Category: Playing D&D

Custom Backgrounds, classes, advice and more about Dungeons & Dragons

  • Nine types of dogs to add to Dungeons & Dragons

    Nine types of dogs to add to Dungeons & Dragons

    Animal companions are a vital part of my campaign world. Much of the reason the World of the Everflow and the Land of Six Kingdoms exists is because I want to explore the connection between humans and dogs. Since this is Dungeons & Dragons that also means exploring the connection between halflings and riding dogs, kobolds and ratters, elves and sighting dogs, goliaths and huskies.

    D&D only has one natural dog. There’s also blink dogs, wolves, dire wolves, and a few other mystical beasts. But the real world has dogs that range from one pound to a couple hundred, dogs that are able to swim forever, dogs that are able to detect scent so well they detect cancer, dogs that pull sleds for hundreds of miles.

    Fifth edition is simpler than reality, and every other version of the “editions” of D&D, only various basic editions could be classified as simple. It doesn’t need 150 breeds of dogs. It does need more than the mastiff. Here are nine other types of dogs to help expand your D&D game.

    Mastiffs or War Dogs

    Part of the 5th edition D&D SRD, the mastiff can be summoned by various spells and magic items and ridden by small humanoids. Though described as a hound, the art for mastiffs tends towards bulky. They are war dogs, clearly. Maybe they also represent breeds that guard through violence and intimidation rather than as an early warning system.

    Mastiffs and war dogs should always be medium.

    Herding dogs

    These dogs herd animals, you already figured that out. Whether they are shepherds or certain terriers or heelers, they enjoy large groups.

    Herding dogs are usually medium, but small is appropriate.

    Guardian dogs

    There are a few types of guardian dogs. Where in D&D the mastiff represents the guard dog that is violent and intimidating a guardian dog represents those breeds that act as an early warning system. They observe a space and warn their companions that danger is coming.

    Rather than stat this out, the two guardian dogs in my current game are simple. They do 1 HP of damage on attacks, have half hit points of a mastiff, and are small. These represent the terrier breeds that aren’t eliminating vermin but are barking a lot (there’s some crossover in the real world). What makes them special is the ability, once per long rest, to “cast” Alarm as a ritual without any use of spell components. Rather than invent a new ability, creating a small area that the dogs can sense entry into and then bark a lot makes things simple.

    Guardian dogs can be small and sometimes medium.

    Working dogs

    Where the mastiff represents breeds that are violent, working dogs have two main roles in our world of fantasy — the mount and the cart/sled puller. These are big doggos. They never tire. They love you so much they want to work harder. Give them the mastiff stats, but with max HP and a boost of 2 to Constitution. They have disadvantage on attack rolls.

    Give a working dog Beast of Burden, you can find that on the Mule. They are tireless, and have advantage on strength or constitution checks that would impose exhaustion.

    Working dogs are medium, maybe even large — this is a fantasy world.

    Retrieving dogs

    Aslan is a red lab and Amira was a golden/yellow mix. These are the dogs that taught me what dogs are. Retrievers haven’t appeared in my game yet. The rules are simple. A retriever fetches. At the end of a combat 100% of ammunition can be found within ten minutes, unless magically hidden or a critical fail was rolled. Additionally, when they are within 30′ of their companion and that companion’s target their companion always has at least 1 piece of ammunition. They do not provoke attacks of opportunity, ever. They use the mastiff stats.

    Retrieving dogs are usually medium, but small works.

    Water dogs

    Labs are funny because they are both retriever and water dogs, but that’s complicated. 5e isn’t supposed to be complicated. So your lab needs to be one or the other. Or get a spaniel. They’re cool too, all dogs are cool. There’s lots of water dogs that basically forget that they are supposed to run on land, not jump in every pond, crick, or ocean they find. And yet. Water dogs do just that.

    Mechanically? Use the mastiff, because simple. Drop Keen Hearing & Smell and drop the bite to a d4+1. Add on a swimming speed of 40 and resistance to cold damage.

    Water dogs can be medium or small.

    Hound or sighting dogs

    The dog that helps hunters and trackers is a capable tracker who can sight prey from great distances. These hounds are frequent companions of rangers and other outdoorsy types.

    Mastiffs, the base D&D dog, already have Keen Sight & Hearing, so what does a dog that’s even better have? Let’s lean on Elven Accuracy. Whenever tracking, hounds and sighting dogs are able to reroll one of their advantage dice. When their companion is tracking the help of a hound or sighter means that companion has the same. A sighting dog or smell-hound can use the Help action as a Bonus Action for a ranged or melee attack respectfully. Other changes from the mastiff are a drop of strength and constitution by 2 points, reducing their damage, attack bonus, and hit points.

