There’s Eberron in the air tonight. Over on Nerdarchy the YouTube channel Nerdarchists Dave and Ted discuss what class you should play as a kalashtar or changeling, Eberron: Rising from the Last War releases in a few days and I just watched a terrific video about playing a juggernaut warforged as a T-800 Terminator character for fifth edition Dungeons & Dragons. I’m on the same page with Dave and Ted as regards ideal classes for changelings and kalashtar, so we’ll go in an unexpected direction here instead. A fresh cohort of Unearthed Arcana subclasses recently wrapped with lots of fantastic playtest options. How might some of them interact with kalashtar and changelings for a new Eberron campaign? Let’s get into it.
Alkemancy Arcane Tradition for Wizards and a New School of Magic? Review of Deep Magic: Alkemancy by Kobold Press
If you’ve been keeping up with my review series on the Deep Magic: Alkemancy supplement for 5th Edition from Kobold Press, you know that last time was rough, but we’re not done yet! This supplement also contained a whole new school of magic: Alkemancy. Of course, this was accompanied by an Arcane Tradition subclass for wizards. As a note before we dive in, I was provided a free copy to review. This in no way skews my opinions. With that out of the way, let’s dive in!
I was privileged to receive a review copy of Kobold Press’s new Deep Magic: Alkemancy supplement for 5th Edition in order to review it. The notion of potion making is nothing new to the fantasy genre, and I was eager to hop onto this. I love seeing new rules from passionate third-party publishers that I can use at my game table. That being said, this supplement is rich with content, and I cannot possibly cover all of the different aspects in a single article. As such, I’ll be writing a series of articles, each detailing different aspects of the book, and I’ll culminate the whole thing in a video review, over on my YouTube channel, once I finish the articles here. With all that out of the way, let’s dive into this overview!
Nerdarchy has teamed up with Pacesetter Games & Simulations as well as Vallejo Paints to put together something special in our opinion, but we might be a bit biased. For one, both companies are sponsoring this article, video, and contest. So, disclaimer out of the way if you care about such things. Inspired by the Frost Wyrm miniature by Pacesetters Games & Simulations we came up with the concept of the Frost Wyrm barbarian tribe. As well as a brand new D&D barbarian primal path for 5th Edition Dungeons & Dragons. For some extra inspiration we had our former intern Jake Kosman work his magic with Vallejo Paints.
One of the most recent videos on the Nerdarchy YouTube channel is the Ultimate Spell Duelist 5E D&D character build. From the initial planning discussion all the way through the comments on the video, my imagination was firing on all cylinders. And based on the video comments, a lot of other people were too. Like all the recent 5E D&D character builds, we set out to create a character legal for Adventurers League play. This of course limits our character options, but that makes it a fun extra little challenge, plus it’s really rewarding to consider not just mechanical benefits but roleplaying opportunities for these characters as well. Outside of Adventurers League play is where this character really got our creative juices flowing, from chances for personal character moments and growth to campaign implications. So let’s get into it.
Over the years Dungeons & Dragons has offered many different races for players to choose from. I know that some Dungeon Masters are very much against anything that does not look normal. Let’s forget the dragonborn and tielfing and play with humans, dwarves, elves, gnomes and halflings. With those races there are plenty of options even without all the subrace choices. But if you are like me you enjoy all the choices and you want to play the things that are bizarre and interesting. If you happen to look around this site you will see many different monstrous humanoids I statted out for 5E D&D and even made up some of my own, so feel free to poke around. I’ve had a fondness for monstrous humanoid races from the beginning of my roleplaying days. The Complete Book of Humanoids was always my favorite, with races like the wemic, the ogre mage and of course the dino people — saurials. I used this book over and over again playing second edition AD&D. And now Deck of Many has an free PDF designed for anyone who enjoys anthropomorphic characters for 5E D&D.
We got our hands on the new D&D campaign setting — Ravnica from Wizards of the Coast, aptly named Guildmaster’s Guide to Ravnica. It is a great resource for players and Dungeon Masters alike. It’s full of D&D monsters, subclasses, spells, backgrounds, and more. Ravnica is a fantastic setting. Different from any other D&D campaign setting. It’s a whole planet that is a city — a city run by guilds and full fantastical creatures and beings. Guildmaster’s Guide to Ravnica is Wizards of the Coast’s first official Magic: the Gathering and Dungeons & Dragons mash-up.
