Category: Playing D&D

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

  • Add these prehistoric beasts to your animal companion and familiar catalogue

    Add these prehistoric beasts to your animal companion and familiar catalogue

    Who didn’t grow up loving dinosaurs? The massive ones were essentially real-life kaiju, and they populate so much Dungeons & Dragons lore. But prehistory also has smaller dinosaurs. These too belong in your D&D games. They make perfect low-level scene setting creatures — even more special they offer player characters new choices for Familiars and Animal Companions.

    Via SyFy we learn of a small pterosaur that’s pretty darn cute. The sinomacrops bondei would make an excellent scout and their tiny little hands might be able to hold some spell components or messages.

    Full Size paleoart courtesy of Zhao Chuang available at link

    For stats, use a common bird – the Owl makes the most sense. But Ravens with their mimicry may make sense for you character. A talking tiny ‘saur that flits and floats about to help your wizard? Perfect!

    The fact is that the world of inspiration for other beasties to be your best friend. From small carnivores like the Taien Sahul to the Sinomacrops Bondei your companions do not need to be confined to what is in the basic rules.

    Dragons of Wales has wonderful art that fits many micro-dragons and ‘saurs.

    There’s so much out there. Your world is a fantasy with imps and elves. Your companions can be beasts that are unreal, but power appropriate. Some may even have minor magical powers, slightly shifting their “natural” abilities because if your characters are imbued with magic, shouldn’t their animal companions also be blessed with fantastic abilities?

    Updated: Add these pre-whales too.

    https://twitter.com/ddoniolvalcroze/status/1382369065277132801

    Updated again for this rhino-buffalo thing.

    https://twitter.com/ddoniolvalcroze/status/1384873844519759875

  • Orne Willowrush – an NPC for your adventuring needs

    Orne Willowrush – an NPC for your adventuring needs

    Opening up an NPC creation series with a character I should have made ages ago – one with glasses. If you don’t know me, I’m basically finger-blind. Without glasses or contacts I am unable to count how many fingers you would be holding up if you are more than a couple feet away from me. And yet, I never have played a character or NPC with glasses. I actively avoided it.

    After reading Deven Rue’s recent post about embracing characters with vision impairment or blindness I decided that needed to change.

    Heading over to DM Heroes, I hit the random button until it turned up a character with glasses. Then, it was about creating a character with an interesting background who was not a quest giver. Because as Rue says, “Make us non-quest related. Just people in your world. Living. Existing.”

    Meet Orne Willowrush

    This image shows the bust of an older male halfling with somewhat receding grey hair that is swept back. He wears glasses and has a thin mustache. His clothing looks like it could be a rough robe or shawl shirt. It is light brown.
    Created using DM Heroes one of my favorite NPC art tools

    First up is a Simple Index Card Version of an NPC. These are designed so with just a few words you can know who an NPC is from a basic description of appearance, to some basic motivations. In Willowrush’s case he’s a former soldier who once fought for the realm, but now works as a cooper. In my deep belief that everyone in your D&D world should have a hobby he is a fisher. He is not skilled in fishing though. He just enjoys doing the calmness of fishing with his friends. He can get dreamy about his past, but also doesn’t like to talk about it. Orne recently lost his beaver – Tryn. He’s just newly bonded with an otter – Orla.

    Orne’s best friend is a librarian named Incirion Vadu, a goblin. You can often find them at the river together, ignoring work. Incirion knows Mending, and will often have an extra pair of glasses for Orne.

    Orne Willowrush

    Dexterity, Strength +1Stout Halfling, Conscript Fighter (3)
    Constitution, Charisma -1Cooper | Woodworking Tools, Fisher’s Tools
    Padded Armor, Common Clothes, Glasses, OtterWinestar, Lemplet Place
    Staff, adzeWants to relive past glories
    Modest lifestyle, and will buy you a glass of wineDaydreamer, Reticent, Recently lost his beaver companion
    An otter peers out from a small cave.
    Photo by David Frazer on Pexels.com

    If you want him built as a fully playable character I’ve added him to my DnDBeyond Community Characters campaign. Orne on Beyond is a Scout rather than a Conscript, so as to not introduce new rules.

    Winestar, Lemplet Place

    A map of Lemplet Place, a fictitious town. The river runs from south to north into a bay. There are seven neighborhoods with three being inside or somewhat inside the walls. Main roads leave to the east, the west, and the northwest. There is a castle, a green, and a large temple.
    Built using the Medieval Fantasy City Generator

    Winestar is a neighborhood built along the rolling ridge of the Lemplet River. It’s a mix of farmsteads with a few crafts to support their needs. Most of the good produced enter the walled part of the city via barge or float. The Spring, across the river, is up on a cliffside, and is generally more wealthy than Winestar, especially those parts that are next to the castle walls. Within Winestar you will, of course, find many small vintners, with most of the homes at least having a passing hobby of wine creation. In general, Winestar produces luxury goods whereas Northroad is sustenance farming.