    Hounds and sighting dogs are evenly split between medium and small.

    Vermin hunting dogs

    Certain breeds were meant to get rid of rats, badgers, foxes etc. They are nimble (Dex 16, AC 14) pack animals (Pack Tactics) who are brave (advantage against fear). They will chase a small animal into its home, enjoying that chase through darkness (darkvision 10′). They aren’t strong (Str 9) or tough (HP 2). They’re just fierce. Their bite does 1d4-1 hit points of damage, minimum one. On a successful bite the victim must make a DC: 10 strength check or be grappled.

    Many tunneling societies will partner up with vermin hunters, to include, but not limited to, kobolds, gnomes, dwarves, goblins, drow. Sure these dogs may bring rats back to their companions. This is both good and bad and good and bad.

    Vermin hunters are small, with some being tiny and a few being medium.

    Messenger or racing dogs

    These dogs are fast. Whippets, greyhounds and others are real world breeds who are racers. In the World of the Everflow messenger dogs are used to send letters between places. These dogs just have to move, except when they don’t. They sleep hard and eat as much as a working dog.

    They have a movement of 60′ and are able to use the Dash Action as a Bonus Action. Additionally their dexterity is 16, giving them an AC of 13. They do not provoke attacks of opportunity. They only do 1 HP of damage on attacks. Otherwise they have the stats of a mastiff.

    Most messenger dogs are small. Some could be medium.

    Toy or companion dogs

    Some dogs are beloved by their companions, but not by everyone else. That’s fine. Everyone deserves dog love. Maybe an eccentric wizard carries one in their pouch, or a bard has one in their pocket, or the king has a medium sized one on its lap constantly. These aren’t dogs for adventuring. These are dogs for socializing.

    A toy dog can cast Friends once per long rest. They have 1 HP and an 8 constitution. Their bite does no damage, but causes disadvantage on the next attack roll for the victim. If they are targeted by an attack the attacker may suffer from Hellish Rebuke originating from the toy dog causing psychic damage.

    Toy dogs are usually small, maybe tiny, but some medium flooffs think that they are toys and will crawl up in your lap no matter what you want.


    What’s the first type of dog you’re adding to your game?

  • Commercial Map Archive Update!

    I’ve used so many of these maps in my campaigns. Dyson Logos is such a great resource for *every* DM.

    Dyson Logos's avatarDyson's Dodecahedron

    I’ve updated the commercial map archive again, bringing the total count of commercial use maps on the blog to 475.

    475 Maps

    Bloody hell. When I added the ability to unlock some commercial maps every month on Patreon, I expected we’d maybe see 2 a month… I never considered that we’d be looking at a collection this size 8 years later. At last count, there were some 800 or so commercial releases using maps from the archives and innumerable non-commercial adventures and products that are decorated with my work.

    So drop on by the Commercial Map Archive and see if there’s something there that works for you!

    View original post

  • Stories you can tell with D&D’s upcoming adventures

    Stories you can tell with D&D’s upcoming adventures

    There were a massive amount of products announced at the first ever Dungeons & Dragons Direct. The next seven months or so of D&D tabletop games are now known.

    The big three were the adventures or mixed adventure-setting books. They are either very new concepts, or very old settings being revisited. Each of the main adventure books guides towards certain types of stories.

    Journey Through the Radiant Citadel

    Polygon newser — Wizards of the Coast shows off D&D’s new Caribbean and Dia de Muertos-inspired adventures

    Like the previous collections of adventures (Candlekeep Mysteries, Tales from the Yawning Portal) Radiant Citadel assembles what you need ahead of time. Unlike those previous tales there are through lines in these Journeys. Working in a writers room concept meant that continuity chain could connect the disparate adventures.

    Story ideas: Here’s the thing. This is a new concept, so I can’t lean into my own background for ideas. Maybe that’s the point. Ajit put together a team where I don’t need to worry about telling my story — they’re helping me tell their stories. Get Radiant Citadel because learning about others is fun.

    Spelljammer: Adventures in Space

    Polygon newser — D&D’s Spelljammer reboot looks unlike any other 5th edition adventure so far

    Much of the attention towards Spelljammer is that the longstanding online joke about it being confirmed was finally true. It’s also in a new for 5th edition format as a multi-book package in a slipcase with a DM’s screen and large format map. Spelljammer is wild. There are space elves, murder comets, asteroid spiders, ships that look like dragonflies and ships that look like mindflayer heads. Wildspace is D&D on space drugs.

