r/DnD • • 15m ago

Out of Game Question for the players. Who is your favorite and the least favorite character you’ve played?

• Upvotes

My favorite character I’ve played is probably Ma’ark. He was the first character to have a arc where he decided to accept himself as a mimic instead of just mimicking the person he watched die, he still uses the name but now it’s more of a way to remember him instead of trying to impersonate him

My least favorite probably has to go to CR, I do really like the idea I had for him, but he was a backup character, and I wasn’t expecting to use him. Plus, I had a lot of trouble coming up with motivations. He’s a robot that has the main Ai, then it has a virus and then a ghost controlling it, pretty much how I played him is I would roll a dice between sessions to see who is in control. (the only good thing is that the next campaign, the DM‘s doing the virus is going to be a main pot point since he ended up getting separated)


r/DnD • • 35m ago

DMing Need Help With A Campaign Idea

• Upvotes

Hi! I'm writing a campaign right now, and I'd like the main conflict to be Hell freezing over. I've tried looking at conclusive ways it could work but I can't find any that seem solid and concrete. My plan is to base the rest of the story around how Hell could freeze over, but for the life of me I can't really figure it out. I don't have any other specifics in mind, except for it is set in Faerun. So I'm really looking for any and all ideas. Thank you!


r/DnD • • 43m ago

Resources What dnd podcasts do you listen to? (Non playing)

• Upvotes

I listen to Total Party Skill. They talk about Dnd rather than playing a campaign. Do you have any similar recommendations?


r/DnD • • 44m ago

5th Edition Need help sending things to the astral plane

• Upvotes

Hi I am still relatively new to dnd but I have an idea for my character that would involve me needing to send enemies/npcs to the astral plane. I know of the bag of holding in another bag of holding thing but don’t wanna waste the items especially early on when I can’t afford them. My plan is to start Druid and spec into wizard later on when I can. Is there any ways maybe even earlier on to send them to the astral plane? Any help is welcome but bonus points if it’s a funny technicality!


r/DnD • • 1h ago

5th Edition Mathfinder explores bounded accuracy in the context of 5e’s design goals

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• Upvotes

r/DnD • • 1h ago

5.5 Edition Good tile/token set? Or perhaps battlemap set?

• Upvotes

I'm new to GMing and I'm looking to upgrade from using dice, coins and gift wrap for my NPCs and battlemaps. I know I can buy a grid and set of markers and call it a day, but I'm curious if there's any good bundles or kits out there that could cover a low fantasy campaign.


r/DnD • • 1h ago

Giveaway [OC] [GIVEAWAY] I Made a Folk-Horror One-Shot for 5E/5.5E - Win One of 5 Digital Copies for Halloween

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• Upvotes

Hi everyone!

I really enjoyed running my Kobolds & Kobolds giveaway here, so with Halloween coming up, I wanted to come back with something a little darker!

I’m giving away 5 digital copies of my new adventure, The Red Tithe, through DriveThruRPG, with one copy each for 5 winners.

What is The Red Tithe?

The Red Tithe is a dark fantasy and folk-horror one-shot compatible with 5E (2014) and 5.5E (2024), designed for 3-6 characters and approximately 4-6 hours of play.

For generations, the isolated village of Hollowmere has maintained a terrible tradition: whenever nightmares and supernatural disturbances plague the settlement, one villager is sacrificed beneath Saint Harrow’s Church to keep an ancient horror imprisoned.

But this time, something has gone wrong.

A blood-covered survivor has fled the village, claiming that everyone is dead. The supply wagon has failed to arrive, and the adventurers are sent to investigate what happened.

The adventure combines investigation, exploration, roleplaying, moral dilemmas, and challenging combat. As the characters uncover the truth behind the village’s tradition, they’ll have to decide how far they’re willing to go to save those who remain.

One of the things I wanted to do was make the same story playable at three very different level ranges:

  • Tier I: Levels 3-4.
  • Tier II: Levels 10-11.
  • Tier III: Levels 17-20.

Each tier has adjusted encounters, DCs, and enemies, including a different manifestation of the adventure’s main antagonist. You can run it as a standalone horror session or work it into an existing campaign.