    Lemplet Place is a city of about 4,300 people.

    1. Blackbridge – known for the eponymous bridge, the downtown of Lemplet Place
    2. Tidewater Place – the slums, used to flood with high tide
    3. Castle Lemplet – originally built as a exterior castle, the city has grown around it
    4. Trollrock – the northern block surrounds a huge rock hill with a cave inside, no trolls though
    5. Northroad – sustenance farming
    6. Winestar – grapevines, orchards
    7. The Spring – for the wealthy that moved out of the city

    How will you use Orne Willowrush in your campaign?

    Fediverse Reactions
  • Naval Skirmishes and Battles for 5e D&D

    Naval Skirmishes and Battles for 5e D&D

    This set of rules was shared with me by one of my fellow players in Arise & Descend. When they aren’t playing in our near-weekly game they also DM. Recently they noticed a gap in rules for naval warfare. Unlike Ghosts of Saltmarsh, this rule set is for when the party are on other vessels in a fleet or when the story may demand that the group zoom out from the single ship to a small conflict between two fleets.

    Dave, not me, my friend, asked if I would share these for feedback. I have edited for copy, but have not playtested these rules.


    On Ships and Naval Battles

    A Naval System for 5th edition Dungeons & Dragons

    By Dave

    Tall ships on the sea are a great setting for a D&D campaign. The romance of the high seas has driven stories for centuries, and finding adventure there can spice up any campaign.

    I have a homebrew campaign running, and in it my players have gotten themselves involved in a civil war on an island nation. Of course, any war like this is going to involve some pretty intense naval battles that I wanted my players to take part in.

    However, when I looked into rules and systems for running naval battles, there wasn’t anything that really worked for what I wanted. There is some really fun stuff in the Unearthed Arcana “Of Ships and Sea,” which was refined for the Ghosts of Saltmarsh adventure. Those are great if you’re running a full on naval campaign, with all sorts of rules for maintaining a crew and a ship over long periods of time. 

    What I couldn’t find, though, is something for a major set piece battle to conclude my players current story arc. So I’ve come up with some rules and a system for running a naval battle that I think could be useful to other DMs looking to change up their player’s experience.

    One quick note at the top: This system assumes your PCs will be on the ships, and that the players themselves will make decisions for those ships. Story-wise, this creates a bit of a problem. Either your players are in command of the ships they’re on or your players are controlling an NPC instead of their own character. If you’re like me, and you’ve always wondered why Han Solo was given the rank of General when he’s done nothing to qualify for that rank, the former is a bit hard to swallow. But some players won’t like the way the immersion is broken for the latter. It’s a small wrinkle, but it’s still there, and you might want to address it with your players.

    Preparation and Ship Stat Blocks

    Rather than playing as a character, each player will take over a ship. Each ship will have a stat block which will include Strength, Dexterity, and Constitution scores. Wisdom, Intelligence, and Charisma scores will all be zero. Ships are also immune to most effects, because they’re… ya know… ships. They are vulnerable to fire attacks. 

    Strength will relate to the amount of damage each attack can cause. The modifiers for various attacks will be based on this score. You add some flavor to this by giving a bonus to a STR score to a ship with a veteren crew, or a penalty to a ship with lots of novice or pressed sailors who aren’t as motivated.

    Dexterity will relate to ship movement and speed. A ship’s base speed is 300 feet, adjusted for 50 feet per Dex modifier. For example: A ship with a 14 Dexterity (+2) should have 400 feet of movement. Ships get -3 to their Dexterity score for each size above large.

    Constitution works similarly, but will relate to ship AC and hull HP. The base hull HP is 100, adjusted by 10 HP per Con modifier. For example: A ship with a 16 Constitution should have 130 HP. Ships should get +3 to their Constitution for each size above large.

    On top of hull HP, each ship will have a number of crew members. Max crew number should be equal to the length of the ship. A large ship (100 feet long) will have a max crew of 100, whereas a gargantuan ship (200 feet long) will have a max crew of 200.

    Max crew is in relation to the number of actions a ship can take.  A ship can carry more than its max crew, but cannot take anymore actions because of it.  For example, if a ship with a max crew of 100 gains 30 more crew after sinking another ship, putting it’s total at 130, it still can only take four actions.   