    Story Ideas: Spelljammer combines the Age of Sail/Piracy with space travel, dragons, and some of the creepiest aberrations in D&D’s catalog. Borrow from Our Flag Means Death, Black Sails, Farscape, Firefly, Star Trek. Exploration of the unknown should be a key element. Your ship should practically be a character, it is that important.

    Dragonlance: Title to be Announced Shadow of the Dragon Queen

    Polygon newser — D&D’s Dragonlance is back with a new adventure and a ‘battle game’

    Story ideas: The original Dragonlance novels put big heroes, in big situations, solving the world’s problems. It was romantic and heroic. Inside that original trilogy were a group of great friends. They were different peoples, different cultures. They didn’t necessarily work towards the same goals, but they worked together because that’s what friends do, especially soldiers. This new take on Dragonlance seems to be a gritty way to tell stories of fellowship tested by violence — Band of Brothers, Falcon & Winter Soldier, Ender’s Game’s subplots, Last Kingdom.

    Other D&D Direct Announcements

    The new starter set, Dragon of Stormwreck Isle, looks to be both a tighter adventure and an enterprising way to combine digital tools with the physical product. There will be guides for new DMs and videos about how to roleplay. Another new digital product are the new Monstrous Compendiums. The first is 10 free monsters from the Spelljammer setting. There will be more for Spelljammer as well as other setting.

    Several more books are being released in foreign languages, a great expansion beyond the core three. There are also two cases to help power tactical play without minis. These campaign cases of tokens and maps look to be solid aids for home play.

    Neverwinter and Baldur’s Gate: 3 had significant updates. Neverwinter is leaning on dragons, good. It’s got the dungeons figured out. BG3 is still in early access and a year out from conventional play.

    Also a year out? The D&D movie. Dungeons & Dragons: Honor among Thieves comes out March 3, 2023.

    Finally, there are two board games coming out. Onslaught is a tactical-skirmish game with two factions facing off while some monsters try to kill both. It looks like it will be a quick fun physical version of a videogame shooter. The Dragonlance ‘battle game’ is supposed to combine mass combat in a cooperative manner with the story of the Dragonlance adventure.

  • Dungeons & Dragons Direct coming Thursday

    Dungeons & Dragons Direct coming Thursday

    After a few years of major product announcements coming via multi-day livestreams that emulate conventions, the 2022 announcement leans heavy into the TV and video game sectors with a “Direct.” This makes a lot of sense when you see in the announcement trailer there are both video game and motion picture clues.

    You can watch the D&D Direct at 9 AM PT on Thursday April 21st. Considering that Dungeons and Dragons is now a global phenomena this time is as good as it can be since it will be during working hours in Seattle/LA, NYC, and London.

    Wizards of the Coast broke the Direct into three significant chunks and says that it will address “2022 and Beyond.” Yes, it’s possible that the Beyond references WotC buying DnDBeyond. But it also means we will get insight into the 2023 and maybe even the 2024 edition update.

    Books and Accessories

    We are almost certainly going to find out about Spelljammer. There was the Unearthed Arcana and several hints with the giff, Boo, and the mindflayer. The

    Dragonlance will probably also be announced. Fizban’s Treasury of Dragons mentioned the popular romantic fantasy bookline and setting. The originators of the novels have a new trilogy coming this summer. There’s a natural opportunity maximize the zeitgeist, even if both the modern game product and novels aren’t directly related.

    There is also a new Starter Set that was revealed during a full-company Hasbro announcement. Dragons of Stormwrack Isle may even be related to the 80s cartoon.

    The days of announcing just one product at a time are over. D&D is a large enough brand with a large enough staff there will be overlapping efforts to expand the now mainstream brand.

    Video Game Updates

    Baldur’s Gate 3 is the big one. We’ll probably get a major update on the current beta playtest, as well as hints at other future video games. There are several projects in development both internally and externally.

    This is the area where there have been the least public clues so far.

    Entertainment Projects

    Movie

    The John Francis Daley (Rime of the Frostmaiden, Game Night, Spider-Man: Homecoming) and Jonathon Goldstein (Game Night, Spider-Man: Homecoming, Vacation) project already wrapped filming and is in post-production. An ensemble cast of major genre actors Chris Pine, Michelle Rodriguez, Justice Smith, Sophia Lillis, Regé-Jean Page and more. Pine has declared that it is Game of Thrones meets The Princess Bride.

    With shooting done and a release date of March 3, 2023 there is a chance that we see a teaser for the film during Direct, if not then, by the start of summer. It’s time for the project hype to start ramping up.

