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Personal collection of dnd resources for inspiration // Picrew by @deerinspotlight on twt
81 posts
I Have Thismonster Maker Application Thats Real Fucking Useful As A Dm, But I Also Found That Its Real
i have this “monster maker” application thats real fucking useful as a dm, but i also found that its real useful for pcs too bc it organizes information in a way thats much easier to read than a character sheet ? especially when it comes to combat
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anyway heres the link to get it its so easy to use and real helpful
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More Posts from Ndandplayingdnd
Here’s a little trick I’ve used in D&D games where the premise of your campaign calls for the party to have access to lots of Stuff, but you don’t want to do a whole bunch of bookkeeping: the Wagon.
In a nutshell, the party has a horse-drawn wagon that they use to get around between – and often during – adventures. This doesn’t come out of any individual player character’s starting budget; it’s just provided as part of the campaign premise.
Before setting out from a town or other place of rest, the party has to decide how many gold pieces they want to spend on supplies. These funds aren’t spent on anything in particular, and form a running total that represents how much Stuff is in the wagon.
Any time a player character needs something in the way of supplies during a journey or adventure, one of two things can happen:
1. If it’s something that any fool would have packed for the trip and it’s something that could reasonably have been obtained at one of the party’s recent stopovers (e.g., rations, spare clothing, fifty feet of rope, etc.), then the wagon contains as much of it as they reasonably need. Just deduct the Player’s Handbook list price for the item(s) in question from the wagon’s total.
2. If it’s something where having packed it would take some explaining, or if it’s something that’s unlikely to have been available for purchase at any of the party’s recent stopovers (e.g., a telescope, a barrel of fine wine, a book of dwarven erotic poetry, etc.), the player in need makes a retroactive Intelligence or Wisdom check, versus a DC set by the GM, to see if they somehow anticipated the need for the item(s) in question. Proficiency may apply to this check, depending on what’s needed. The results are read as follows:
Success: You find what you’re looking for, more or less. If the group is amenable, you can narrate a brief flashback explaining the circumstances of its acquisition. Deduct its list price (or a price set by the GM, if it’s not on the list) from the wagon’s total.
Failure by 5 points or less: You find something sort of close to what you’re looking for. The GM decides exactly what; it won’t ever be useless for the purpose at hand, but depending on her current level of whimsy, it may simply be a lesser version of what you were looking for, or it may be something creatively off the mark. Deduct and optionally flash back as above.
Failure by more than 5 points: You come up empty-handed, and can’t try again for that item or anything closely resembling it until after your next stopover.
As an incidental benefit, all the junk the wagon is carrying acts as a sort of ablative armour. If the wagon or its horses would ever take damage, instead subtract a number of gold pieces from its total equal to the number of hit points of damage it would have suffered. The GM is encouraged to describe what’s been destroyed in lurid detail.
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If you’re a fan of the Adventure Zone or just want a list of creative magic items, feel free to look through this!
Well this post is still going crazy with notifications. Glad everyone likes it. Shame I don’t have something else to work on that’s similar.
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The hideous chimera that is a deep blue devil combines the worst features of fish and fiend, with a leathery tail, scaly wings, gills where its face should be and a single eye suspended from its head like an anglerfish's lure. Truly, it is hard to imagine a more repulsive creature.
They are deployed as amphibious shock troops whenever the armies of the Hells need to project force into aquatic regions, and spend the rest of their time tormenting sailors and innocent merfolk. Deep blue devils are cunning and creative, and love to come up with exciting new ways to inflict pain and misery.
All deep blue devils hope to one day earn promotion to the rank of ice devil, with true mastery of the elements of air and water. In the meantime though, they serve their superiors only grudginly, always on the lookout for any opportunity to offload their duties onto someone else.
New Bard Spells for 5e
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image source: Samurai Jack
I realized while editing class spells for my class compendium that I never made any homebrew spells for the bard. None. Not one. So I decided I should do that and add it to the master posts and whatnot. So here they are, fresh out of the oven. Some are simply converted 3e spells but it was just such a shame they didn’t exist in 5e I statted them anyway.
Animate Instrument
1st level transmutation
Casting Time: 1 Action
Range: Touch
Duration: 24 hours
Components: V, S
A musical instrument you touch animates and plays music on its own. While you are within 30 ft. of the instrument, you can use a bonus action to mentally command it to start or stop playing and you determine what sort of music it plays. You can also have the instrument start or stop playing if a condition is met, but only one such condition at a time. For instance, you can command an animated horn to blare when a creature comes within 30 ft. of it.
Appraising Eye
1st level divination
Casting Time: 1 Action
Range: Self
Duration: 1 minute
Components: V, S
Your eye glints with magical insight for the duration. You can use your action to instantly discern the monetary value of any object you look at. You do not learn its properties or whether or not it is magical.
Blare of the Archon
5th level evocation
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
You create a short-lived glowing magical horn which you blow to unleash a deafening blast. All creatures in a 60 ft. cone in a direction you choose emanating from the horn must make a CON saving throw. Each creature that fails their save takes 8d6 thunder damage, is pushed 10 ft. away from you, knocked prone, and becomes deafened for 1d4 rounds. Creatures that succeed at their saving throw take half damage and are not pushed or knocked prone.
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