    Ships get one action per 25 crew members per turn, rounded down. For example, a ship with 100 crew members gets four actions per turn. But as they lose crew members, they lose the manpower to do as much. So once they go below 100 crew members, they only get 3 actions. A ship with 25 or fewer crew members cannot attack. They can only change course, make repairs, or tend the wounded.  

    • Note: When building your stat blocks, make sure to pay attention to how each ship is balanced. Perhaps a flagship of the fleet has 200 crew members, meaning it gets eight actions. But such a large ship is ungainly and probably has half the movement of a smaller ship. You might even consider saying changing course on a ship that size takes two actions.

    The ship’s actions are as follows

    • Change Course, Drop, or Raise Anchor:  Ship changes to a different heading, drops anchor to stop, or raises anchor to get under way. 
    • Arrow volley – Ranged Weapon Attack: + STR to hit. reach 150/400 ft., one target. Hit 2d10 + STR crew. 
    • Ballistae – Ranged Weapon Attack: + STR to hit. reach 200/500 ft., one target. Hit 2d12 + STR piercing damage to hull HP.
    • Take Cover – Crew members are ordered to take cover. Arrow volley damage (crew casualties) is halved.
    • Repair damage – Crew members repair their damaged hull. Heal 1d10 + CON hull HP.
    • Tend the wounded – Crew members give medical treatment to their fallen crew members, allowing them to return to the fight. Replace 1d8 + CON crew.
    • Grapple and board – When a ship moves within 50 feet of another, they can attempt to grapple and board. The attacking ship will roll a Strength check +1 for every 10 crew members rounding down contested by a Constitution save +1 for every 10 crew members rounding down. The boarded ship can choose to fail this save. Once the two ships are grappled together, they are both restrained.

    After including all the actions, a ship’s stat block should look like this

    When a ship’s hull HP drops to zero, the ship sinks. Any ship that enters the space in which a ship sank may pick up the remaining crew members. All crew members will be rescued. If an ally of the sunk ship moves into the space they add all the crew members to their current crew. If an enemy ship moves into that space they add half the crew members to their crew. 

    This is because sailors don’t want to drown and know that if they try to fight the ship rescuing them, they will be left behind. Half the surviving crew members will join the fight in the new ship because they’re either pressed or sailors for hire therefore sailing for one ship or another is all the same to them. The other half will willingly go below decks as prisoners as that’s preferable to drowning.


    Setting up Battle

    The battlemap for these engagements should be a grid on primarily open sea, though some islands or a coastline can certainly add some tactical flavor. One square on the grid should equal 50 feet. Since ships are large and slow-moving objects in a large area, each round is equivalent to about 6 minutes. Ships will be sized to 50 foot squares.

    • Medium = 50 feet long (a large yacht)
    • Large = 100 feet long (a sloop or a brig)
    • Huge = 150 feet long (galleon or a schooner)
    • Gargantuan = 200+ feet long (frigate or Ship of the Line)

    Movement

    When it comes to sailing ships, the wind is an important factor. A token should be placed on the map to indicate the direction of the wind. A ship may not sail directly into the wind, but can sail at a 45 degree angle towards the wind. Ships sail fastest going perpendicular to the wind, so when they head 90 degrees from the wind, they have full movement. Sailing away from the wind is the slowest, so ships headed the same direction as the wind have one-third speed, rounded to the nearest 50 feet. Quartering the wind (45 degree angle in any direction towards or away from the wind) will give ships two-thirds speed rounded to the nearest 50 feet.

    In practice, it should look as follows. The diagram below is for a ship with 300 ft of movement:

    It takes one action to change course or drop anchor to stop, but if no action is taken to correct course, the ship will spend it’s full available movement each turn continuing in the same direction.

    If a ship’s movement will lead it to hit another ship or some other obstacle, it must use one of its actions to change course or stop.

    A ship cannot attack through an allied ship’s space, but must move to a space with a clear shot at its target if it wants to take an attack action.

    Boarding Rules

    Of course, no high seas adventure would be complete without the chance to board another ship. As an action, a ship within 50 feet of another can take the Grapple and Board actions. If that action is successful, the two ships are tied together and restrained. While two ships are grappled and restrained, they attack each other. Each ship gets one action for each 25 crew members rounding down per round.  They can attack or retreat and break free. 

    • Attack: +1 for each 10 crew members rounding down. Damage 1d10+1 for each 10 crew members rounding down.
    • Retreat: Strength check +1 for every 10 crew members rounding down contested by a Constitution save +1 for every 10 crew members rounding down. The enemy ship can choose to fail this save.

