features from Tasha’s Cauldron of Everything, which allow players to swap spells out.
Draconians existed since first edition Advanced Dungeons & Dragons introduced them through the Dragonlance franchise and they are very different from the Dragonborn we get to play these days in fifth edition D&D. Along with lizardfolk, kobolds and tortles there’s a great selection of reptilian races to play in 5E D&D. But none of them seem to capture what people are looking for when it comes to playing an iconic dragon character. Maybe it’s because dragons are put on a pedestal of power and the playable version of dragonborn doesn’t hold up by comparison. Or maybe they are underwhelming when put beside what many agree are better performing races from a mechanical perspective. Explorers Guide to Wildemount introduced a couple of new options with the dragonborn variants of Draconblood and Ravenite. These options provide the darkvision dragonborn should have and they get traits that can be more useful than the breath weapon as an action presented in the 5E D&D Player’s Handbook. So how do we fix this?
You heard me say it many times before — Tools are treated poorly in fifth edition Dungeons & Dragons. Before you tool enthusiasts write me off, let me share some ideas for how to make the problem better. I’ve never been much for complaints without solutions. Recently Nerdarchists Dave and Ted touched on the tendency for us to hold onto legacy ideas as 5E D&D players. We do certain things simply because it’s how they’ve always be done.
Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted naturally explore the best magic items for rangers in fifth edition Dungeons & Dragons. Like previous discussions on top magic items for various character classes in 5E D&D this is an unusual topic because it’s rare for a character to choose magic items. There’s a few cases I can think of off the top of my head. In Adventurers League play items can be traded on a one-for-one basis for items with the same rarity at a cost of 15 downtime days unless they’re playing at the same table. Also games beginning beyond 1st level often allow for players to choose magic items, like in our own monthly fan one shots. Looking at 5E D&D magic items is difficult for an entirely different reason though. The best of anything is subjective if for no other reason than campaigns are as diverse as the people playing them. Once again I’m checking out the homebrew magic items at D&D Beyond to complement the video and leaning into this subjectivity. For each type of magic item (excluding potions and scrolls) I’ll consider the rating, views and adds for each kind and choose the one I think best serves a druid. Let’s get into it.
Fifth edition Dungeons & Dragons has taken the world by storm and I contend this is a big factor in the surge of popularity enjoyed by all tabletop roleplaying games of late. As the list of TTRPG options expands seemingly by the day new games offer their own spins on various mechanics and sometimes this leads people to find a new TTRPG option they like even better than the D&D that once held their hearts and minds. In an effort to bring new life to the world’s greatest roleplaying game I’ve devised a series of new homebrew options meant to streamline gameplay and offer some crunch to previously nebulous ideas. In this post I’m adding some crunch to 5E D&D skills.
Many staple mechanics of fifth edition Dungeons & Dragons shape the greater genre of tabletop roleplaying game options. While 5E D&D is my favorite edition I have found myself wondering recently if perhaps this game couldn’t be even better. Is there a way to hack 5E D&D to make it more streamlined? Being the plucky adventurer I fancy myself to be I’m determined to try. In the previous post I wrote about an alternate ability scores and an option to streamline things regarding those. Today I’m taking the next logical option to explore with saving throws. For those of you who don’t know I have a YouTube channel and as part of #DungeonMarch I’m posting exclusively RPG content all month long.
One of my great joys as a fifth edition Dungeons & Dragons Dungeon Master is creating new magic items to release into my world. Sometimes they provide mechanical buffs to characters’ existing strengths or shore up weaknesses. Other times however I make something ludicrous and see what kind of antics players get up to while using such items. Inspired by the new hairstyles our friends over at Hero Forge recently launched I decided to go ahead and make a new magic item to share with all of you. Hopefully one of the characters in your games will love such a fun and crazy item.
Fifth edition Dungeons & Dragons has taken the world by storm and it makes a lot of sense. The creation of the Open Game License (lovingly referred to as the OGL) opened the floodgates for creators to use a core set of rules for developing everything from supplementary materials for the tabletop to video games. This popularized many core aspects of the system and created genre staples and today I want to challenge one of those 5E D&D staples and offer my own take.
Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted double, double toil and trouble themselves discussing witches in fifth edition Dungeons & Dragons. Fire burns and caldrons bubble while they go over what it means to be a witch, different approaches to bringing out a character’s witchy nature and the possibilities for new 5E D&D classes and subclasses. Inspiration for the topic comes from the video’s sponsor Hexbound: A Witchy Supplement for 5E from Hit Point Press. One of the ideas they brought up during the video captured my imagination — using the druid Wild Shape feature in a distinctly witchy way. So let’s get into it.
The semi-sapient stonesnapper plant tends to grow where creatures that petrify like to make their lairs. The stonesnapper is a common fixture in many basilisk caves and there have been stories of medusae cultivating them and keeping them as pets in bygone eras. The flowers grow in vibrant colors, capable of motion and closing their petals around small objects. Their vines are also ambulatory. The stonesnapper doesn’t require much sunlight and in fact gets most of its nutrients by scooping up the leavings of creatures that have been petrified and then devoured — the crumbs left behind by things like gorgons, basilisks and medusae. The acidic fluid built up inside the stonesnapper in order to digest these leavings is a natural remedy for petrification. These plant monsters appear in Garden of Statuary, 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 opportunistic plant creatures along with the stat block as it appears in the book ready to drop into your games.
Flanking is an optional rule from fifth edition Dungeons & Dragons I’ve heard much debate on. The usefulness and overpoweredness of flanking and lacks thereof emerge in many 5E D&D discussions. Flanking is certainly a strange rule and much as I stated in the D&D Tag about the rules I just don’t get advantage is both generic and complicated — a bizarre duo to say the least. Nerdarchists Dave and Ted address this concern and others in a recent video. After watching I got to thinking about ideas to make 5E D&D combat more dynamic and homebrew rules to make combat faster paced and, well, engaging.