    Daley & Goldstein are already working on another Hasbro/eOne project M.A.S.K.. IMDB credits both as writers on the project that will be part of a shared universe with G.I. Joe.

    A small chance exists that D&D would announce another movie project.

    TV shows

    There are, or were, projects from Rawson Marshall Thurber (Red Notice) and Derek Kolstad (John Wick) either in development or pitched at various points during the pandemic.

    Once upon a time Joe Manganiello developed a Dragonlance script that was likely a movie at the time. With Weiss and Hickman returning to novel writing, could the Magic Mike star resurrect his project officially and not just as a piece of fanfic? Would a boutique series make more sense?

    They aren’t going to spend time talking about the D&D adjacent projects from Critical Role, Adventure Zone and the gobs of genre projects on Prime, Netflix, HBO Max, etc. Because while all of those projects help boost fantasy and D&D they are not official.


    What project are you most excited to get more details about during D&D Direct?

  • Two D&D bundles to help Ukraine

    Two D&D bundles to help Ukraine

    Following the Russia invasion of Ukraine is part of my day job. Watching the refugees flee and the bombings of civilian areas makes one feel a bit helpless. It can feel hopeless and helpless. Some people have found ways to combine their passions to help raise funds for organizations that are active in and around the warzone.

    EN World’s “Blessings, Healing, and Peace for Ukraine”

    What I like about this bundle is that Morrus put a theme together of various peaceful elements from their Patreon, repackaged them for this, and has committed to immediately releasing the product when the month is up. You can get the following for as little as a dollar;

    • 11 new healing spells
    • 2 new monastic traditions of peace
    • 6 magical ceremonies of spring
    • 10 new ways to award inspiration
    • 7 supernatural gifts

    All money that EN World raises goes to the Ukrainian Humanitarian Appeal by the Disaster Emergency Committee. DEC is a British consortium of charities that has helped crises throughout the world.

    I’m most excited for the peaceful monks.

    DMsGuild Doctors Without Borders Quad Bundles

    Over on the DMs Guild they partnered with creators and with Wizards of the Coast so that 100% of proceeds will go to the Doctors Without Borders. There are four bundles within their omnibus bundle.

    Generic reader with doubts about quality? Get the Adventurer’s League bundle.

    Usually a player whose DM is generous? Get the Player Options bundle. This one is also great for DMs who want NPCs built using player rules.

    There are two DM bundles both at $20. Bundle 1 has the Festival of Magic, which is great, and Alyth’s Blueprints for Home & Business, which is on my wishlist. There’s a bunch of other stuff too. My favorite from Bundle 2 is Fae, Fi, Fo, Fum: A Collection of Folklore Inspired NPCs. I might get both, even though I run custom worlds and stories.

    Combined you could get all five of this bundles, winding up with about 100 new elements and adventures to add to your game, all while helping people who are suffering (both DEC and DWB are helping in other conflicts too).

    For a handful of other charities doing good work, I wrote about a few that are partnered with my full-time job.

  • Neither darkness, nor snow, nor wyverns – the Message must be delivered

    Neither darkness, nor snow, nor wyverns – the Message must be delivered

    Worlds of points of light in a wilderness, or fallen empires, or warring kingdoms, or with merchant guilds that control trade need ways for far-ranging communities to stay in touch. In the real world this meant messenger pigeons, in Game of Thrones there were crows and ravens to communicate. Other fictions use dogs, or just a hearty human that trudges through awful conditions to keep the ties of society together — The Postman by David Brin, or the Pony Express in reality.

    Your Dungeons & Dragons worlds also need these messengers. They make sense and fit the fiction so well. A Messenger in D&D also doesn’t need to be confined to the animals of the real world. A Ravnica or Eberron game might use a tiny ornithopter. Fastieths fit in Eberron and parts of the Six Kingdoms. Spiders or bats fit in Ravenloft. There’s a flavor of messenger companion for every world.

    Photo by Jimmy Chan on Pexels.com

    Messenger

    You are the connection between disparate homesteads, towns, or cities. Conveying the messages and scrolls between the communities rapidly without magic you bring news, warning, and joy to peoples who often struggle to keep in touch or that would take weeks to travel and deliver the message themselves. Often welcomed in strange towns, a messenger sometimes wears an official uniform of a ruling power and at others is a freelancer working without direction from above. You and your messenger companion are a symbol of civilization even in the furthest outposts.