    Once one ship has less than half crew, the rest of the crew will surrender. If a ship already is down to half a crew, it will surrender as soon as it is grappled. The winning ship has two options:

    • Bring captured crew aboard their own ship, adding half of the surviving crew of the captured ship to their crew member total (and taking the other half prisoner), and scuttling the captured ship.
    • Add half the surviving crew of the captured ship to the crew member total (taking the other half prisoner) then split the new crew total evenly to take command of both ships.

    If your entire party is on a single ship, or if more than one of your player’s ships grapple on to a single enemy, you might want to replace this grapple roll with a full encounter and ship-based battlemap.

    Adding Your Player’s Traits

    Most of these ships will be pretty similar in capabilities. But you can add some variation to these fights by giving bonuses based on your players’ character classes and traits. Story-wise, your player’s heroes will have spent some time with the crew members of their ship teaching them some new skills and talents, which gives those crews certain advantages in battle.

    For example, in my campaign, I have four PCs, a Barbarian, a Paladin, a Ranger, and a Wizard. For my final battle, I will have them all on separate ships (which each player will control), and give the following bonuses:

    • Barbarian: He’s great at close quarters combat so his ship will have advantage on his Grapple and Board Strength check and +5 to his boarding attack.
    • Paladin: She’s a healer and a tank so her ship will be resistant to Arrow Volley (she loses half the crew members per volley, down to a quarter with the Take Cover action), and she has a +5 to her Tend Wounded action.
    • Ranger: She’s a classic ranged fighter so her ship will have no range disadvantage for her Arrow Volley or Ballistae actions, and get a +5 to her Arrow Volley damage.
    • Wizard: He loves to cast Expeditious Retreat on himself and keep moving in battle so his ship will have an extra 150 feet of movement, and he can add fire damage to his Ballistae action.

    You should add your own bonuses based on the personality and favorite tactics of your characters. 

    Final Notes

    Another big change you could add to this is adding cannons, assuming you’re playing with the Firearms rules. Since I don’t use them in my campaign, I didn’t think too hard on how they would work. But that doesn’t mean you couldn’t adapt this for Firearms rules.

    An optional rule you might use is to add changes to the wind direction.  If you want to use this, choose a random interval (or roll for one) such as 3 rounds or 15 minutes (real time), and roll either a d4 or d8 to choose a random change in wind direction.

    And finally, this is all pretty complicated, and might be a bit much to throw at a party in one session. I would advise bringing these concepts slowly. For example, put your players on a single ship that you control, and give them each one of the ship’s actions to use as they see fit. Then you can slowly bring in concepts like wind direction, movement, or boarding one at a time, so that by the time your players reach their climactic battle, they are comfortable with all these rules and the tools at their disposal.

    Hopefully this can give you a framework to build an epic and memorable naval battle to your campaign. If you have any thoughts or suggestions for improvements to this, I’d love to hear them.

  • Measuring long distances in D&D – time matters

    Measuring long distances in D&D – time matters

    Distances in the modern world are measured quite accurately. Whether you use Google Maps (or whatever your favorite similar app is) or even just wayfinding markers, much of the inhabited world is known. The distance from place to place is precise. But when you’re wandering the wilderness your characters do not need that level of precision, nor would they have it.

    A sign indicating a distance of 1/4 mile or 400 meters from the last marker.

    Miles, why?

    A mile originated as 1000 paces of road and marked off by an ancient fallen empire. It later gets corrupted by locals to mean dozens of dozens of slightly different things. They only make sense in a world where there was a unitary fallen empire that had a vast majority of its residents be of the medium races.

    This makes sense in some fantasy worlds, but not many. A single cohesive empire within the primary region is a story that is sometimes told, but only those that marched soldiers would use a mile.

    Now, for players, rather than characters, the mile has the advantage of being what Americans use for distance, and the majority of Dungeons and Dragons players are Americans. It’s a handy shorthand for distance.

    It remains though a measure of distance with an accuracy that is meaningless. It does not matter if the next village/cave/castle/dragon is 7.2 miles away.

    Immersive Travel Distances

    What matters is “how long does it take to get there?

    That’s what characters need to know. Thereby that’s what DMs need to know. Travel time is the key. How many encounters (social, exploration, or combat) will happen during the journey. Do the characters need to stock up on supplies? Do they need to find a cart or mount due to the distance? Do they need to hurry?

    So throw out the mile. It’s unnecessarily precise for your game. Just like the number of minutes you travel don’t matter in the majority of your sessions. Abilities that impact travel are measured in time, not mileage.