The manual also includes 6 custom monster statblocks, 3 battle maps with 8 total versions, and 4 tokens for tabletop or VTT play.

How to Enter

Just leave a comment on this post.

Any comment from an account that is at least 3 months old counts as an entry. One entry per account, and no purchase is necessary.

If you’d like something to talk about, I’d love to hear what makes a D&D horror adventure genuinely unsettling for you. But answering that is completely optional; any comment counts!

The giveaway closes on Friday, October 23, 2026, at 8:00 PM CEST / 7:00 PM BST / 2:00 PM EDT / 11:00 AM PDT / 6:00 PM UTC.

After it closes, I’ll use RedditRaffler to randomly select 5 winners and edit this post with the public results. I’ll contact each winner directly with a code to redeem their digital copy through DriveThruRPG.

All five prizes are digital, so there are no physical-shipping restrictions for this giveaway.

You can check out The Red Tithe on DriveThruRPG for more details. I’ve also shared preview pages, maps, and a monster statblock over at r/JonnyDM if you’d like a closer look.

Good luck, thank you for supporting my work, and I hope Hollowmere finds its way into a few of your Halloween sessions!


r/DnD • • 1h ago

4th Edition Epic 4th edition.

• Upvotes

I've heard that 4th edition has 20 - 30 epic adventures but I don't know what book those are in. I do want to start buying random things.


r/DnD • • 1h ago

5.5 Edition Help With a Trap I'm Setting For My Players

• Upvotes

Hi everyone!

So I'm DMing for a level 12, 5-player party in a homebrew world. They're walking into a trap, and I need ideas on how to lay it out.

Context:

There is a civilization of barbarian cultists working with demons to invade a city in just over a week. The party has been on their trail for a while, and recently got word from an informant that the demon leader of the cult (the BBEG) is holding a ceremony in a large chapel in the cultists' homeland that will grant him immense power. It will also be attended by the six Tiefling leaders of the barbarian cultists, plus the BBEG's six top demon generals. All the top people in one place, a chance to take as many of them out as possible in one fell swoop. And the cherry on top? The informant swapped the macguffin in the BBEG's ceremony for a fake.

Thing is, the informant the party got this info from? He's the BBEG's right hand man. The party knows this. They've fought him before after he seemingly betrayed them, but came to them with this info. But he lied, and the party believed him. The ceremony itself is real, but it happened two days ago. The party is walking into a trap.

The idea so far:

I wanna get this out of the way first: I don't wanna kill my party. That's not the goal. The ideal aftermath of it all would be to have them be captured and brought into a gladiatorial arena as prisoners and have to find their way out at some point.

As for the trap itself, I wanted to try to lure the party in with fake audio of the real ceremony playing on speakers inside the chapel (cultist chants, demonic screaming, etc). Then, once inside and realizing the whole place is empty, light the fuse on whatever explosives may be inside, rocks fall, everyone's knocked out. Yay.

The problem:

As you can tell, the plan isn't very complex. What if the party scouts out the area before the "ceremony" takes place, leading them to discover it's a trap? What if they don't want to enter the chapel?

It's fine if they leave unscathed, of course. It's a game of choices after all. But I wanna try to give this trap as much of an advantage as possible, and if my players outsmart the plan, hey. Fair enough!

So my question:

Does anyone have any suggestions on how they might lay this trap out? Any contingencies they might put in place, or obstacles they might put in the way? What methods might you use to subdue the party? Do you have any ideas for an alternative trap all together? For reference, we have an Ancients Paladin/Fey Warlock, Bear Totem Barbarian/Soulknife Rogue, Bladesinger Wizard, Order Cleric, and a Gloomstalker Ranger/Assassin Rogue.

Any help is appreciated!