    Skill Proficiencies: Animal Handling, Nature
    Tool Proficiencies: None
    Languages: Two Languages
    Equipment: One animal messenger companion, travelers clothes, a scroll case with a dozen pages, a quill, an ink pot, a whistle or bell or other command device, a pouch with 5 gp

    Choose an animal that is your messenger’s companion and conveyance, and discuss with the DM how the companion will fit into the adventure. These come in four primary groups, and a few examples are provided. Don’t feel limited to the specific animals listed, but use them for guidance regarding their abilities, if, gods forbid, they enter combat.

    • Small land animals — cats, dogs, iguanas, otters, monkeys, not-quite-giant spiders
    • Medium land animals — axe beaks, ponies, fastieths, antelopes
    • Small flying animals — pigeons, crows, ravens, owls, bats
    • Fantastic animals — enchanted paper airplanes, clockwork machines, not-quite-giant dragonflys, flying snakes, stirges, not-quite-giant wasps

    Feature: Rivers and Roads

    Your messenger companion begins the game with a network of three destinations and the ability to find its way back to you where you sent it from. When delivering a message to a known destination on the network it travels at a fast pace and does so with no penalty to a stealth check (your messenger companion add your proficiency bonus and your Wisdom bonus to their stealth at all times). If you plan to move from your location when you send a message you can instruct your messenger companion to deliver the message and then go to a different destination. You and your messenger companions have a number of network destinations of proficiency bonus +1. If your companion perishes you must train a new one. This takes several weeks of downtime.

    Natural weather has less impact on your own travels. Survival and/or Constitution checks made due to harsh natural weather are made with advantage.

    Traits, Ideals, Bonds, Flaws: At this time use the Sage, Outlander, or Folk Hero for inspiration.

    Messenger Design Goals

    Starting with the idea that greyhounds would be perfect canine versions of messenger pigeons, this background just kept growing and growing in its scope. Eventually I spun out the Far Talker as a similar but different role in the world.

    One of the difficulties was coming up with the dual features. I wanted cover the US Postal Service’s unofficial motto which actually dates back to 500-449 B.C.E.

    Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of
    their appointed rounds.

    Emulating those words was vital, but needed to not be game breaking.

    The non-magically empowered companion couldn’t be built out of Find Familiar, which was considered. My world’s bonded companions are meant to be non-magical. While the phrasing of the ability is a bit long, it’s mostly an ability that adds flavor. The messenger companion is not going to change a D&D party’s combat power.


    Other Custom Backgrounds

  • Dragonlance appears in Unearthed Arcana

    Dragonlance appears in Unearthed Arcana

    The tea leaves seemed to indicate that Wizards of the Coast would be going back to Dragonlance. Once one of the strongest lines of fantasy novels, Dragonlance encapsulates stories of absent but powerful gods; mighty romantic heroes; that good and evil can work together; that it is always right to help those you love. Krynn was the first world upon which I ran campaigns. I own the Atlas of Krynn still. I owned the recipe book at some time. The first six books were as much a part of my youth as Lord of the Rings and Wheel of Time.

    For someone with this background, and who had stepped away from D&D for 20 years, seeing Heroes of Krynn be released as the latest Unearthed Arcana set of a nostalgia bomb. As a rather religious child, the allegory within Weis & Hickman’s books was something that was empowering. The tales they told were ones my even more religious mother could accept. Dragonlance was a path past the Satanic Panic.

    I’m ready for the land of naval Minotaur, Irda, Kender, and so many dragons. The UA only gave us one of those.

    Kender

    “These short-statured beings have a knack for producing the right tools in every situation.”

    What I like

    I love kender, just like I love halflings. Played kender in both a Dragonlance and a Spelljammer campaign back in my youth. All the flavor from history I like (I know many hated them). The modern take which says that their items aren’t stolen is good.

    Taunt is great. Bravery is good.

    What I don’t like

    There’s no need to make the Aces ability magical. Just say it happens. Let the lore of the campaign decide the how. Also, the options within the Aces are a complex layer of dice rolls and limited lists. ThinkingDM breaks out exactly which items you can find in your pocket.

    Will I use it in play?

    Absolutely. I’d allow them in my home campaign right now.


    Lunar Magic Sorcerer

    “You, or someone from your lineage, has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells.”

    What I like

    They got rid of calendar tracking, which is great. Most people don’t want to bother with tracking moon cycles. The payoff isn’t there for a majority of tables. Maybe if you have a table like my first one there’s one player who wants you to build a calendar and track that stuff.

    Adding spells to every Sorcerer subclass just makes sense. Please errata that into every Sorc.