    Replace miles with a measure of distance that relates to what the characters know. Make it simple enough that your players know what it is as well.

    Introducing the League

    Borrow from the league. This is a great measure to use in your game world. Yes, it’s also based in that ancient empire. In this case it was the marching distance that a soldier could travel on a road in an hour. It works out to basically 3 miles, which is extra handy, because that’s the number of miles that D&D says a human character travels in an hour.

    This means you do not need to convert any of your maps that display mileage. Just divide it by 3 and you know how many leagues separate the two locations – easy.

    Throw in some variants similar to Welsh measures of distance with the short yoke, the lateral yoke, and the long yoke, and you can capture the nature of travel by shorter races, pony/dog/donkey, horse. These slightly different names help with immersion because in D&D there are essentially four different speeds that matter.

    Photo by Anugrah Lohiya on Pexels.com

    Travel Distances Chart

    Race, Creature, or VehicleCombat SpeedHourDay
    Halfling, Gnome, Kobold, Goblin25′ or 5 pacesShort League (2.5 miles)Short Journ’ or A Daylong (20 miles)
    Human, Elf, Dwarf30′ or 6 pacesStandard League (3 miles)Daylong Journey (24 miles)
    Cart, Dog, Pony40′ or 8 pacesLateral League (4 miles)Daylong (28 miles)*
    Horses60′ or 12 pacesLong League (6 miles)Long Journey (36 miles)*
    *animals don’t like being ridden for quite as long as humans like to march.

    Introducing the Daylong Journey

    That last column is another measurement that matters – the day. In a given adventuring day a party should take two rests and a long rest. They could do those overnight or during the daylight, depending on the party makeup and whether there is a need to hide from baddies.

    Take those rests whether or not there is combat. The fact of the matter is that when people or horses march of hours and hours and hours they need to rest. There’s even a mechanic for forced marches (pg 181 of the PHB) if you want to avoid those rests and push through. Those groups run the risk of exhaustion.

    There is no historic English word for a daylong journey, so just call it a daylong journey in Common. But also recognize that some societies might abbreviate it. The common perception of halflings in most fantasy worlds might call it a Joun’ or just a Daylong. Those cultures that use carts or dogs or ponies might not use a different word. They just know they travel a tiny bit faster, but not a lot faster than humans.

    You can still use the page 182 PHB chart about Fast or Slow travel too. Fast travel is 33% faster than normal travel and harms your passive traits like Perception and/or Survival for tracking. Slow travel is 33% increase in time spent travelling, but you can use Stealth for the group (as a reminder a group check means each player rolls for success and if 50% or more succeed the group succeeds).


    To Sum Up

    • Don’t get caught up in granularity.
    • You’re going on an adventure, not a trip to the grocery store.
    • Do use measurements that your characters care about – a league and daylong journey.
    • Use a system that most of your group likes, which could still be the boring mile.
  • Your D&D characters should have hobbies

    Your D&D characters should have hobbies

    The mechanics of Dungeons & Dragons don’t force you to choose a pastime or hobby. Outside of Bards and the various Backgrounds that include entertainment and arts there is no obligation or hint that a character should do things besides fight, interact socially to solve or cause problems, or explore a wildernesses and dungeons.

    With a limited number of skills and tools you might weaken your character if you take something without a direct impact on their ability to perform as an asset in the adventuring party – so what?

    Be a tiny bit weaker and add something that your character enjoys doing that has nothing to do with defeating dragons or wandering dungeons. In the real world in the eras upon which D&D reflects, this was common. Commoners worked less than we do in the modern era.

    There’s a reason that there are giant stadiums more than a 1,000 years old scattered around the world.

    Various MesoAmerican Ballgames stretching through modern Central America, the Caribbean, and even into Arizona. Sports were commonplace in the eras that inspire many Dungeons & Dragons worlds. That’s why you should add them to your world.

    But it’s more than just sports.

    Look at games like draughts, chess, mancala, 9-man morris, hnefatafl, and others lost to history. People had time. They did things with that time that they enjoyed.

    They sang songs. Told tales. Wrote dumb epic poems that we still read.

    So what does your character do when they aren’t living their life and when they aren’t dungeoning or dragoning?

    Burn a tool or skill on this – or don’t! – maybe they enjoy doing something that they are bad at.

    Maybe your next PC or NPC is the world’s best tafl player, or the local community’s worst singer. Maybe they make little sweaters for the elves that aren’t actually elves, and then they meet real elves. Maybe they are the old man that talks story to the children of his town.

    These elements may show in just a sentence or two in a given gaming session. That’s okay. It’s part of who they are and what they do, even if a d20 isn’t involved.