Side note: I had a conversation with my party once before, where I asked if I could give them a "scripted loss" for the sake of making the story more interesting. They OK'd it, not knowing when I planned on using it. I've been considering it for this upcoming encounter. However, if I can help it, I'd like to find a way to lay this trap out without doing so!


r/DnD • • 1h ago

5th Edition What type of elves were the ones that became now shadar Kai

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• Upvotes

r/DnD • • 2h ago

Art Galleon WIP [OC] picture

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9 Upvotes

My son and I decided we needed a ship for our DnD campaign since we just stole one in game from some pirates. Done printing and finally starting to glue things together. After it’s glued I’m going to experiment with plastic welding on some scrap parts to see if it works on wood fill PLA and then find out if I can hide it with a 3d pen. Then glueing each layer to a thin piece of plexiglass to make sure it doesn’t come apart.


r/DnD • • 2h ago

Art Giant Cauldron [battlemap] - Free Patreon memberships this October only from Angela Maps - 3 versions! [animated] [art]

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2 Upvotes

To celebrate Angela Maps turning six, free 7 day memberships are available on my Patreon now, only this October!

Double, double toil and trouble, fire burn and cauldron bubble! As the days shorten, chill winds rise, and the weather cools, what could be better than a lovely pot full of soup? Of course, you’d feel a little different if it was a hexed blood soup, and you and your cohorts had been shrunk and tossed in as some of the main ingredients! Fully animated and available in two additional witchy variants, with a bubbling green brew, and a pot of actual, delicious veggie soup, toss your players right into the spooky season with this map, along with a pinch of salt!

My maps are hooked up to work with Foundry VTT and Fantasy Grounds.
My maps are available on my patreon and my website.
Buy me a coffee!


r/DnD • • 2h ago

DMing Hidden Passages

6 Upvotes

Wondering what is the best way to elude to secret passages/hidden doors within a dungeon without making it too obvious by saying something like "there's no moss on one portion of the wall" or without having them search the entire room because you gave no clues at all? Do you try and balance the fact that there may be traps and still make it obvious so they have to risk it being a trap or treasure?


r/DnD • • 2h ago

Art [Art][Comm] Sister Fletcher Hellknight

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19 Upvotes

r/DnD • • 2h ago

Misc I know nothing about dnd

0 Upvotes

Me and my 4 friends want to start a dnd campaign but all 5 of us dont know anything about dnd and we can only play online how do we do that? Thanks.


r/DnD • • 2h ago

Art My Great Old One Warlock, Iski [Art]

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5 Upvotes

Poor girl thought she was a cleric of Fithorai (a homebrew god of rot and decay), but she's actually an unwitting warlock of Moander. Turns out the monestary she grew up in was slowly and subtly taken over by Moander cultists, and the ritual she underwent to become a full cleric of Fithorai was actually a ritual to infect her with Moander's influence.

Now, because of that influence, she's slowly rotting from the inside out. Moander has infested her brain and can see and hear through her senses (which has resulted in me, the player, being blindfolded at the table as everyone around me talked in code about our plans when we had to launch an assault on a forest Moander had blighted. It was very fun).

But it's FINE. We'll figure it out (or die trying)! Surely her faith in Fithorai will save her. Surely Fithorai is real. Right?


r/DnD • • 2h ago

5.5 Edition Inventory Management and Dungeon Layout Questions

1 Upvotes

Hello,

I am wondering if anyone has any ideas for encumbrance/inventory/resource management beyond just adding up random weights

I thought about making an inventory similar to ARPG style for my characters like Path of Exile or Diablo and having each piece of gear take up a slot and then having a grid with each piece of loot taking up certain amount of squares, but not sure if that would cause to much moving things around and still a lot of tracking.

The reason why is because they are about to enter a dungeon and I want to make is somewhat OSR style/dungeon crawl with some resource management but don't want it to feel like they have to continuously be adding and subtracting numbers. If anyone has any suggestions let me know!

Also if anyone has any suggestions on managing characters with dark vision within a dungeon I would take those as well as a system of how to have the map somewhat drawn out but only showing the characters whatever room/area they can see. I thought about just having extra pieces of blank black paper to cover the areas they cannot see and just pull it away as they move which may hopefully encourage them to take notes/jot down the layout on their own hoping that they don't get lost?

Let me know your suggestions on this, or if you all think not having inventory management system or just drawing out the map room by room and leaving it revealed is a better idea open to reasons why on that as well!