    The flexibility to change what lunar phase you are attached to means you can be a different type of lower-case mage every day, and later whenever you want.

    What I don’t like

    There’s enough to keep track of when switching between lunar phases that most players will probably just settle on one phase, similar to how Eladrin are used in play. All the power of being able to switch isn’t useful if you don’t do it.

    Will I use it in play?

    Allowed immediately. My world has four moons, and it just makes sense for them to be connected to powers.


    Knight of Solamnia

    “You have trained to be a valorous warrior known as a Knight of Solamnia. Strict rules guide your every action, and you work to uphold them as you strive to defend the weak and oppose all forms of evil. Your honor is as important to you as your life.”

    What I like

    If you read Full Moon Storytelling regularly, you know I love backgrounds with more “oomph.” I love backgrounds in general.

    What makes the Knight of Solamnia more interesting than the standard knight is that it gets trinkets and it gets a feat.

    What I don’t like

    There are only suggested traits. This ignores the mechanical weight of backgrounds. The should get the entire TIBF system.

    Will I use it in play?

    Probably not. In my youth I was a bit of a religious zealot and knight fan, and would have played this constantly.

    I’m going to put the four feats related to this background here, because they’ll almost certainly be taken as a set.

    Squire Solamnia

    Your training in the ways of the Knights of Solamnia

    What I like

    Martial Training is better than two current feats that are rather weak. Then again, most character concepts that would take this feat don’t need any Martial Training.

    Encouraging Rally is a nice buff similar to warlord concepts, the Purple Dragon Knight, probably some bards. It’s nice side benefit.

    What I don’t like

    Defensive Rider is unlikely to come up in most games.

    The single use per day of Encouraging Rally is weak, but that’s to be expected since this feat is already about a feat-and-a-half.

    Will I use it in play?

    This will be allowed at my table immediately. No one should ever take Weapon Master or any of the armor feats except Heavy Armor Master (which I would just make Armor Master and allow the benefit of damage reduction to any level of armor worn).

    Knight of the Crown

    “You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat.”

    What I like

    Tactical Teamwork is another warlord-esque ability, which is great to see.

    The “feat chain” makes sense. You have to be a squire before you are a knight and locking this into level 4+ makes sense.

    What I don’t like

    Getting to use Tactical Teamwork only twice a day at fourth level is disappointing.

    Will I use it in play?

    Probably not. Reaction based advantage for close combat won’t come up enough for me.

    Knight of the Sword

    “You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit.”

    What I like

    The extra saving throw proficiency granted by Disciplined Spirit is great.

    What I don’t like

    Tying Hit Dice into Willpower doesn’t feel right. Yes, hit dice are your own willpower, but is the strength of my will going to help a friend? I guess that fits many narratives, but I’m not sold.

    Will I use it in play?

    A moderate chance, especially if I play a Fighter that starts at higher level, because I would probably mimic the traditional Solamnia path of Squire, Crown, Sword, Rose.

    Knight of the Rose

    “You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom.”

    What I like

    Bolstering Rally is similar to Inspiring Leader, with a few more limits on how many times you can use it, but a likely larger amount of temporary hit points gained.

    What I don’t like

    Connecting Bolstering Rally to Constitution.

    Will I use it in play?

    Yep. Absolutely. This is great for so many characters I enjoy playing.


    Mage of High Sorcery

    “Your talent for magic came to the attention of the Mages of High Sorcery, an organization of spellcasters that study magic and prevent its misuse. You’ve trained among the Mages, but whether or not you’ll face the dangerous tests required to become a true member of the group remains to be determined.”

    What I like

    I said this earlier and I’ll say it again. If you read Full Moon Storytelling regularly, you know I love backgrounds with more “oomph.” I love backgrounds in general.

    Also, since you’ll get a tiny bit of casting from taking the background, I think I could play a failed Initiate with any class.

    What I don’t like

    There are only suggested traits. This ignores the mechanical weight of backgrounds. The should get the entire TIBF system.

    Will I use it in play?

    All fey peoples in my world start with the ability to cast spells, and it would make a lot of sense for them to use this background.

    This background starts a feat chain, like the Solamnia background does. They are with the one you gain upon getting the feat and then the three options you may take later.

    Initiate of High Sorcery

    “You’ve received training from magic-users affiliated with the Mages of High Sorcery.”

    What I like

    The attachment to one of the moons of Krynn is rather flavorful.

    What I don’t like

    1 cantrip and 1 spell is less powerful than the Solamnia version of the beginner feat. That’s probably fine if the character is already a spellcaster, since they are a bit more powerful than martials.