She-Ra and the Princesses of Power dropped on Netflix today and although I’m only a few episodes into season one’s 13 episode run I am hooked. Big time. It’s got awesome characters, a terrific fantasy setting, great villains and a wonderful story of heroism. So naturally, my first thoughts are how to turn this into a 5E D&D campaign setting and adventures. Let’s get into it and see what comes about on the fly.
Often, I find myself wandering around different Discords and Twitch channels wondering what other gamers are up too. Recently I’ve been watching something on the UnMadeGaming channel and found Mike in a game being run by Ethan Hudgens, and I watched in fascination as they tried to kill a bear. As usual Mike had a rough night, but I found myself more and more curious about campaign setting. After the game I was chatting with the folks in the Discord channel and found out Ethan has his work up on DriveThruRPG presented by Encounter Roleplay (another great channel I strongly recommend you check out). After buying The North Seat primer and book one titled Hostadd, Our Home, I am completely intrigued by the story and I think you should be too. Today, we’re going to take a look at the primer and do a review of the books. Hostadd is a 5E D&D alternate campaign setting and style. After reading book one and the primer, I think you’ll really enjoy it so let’s take a jump in and start looking at things.
While at GenCon 2018 we got to sit down with Keith Baker creator of the Eberron — one of the official D&D campaign settings. Eberron was launched via a contest during third Edition Dungeons & Dragons. It was then updated to fourth edition D&D. Now on the DM’s Guild you can pick up the Wayfarer’s Guide to Eberron the 5E D&D conversion. On Sept, 21, 2018, Adventurers League started offering an Eberron Campaign. Normally Adventurers League is PHB +1. For the Eberron campaign it will be Player’s Handbook, Xanathar’s Guide to Everything, and bugbears, goblins, and hobgoblins from Volo’s Guide to Monsters.
If you aren’t familiar with Eberron it’s a arcana punk setting. It takes place after a 100-year war between what is now the five nations of Khorvaire. The catalyst for the ending of the war is a apocalyptic event known as the Mourning. It wiped out Cyre, one of the warring nations, and no one knows what happened, leaving behind a haunted wasteland. Nothing like the threat of an apocalypse to bring people together.
Fifth edition Dungeons & Dragons players have been clamoring for it for years. Diehard fans have homebrewed content for it. Popular streamers like Maze Arcana have embraced it wholeheartedly. And now it’s here. Wayfinder’s Guide to Eberron dropped at both the Dungeon Master’s Guild and D&D Beyond, opening the door to a whole new world of adventure. The book provides an overview of the core themes of the D&D campaign setting and rules to connect Eberron to current campaigns. The continent of Khorvaire and the great city of Sharn are covered inside, along with races like kalashtar, shifters and the megapopular warforged, dragonmarks, magic items, and a guide to further reading to learn more about Eberron.
The Stream of Many Eyes ended less than 24 hours ago and Wizards of the Coast dropped even more news for upcoming fifth edition Dungeons & Dragons products this morning. According to an exclusive from Comicbook.com, “Dungeons & Dragons plans to announce several additional publications in 2018 which will add new D&D campaign settings for players outside of the Forgotten Realms.” The website spoke with Nathan Stewart at the Stream of Many Eyes to ask what lay ahead in 2019 for D&D and the brand director and executive producer revealed there’s still more to come in 2018 aside from Waterdeep: Dragon Heist and Waterdeep: Dungeon of the Mad Mage!
We continue this archiving of my experience running a West Marches adventuring campaign style and if you haven’t read the first article and second article, you really should for context. My tabletop roleplaying game background is one that heavily focused on narrative and story. With that being said, this new RPG campaign style is a bit of a departure. This article will focus on the portions of the West Marches formula that I fell in love with, the major changes I made and the additions I constructed to bring the game closer to what I consider makes an enjoyable campaign style.
Cogs. Steam. Cogs and steam. Have the itch to get some steampunk in your fifth edition Dungeons & Dragons life? You’re not alone. Steampunk, and other niche genres derived from it, is a great addition to any fantasy setting. You can start your D&D steampunk experience by simply reskinning equipment and environments with all manner of odd baubles and whirring mechanisms or as deep as to tinker and toil brand new home brew to bring your steamy thoughts into life.
Many campaign settings strive for a more human-focused style but this often turns away many players as they see the lack of fantastic races as limiting character options. This is mechanically true if you get rid of all these races and do nothing to compensate for their absence. Often this is done through having cultural archetypes become replacements for distinct D&D playable races. Another way to accomplish this is to simply reskin character races as human cultures from your all human campaign setting. In this way, the standard assortment of D&D playable races are still available but appear and play like variations of humans.