Thanks!


r/DnD • • 2h ago

Resources Dragon born druid

0 Upvotes

Im wondering what sorce books I would need to buy that would have all the stuff that would benefit a dragon born or a druid . I already have fizbins and Tasha's I just need a list of other books I could buy irl or on dnd beyond


r/DnD • • 2h ago

Homebrew Punchy Wizard Homebrew Subclass

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0 Upvotes

r/DnD • • 2h ago

5th Edition MvP Vote system: Bad or Good idea?

0 Upvotes

So, I've been playing a 5e table for at least 6 months now, having played a total of 24 sessions. I joined the campaign when the group was already level 4, and so far we're level 7. The DM has created a system of MvP voting and the table have been using it even before this campaign started, where basically we privately vote for an MvP for each session and said person gets an inspiration for the following week.

Something has been troubling me for quite some time now, however. I've just created a spreadsheet of the MvPs on the table, and there's a clear discrepancy on it. So this got me thinking about what other people would think of it.

Basically, ever since I joined the campaign:

- Our Wizard got 30 votes, being MvP 11 times

- Our Fighter/Rogue got 26 votes, being MvP 7 times

- Our Druid/Ranger got 22 votes, being MvP 7 times

- Our Cleric got 11 votes, being MvP 3 times

- I (Sorcerer) got 10 votes, being MvP 1 time (shared with the wizard)

The way that I play my character is to be a support character, casting double Haste, sometimes using athletics to help the others, casting debuffs, and obvisiouly the eventual fireballs on group of enemies. I also try to take a big role helping the others with useful tools and spells outside of combat, like waterwalk, waterbreath, fly, navigation and etc, since our campaign is on the sea. I'm also a brazilian (only non-native english speaker on the group) and sometimes might struggle doing a formal RP, even though my character has 20 charisma.

Well, needlessly to say, I feel left out. I even try to make a different voice/accent/mannerism to the character, but it honestly feel like nothing I do is enough.

I've thought quite a bit on this topic, and maybe it's because I'm playing a support character and MvP votes usually don't go to the support. Or maybe I'm doing something wrong, being a nuisance on some way (I sort of suspect the MvP votes I got all came from the same person, only). I have already came to a conclusion that this table is a powergaming table, and I'm trying to adapt myself to that type of gameplay (example being: our characters each got 25k gp some sessions ago, at level 7).

But honestly, I can't help to think that because I joined the group later, I basically am considered an outsider, even after 25 sessions have passed. It's not about competition, but being silently told that "you're not enough, others are more fun than you are".

So I wanted to know what other people think about it. Does the MvP system work on your experiences? Am I doing something wrong? What sort of mentality should I change to make this system work for me?

If needed, let me explain what we also have on the table:

- Our Wizard loves to roleplay and is very good at it, especially when doing negotiations and such. He also takes several notes during the sessions, organizing our group treasure and all of that. He's also useful during combat with control spells, although doesn't usually care about it.

- Our Druid/Ranger is also very good at roleplaying, and alongside me he's the only one who makes a different voices. He loves to really get into his character. Some sessions ago, he was a Druid/Monk, but changed to Druid/Ranger after thinking his character wasn't doing much during combat and such.

- Our Cleric usually doesn't talk much and skips 1/3 of the sessions because of work/family, but his role is very defined as partly the tank and captain of our group.

- And there's the fighter/rogue, who really loves combat and made his character based around that. He's a newer player and honestly uses some rules that I don't quite fully understand it, but never really got the courage to confront it out loud for not wanting to be a nuisance. His AC is 26, he wears double sword and last session did a total damage of 70 on a single turn, while our druid/ranger did 37 while critting on the same round. Well, needlesly to say, the fighter is our heavy-combat machine and gets MvP when combat occurs and he deals lots of damage.