    Will I use it in play?

    Yep, though I would suggest just taking Magic Initiate instead.

    Adept of the Black Robes

    “Your ambition and loyalty to the Order of the Black Robes has been recognized.”

    What I like

    Throwing your own essence into your damage spells via Life Channel is the type of story creep I love. I’d usually just use odd number of HD because the rounding up statement.

    The 20 spells you can select when you gain this feat.

    What I don’t like

    Ambitious Magic ties back to the ability score increase from Initiate of High Sorcery, which might mean you have two different spell casting stats.

    Will I use it in play?

    Yes. It’s dark and nasty, and a way to channel your own life force into killing things.

    Adept of the Red Robes

    “Your pursuit of truth and dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes.”

    What I like

    Magical Balance is kind of a like a minor divination type benefit. It’s fine.

    The 30 spells you can gain from this feat.

    What I don’t like

    Insightful Magic ties back to the ability score increase from Initiate of High Sorcery, which might mean you have two different spell casting stats.

    Will I use it in play?

    Didn’t like Red Robes in the 80s and I don’t like them now.

    Adept of the White Robes

    “Your oath to use magic to make the world a better place has been recognized by the Order of the White Robes.”

    What I like

    Protective Ward is almost exactly what the Abjurer from the PHB gets, but now you can get it as a cleric, bard, druid, paladin. That’s great.

    The 17 spells you can select with this feat.

    What I don’t like

    Protective Magic ties back to the ability score increase from Initiate of High Sorcery, which might mean you have two different spell casting stats.

    Will I use it in play?

    I want to use it yesterday. This would have been great with Awf.


    Divinely Favored

    “A god has chosen you to carry a spark of their divine power.”

    What I like

    In Dragonlance alignment matters. Connecting the spells gained to your alignment is perfect for this setting.

    What I don’t like

    This is weaker than Magic Initiate and the only reason to take it is to get Divine Communications later.

    Will I use it in play?

    No.

    Divine Communications

    “Your connection to your god deepens”

    What I like

    Augury and Commune are potent story devices when used well. Taking this feat is a clarion call to your DM that you two will be regularly talking to gods.

    What I don’t like

    This makes Linguist useless (it already was).

    It’s easy to lose track of 1d4 long rests for two different spells. Your abilities will recharge on different days.

    Will I use it in play?

    I think this should be allowed without Divine Favored, and will be at my table.

  • Exploration in Dungeons and Dragons 5th edition

    Exploration in Dungeons and Dragons 5th edition

    This is a wonderful overview of approaches towards the Exploration Pillar of D&D. Mostly, I lean towards Progress Clocks, with a dash of Point Crawl.

    GM Raakam's avatarGM Workshop


    Hexcrawls, pointcrawls and other options for exploration in D&D


    D&D 5e boasts three pillars of gameplay. Combat, Roleplay and Exploration. We’re going to offer some ideas on how to run Exploration for your games.

    Narration

    If the area is not threatening or if there is nothing of consequence, it’s perfectly fine to tell your players “this area is safe. The roads are maintained by the Queen’s guards, merchants travel these roads in caravans as well as the occasional vendors and inns you’ll encounter along the way. Is there something you want to do on your way to so and so?”
    You can introduce some merchants, any npcs that might relay plot points (Oh, you’re heading to the swam of fondue? I heard that there’s a big mean dragon there!), or perhaps the players would want to roleplay some moments when they’re setting up the campfire for the night. Unless there’s…

    View original post 907 more words

  • Far Talkers – Converse over miles with this D&D Background

    Far Talkers – Converse over miles with this D&D Background

    As a horde of humans riding guard drakes crests the Blue Hills, the chappe telegraph operator builds the signal that will reach the Larton Keep now that war has returned to the range. Using whistles, a youngster tells the village miles away that four sheep are lost so they’ll be home late, could his family please have tea ready for when they return.

    A thrumming beat injects itself into the air as an owlbear stalks a deer. Knowing the bear is nearing a sacred vale a group of druids and rangers work to separate hunter and prey, for there will be no killing in Frannet’s vale.

    The drawing is signed “Keith Thomas” in lower right corner – Retrieved June 11, 2014 from Radio News magazine, Ziff-Davis Publishing Co., Inc., New York, Vol. 32, No. 5, November 1944, p. 71 archived on http://www.americanradiohistory.com/, Public Domain, https://commons.wikimedia.org/w/index.php?curid=39352497

    Sure, a spell caster might be able to use Message, or two people may have Sending Stone for magical cell phones. But, the Far Talkers converse over a distance of miles, not feet. They speak with many, not one, signaling a warning or just chattering about the weather. Far Talkers and Messengers help societies that stretch over leagues communicate and maintain a culture.

