Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted explain one of the most often misunderstood options in fifth edition Dungeons & Dragons — spell slots and multiclassing. Chapter 6 of the Player’s Handbook is all about Customization Options, which essentially covers multiclassing and feats. (Yes, both of these are optional 5E D&D features — not core to the game!) How many spell slots does your Eldritch Knight fighter/Fiend warlock character have? Can you use Sorcery Points to get back cleric spell slots? Why can’t you cast fireball if your overall character level is 5th and you’ve got 3rd level spell slots?! All of these questions and more are covered in the video so what I’d like to do is side step the discussion but keep the focus on spell slots. These expendable resources determine how, what and how often a character can manipulate and dole out magical energy. But they can also be used for all sorts of other things in 5E D&D too. Every class comes with some feature or resource, and recently Unearthed Arcana playtest documents explore using these resources in new and unusual ways. I like the sound of this very much.
Over two years ago we had one of our writers make a fun way to look at beholders in fifth edition Dungeons & Dragons in a different way. What if their eye rays and central eye were different spell options than what is listed in the book? It is a great post and I have played around with it for sure. You can check out the original D&D Beholder — Randomized! post here. With the world in a state of pandemic I have been doing a lot more crafting and I have gone in many directions. However, today I found inspiration to make a D&D beholder even though I had actually just finished a pretty kick ass beholder last weekend. But who am I to argue with inspiration?
Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted feel compelled by force majeure to take a look at fifth edition Dungeons & Dragons spells involving force. The list of possibilities includes not only 5E D&D spells dealing force damage but also magic that creates a force of some kind as described in the spell description. Out of 521 official spells in 5E D&D narrowing this down was a bit trickier than similar research. Thanks to D&D Beyond we could easily filter spells dealing force damage. For the additional ones we used the search feature and patience. Speaking of DDB there’s another source of spells and that’s what I’m looking at today. Using the tools there, players have created a whopping 1345 homebrew spells dealing force damage. That’s a tremendous amount and since our secondary search method won’t work for homebrew content at DDB we’ll stick with those and see how the force shakes out among 5E D&D players who ranked, rated and added these homebrew spells to their collections. So let’s get into it.
Items of power infused with magical energy, charms can take a variety of forms from articles of clothing to pieces of jewelry. Charms are consumable magic items. Any creature holding or wearing the item can use an action to activate the magic of the charm. Once activated, the charm takes effect immediately and lasts until the next sunrise unless otherwise noted. The item then becomes a nonmagical object.
Salutations, nerds! April is starting to wind down and that means it’s time for May. We’re heading to the beach to discover a tropical island cove and the denizens living there in our upcoming Patreon rewards. Every month supporters at the $2 level and above receive early access to digital products bound for Nerdarchy the Store. Wizard’s Wake serves as the centerpiece for this Fifth Edition supplement. This non-euclidean shipwreck holds loads of interesting booty inside. There are five new magic items, four new monsters and a couple of new player races inspired by some of the creatures of the Galapagos Islands. Clerics can put their faith in the Travel Domain and the Circle of the Sea lures druids with powers inspired by the enigmatic anglerfish.
Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted compare and contrast racial feats for fifth edition Dungeons & Dragons. Elemental Evil Player’s Companion introduced racial feats to 5E D&D with Svirfneblin Magic, a remarkable feat for one of my personal favorite character options in D&D. Deep gnomes rock y’all and you could do a lot worse than a svirfneblin Abjuration wizard with the Svirfneblin Magic feat. Protip: Pretty awesome for a deep gnome Circle of Spores druid too. It’s a great feat and you’ll note in the video makes the list with Dave and Ted too. But they cover all the ins and outs and ups and downs of racial feats in 5E D&D. My curiosity piqued after noticing of the 17 racial feats divided up among nine races (plus one with a racial size prerequisite) only one of those races meets the criteria for just a single feat. Being human fulfills the prerequisite for Prodigy — another well regarded one in the discussion — and no more. I think we ought to remedy this and create a new 5E D&D feat just for humans. So let’s get into it.
Sure, your party just dethroned the tyrant, but is the person they put in his place really any better? Is there a good option among the solutions to your party’s current problem? These and many other questions lead to themes explored in grimdark. Grimdark seems to be a staple of fiction at present. Audiences love exploring the viscera of violence, the corruption of political systems, fluid morality and the consequences of actions — even those traditionally deemed heroic. We can look to things like A Game of Thrones, The Witcher and others for examples of dark fantasy settings with grimdark themes.
[caption id="attachment_64454" align="aligncenter" width="1024"] Some werefrogs have allegiance to no one, and may have been descended from spawn of Ramenos or some other frog power. Many current day werefrogs are linked to Muckwuggle. They are known as the Batrachians. [Art by Ashkan Ghanbari][/caption] Werefrog Medium humanoid, neutral...
Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted get back to basics and discuss the paladin class for fifth edition Dungeons & Dragons. In the video they look across all of the 5E D&D books with paladin content. There are paladin subclasses in the Player’s Handbook, Sword Coast Adventurers Guide and Xanathar’s Guide to Everything and Dave and Ted share an overview of the character class plus weigh in on their personal gaming experiences. Outside of official sources there are countless Sacred Oaths created by players all over the world. We’ve created one recently for our April early access Patreon rewards. The Oath of Vanity included with Hairable Ideas as a follow up to 2019’s popular Beardomancy will hit the store next month but you can get it now along with all our other supporters at the $2 level plus get immediate access to years worth of previous rewards. Check it out here. Over at Dungeon Master’s Guild there’s currently 681 products tagged as character options with warlock content too. But there is another source of homebrew content I’m looking at today — D&D Beyond, where people have used the homebrew tools there to create 600 Sacred Oaths for 5E D&D paladins. Let’s get into it and take a closer look at some!
Confession time: I’m a sucker for elementally themed subclasses and I just can’t stop designing them! If you haven’t yet, be sure to check out the Way of Four Elements Reborn for the fifth edition Dungeons & Dragons monk! This week, we’re getting magical. If you’re familiar with characters from comic books then you’ve likely already got a grasp of what this new subclass is all about. Whether it’s Iceman or Magma from the X-Men series, the Human Torch, Fire or Clayface, all of these characters embody examples that could be codified into the Elemental Mutation Sorcerous Origin.
Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted discuss how wizards can make meaningful choices for feats in fifth edition Dungeons & Dragons. in 5E D&D wizards for the most part rely on a single ability score — Intelligence — for their features and abilities, including their spellcasting. So when a wizard character reaches 4th, 8th, 12th, 16th and 19th levels and earns an Ability Score Improvement, once the character hits that sweet 20 Intelligence the option to choose a feat becomes tremendously appealing. And of course a human variant character can choose a feat right at 1st level. In the video Dave and Ted go over several groups of feats a wizard can take to increase effectiveness in combat, lean into their scholarly side or enhance their already impressive spellcasting potential. Over here on the website we thought it would be fun to create a new feat or two designed with wizards in mind. And since we’re giving away three free digital Adventures & Supplements we’ll tie them into Beardomancy, one of our most popular products that’s getting a follow up in just a few days from now.
Giantkin are a longstanding tradition in fantasy fiction and folklore. Whether it’s Jack and the Beanstalk or Attack on Titan it seems the notion of being smaller than another person is one of our most intrinsic fears. However, in the worlds of Dungeons & Dragons monsters and other frights are manifest staples of everyday life, and sooner or later people will fall in love or otherwise reproduce. That’s where the giantborn (offspring of human and giant relations) come into play! The idea for giantborn first occurred to me as belonging in my homebrew campaign setting, based on my own published novel The Mis-Adventurers: An (Almost) Epic Tale. However, this race could just as easily fit into any setting.
Salutations, nerds! Things are about to get a little hairy in April. All right, that was almost a bald faced lie. Things are about to get a lot hairy. That’s right, we’re revisiting Beardomancy. And if you liked the beardomancer, get ready, because you’ll be in for a good time with the Hairible Ideas supplement for fifth edition Dungeons & Dragons. Last April’s Beardomancy was so popular with players (and us!) that we couldn’t bear to part ways with the strange world of the Beard Dimension. This time around it’s not only wizards who’re having a good hair day, with beardomantic energy affecting five other classes, new magic items and spells, and literally every creature in the entire game.
Hey there readers! Ryan from 2CGaming here, and I’m an expert in Tier 3 & 4 play for fifth edition of Dungeons & Dragons. It’s a tough area of the game to play in. The players are likely wielding characters of obscene power and your monsters are struggling to keep pace. Everything is more complicated and the hours you just spent carefully constructing your arch-lich villain got smashed to smithereens by a paladin scoring a lucky critical hit on turn one. These problems are hard to overcome and are omnipresent in high level 5E. But fear not, for these obstacles are not insurmountable. It’s totally worth the effort too, as high-level games are uniquely spectacular when run well. I’m here to share with you a process by which we make Tier 3 & 4 games some of the most exciting experiences at your game table by showcasing how we at 2CGaming approach monster design.
Over at Nerdarchy the YouTube channel Nerdarchists Dave and Ted carefully conjure some conversation about summoning spells and effects in fifth edition Dungeons & Dragons. There’s 17 spells with the summoning tag in official 5E D&D sources according to D&D Beyond and of course untold numbers of homebrew and third party creations. Looking at homebrew summoning spells at DDB there’s currently 818 spells with the power to conjure things into existence. Unlike the analysis of illusion spells, this time we won’t limit the list to wizards. Spells that add more creatures into the mix can be challenging to manage for players and Dungeon Masters alike. But it’s also fun to play a conjurer or summoner. I played a character focused on summoning in an earlier edition and I had a great time organizing info and collecting miniatures for the various creatures they could conjure. There’s definitely a few homebrew summoning spells I discovered while writing this I would have enjoyed casting back then. So let’s look at the homebrew summoning spells at D&D Beyond and see what sorts of strange conjurations a spellcaster can call forth.