    Far Talker

    You have the ability to converse over miles, sending messages for a government, faction, or some other organization. In war societies seek your aid to help units communicate. In peace you and other Far Talkers help connect towns and cities, or just keep two distant wizard towers in touch.

    Familiar with how the weather impacts your mode of speech you have learned the winds and rains of many lands. Expected to see or hear things at a great distance your senses are strong. You may be an expert at the drums, but you have heard of others who use whistles, tree beating, smoke, flags, or other instruments. No matter what tool is used your messages are simultaneously public and semi-secret.

    Skill Proficiencies: Perception, Nature
    Tool Proficiencies: One musical instrument
    Languages: One additional, plus the ability to Far Talk in Intelligence bonus languages (minimum 1)
    Equipment: A symbol of service to a government or large church, a gaming set, a spyglass or musical instrument, traveler’s clothes, a notebook with notation for your type of far talk, 1 day rations, pouch with 2 gold

    Feature: Far Talking

    Using your chosen tool you can communicate over a distance of 6 miles when outdoors, and twice normal speaking distance when indoors, in a number of languages equal to your Intelligence bonus (minimum 1). Extreme weather may make those long-distance conversations more difficult.

    When you meet another practitioner of the Far Talking arts they are always one step friendlier than their companions or social situation would indicate. For example if two scout groups from warring nations met their far talkers would be indifferent while everyone else was hostile. This is true even when the far talkers in question use different languages and tools to talk.

    Learning Far Talking

    A character without the background can learn Far Talking per the rules to learn a new language. They would then learn one method of Far Talking for a single language.

    Some groups of druids, rangers, and their allies might spend time learning Druidic spoken via Whistle Cant. A fleet of pirates could all know Yodeling. Have fun with this.

    Types of Far Talkers

    Roll on the table below or pick your favorite

    1. Whistle Cant
    2. Talking Drums
    3. Smoke Signals
    4. Signal Flags
    5. Tree Drumming
    6. Yodeling/Throat Singing
    7. Bugle
    8. Optical Telegraph

    As always, seek ways that cantrips would enhance these. Those that rely on sound would be amplified by Minor Illusion, Thaumaturgy, and can you imagine Thunder Clap sent through a massive bugle-like device. Those that need light can be made more useful by Prestidigitation, Dancing Lights, Light, and Minor Illusion. A world of magic would have Far Talkers that can speak across many miles.

    Personality: Use the Soldier or Folk Hero personality traits for now. When the Background project is done each new Background will have traits, ideals, bonds, and flaws that are unique to the Background.

    Design Goals

    The Far Talker started out from two different ideas — I wanted to create Whistle Cant as a kind of alt-Druidic and my desire for the Messenger Background. The Messenger became two different Backgrounds. That Messenger will focus on the people who deliver physical messages by walking, running, riding, etc. The Far Talker is the other version. Rather than become Druidic, Whistle Cant became a type of Far Talking, and one of several examples of alt-languages that a Far Talker might specialize in.

    Custom Backgrounds for 5th edition Dungeons & Dragons

  • Bladesingers and Eldritch Knights should have Smite and Strike spells

    Bladesingers and Eldritch Knights should have Smite and Strike spells

    Using Green-Flame Blade, Booming Blade, and Lightning Lure gives these two subclasses much of the feel they need. Both invoke a feeling of characters who use their weapons while slinging spells. So does the Hexblade, the Battle Smith, some Paladins, and some Rangers.

    Unlike when the Hexblade and Battle Smith were added to the game, the Bladesinger and Eldritch Knight didn’t get access to spells like Thunderous Smite or Zephyr Strike or Ensnaring Strike. The Smites all fit the two narratives. The Strikes are just the two previously listed and Steel Wind Strike.

    Photo by Anastasia Lashkevich on Pexels.com

    A Dungeon Master that adds these ten spells for their players helps that player play a character who fits the mold as a weapon-caster. Giving a PC a few moments a day, because they take spell slots, when that character emphasizes the vibe of the fiction that inspires their character is great. They aren’t stepping on the toes of the Paladin (who has the Smite feature still) or the Ranger (because Favored Foe and Hunter’s Mark are their combat signatures).

    Ten spells and your players will be more like the character they want to be, without the need to be a Hexblade sworn to a odd mystical sword, a Paladin sworn to a cause, or a Ranger protecting civilization from the Wildes.