TL/DR: OP wonders about the MvP votes on their sessions for feeling like being left behind after almost 6 months on the table.


r/DnD • • 2h ago

DMing Dungeon Masters of reddit, could u help me incoperate a players ideas into my campaign ☺️

0 Upvotes

So ive DM-ed my first ever session (a One Shot called Wolves of Welton) last weekend and it was great fun, my 3 players received 800 Goldpoints together(roundabout 266 gp per player). And now im trying to come up with an idea for a Campaign, but my rogue wanted to incoperate a custom backstory. In summary those are the things he told me but those rather seem like vague or broad ideas i coud slightly alter and use differntly

-neutral evil, believes he can take/steal what he wants
-He was an Dirt poor orphan
- so He once stole from a King, was caught, and somehow managed to escape but now owes the King a large amount of gp
-saves up money to repay his debt
-he absolutly hates magic and thinks he can achieve his goals with human expertise and not some ''unreliable" sorcery

I want to include this one way or another, its not like he is asking me a horrendous difficult task for dming i just want to include this one way or another. (the player is good friend of mine)

Mainly i dont know how to reward him if he wont use his money for loot and if he does not use magic items.

Should i use the King the main plot (for example : he might get kidnapped by king guards, the king is under control of cultists who want to destroy the emprire, the king is actually lawfull good and he partners with him . . .

Or do you think its better if the king is just his personal side story and the party goes into dungeons and defeats a big monster/villain togehter ...

A mix? Idk.

If you have any ideas let me know 😁, any help is appreciated!


r/DnD • • 3h ago

Homebrew Once again, I need people to look at my homebrew and tell me it’s too strong

0 Upvotes

Thanks to [u/rezeakorzs](u/rezeakorzs) I’ve made a v2 of my Ranger rework, and this time, it’s not gonna be a massive wall of text

The idea is simple: It’s very dumb that 5.5e Ranger is built around Hunter’s Mark, and the capstone feature is extremely disappointing

The solution: Spend hours reading flavor into the Ranger like trying to fix a bad soup. Hopefully, you end up with something different

The Result?

Ranger: Main changes
Level 1: Favored Enemy
You can mark an enemy as a bonus action, or a group during a Short or Long Rest, such as an organization, military, or cult, and may add a d4 when tracking them with Survival, Perception, Investigation checks, or attacking them.
The number of Marks you can keep active is equal to your Wisdom Modifier + Proficiency (Minimum 1) 
The mark gets cleared when the creature is dead, the group is dismantled, or you choose to release the mark, and you regain the mark after a Short Rest, regaining all of them after a Long Rest. 

Added at Level 1: Favored Terrain
After spending enough time in a region, via a Long Rest, you ignore difficult terrain there, may sneak with a group with a +3 bonus, with a group size of up to 10, and double your proficiency bonus within it.

Level 2: Deft Explorer
Thanks to traveling, you gain the following benefits 
Movement: Gain a climb and swim speed equal to half of your speed
Expertise: Choose one of your skill proficiencies in which you lack Expertise. You gain Expertise in that skill.
Languages: You know 2 languages of your choice
Decrease Exhaustion: Whenever you finish a Short Rest, your exhaustion level, if any, decreases by 1

Added fighting style to Ranger Fighting Style options:
Spiritual Warrior: Learn 2 cantrips from the Cleric spell list; they are treated like your other Ranger Spells. You can replace them with different Cleric cantrips at each level. At 8th level of Ranger, gain a third.
*note: last sentence also applies to Druidic Warrior

Added Arcane Archer as an option to Ranger Subclass at level 3 (It’s dumb that it is a Fighter subclass, and I’ll die on this hill)

Replaced Tireless at Level 10 with Heightened Sense:
Gain Blindsight within 10ft of you if you're in favored terrain or if it’s for sensing a marked enemy.

Replaced Relentless Hunter with another Subclass feature

Moved Nature’s Veil from level 14 to 17, put in place another extra attack
Increase the number of attacks with an attack action from 2 to 3

Note for Feral Senses: Works the same as it did before, 30ft of blindsight, no strings attached

Replaced Foe Slayer at Level 20 with Weave Weaver:
As part of the attack action, you may replace one attack with the casting of a Level 0-2 spell.

Ranger:Beast Master Changes
Added language for non-inherently magical beasts

Added Level 3: Mark of the Beast
When marking a creature or a group consisting of creatures your size or larger, or marking an individual or group of Beasts, increase the bonus die to a d6.

Changed Level 7: Exceptional Training
When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action. 

Additionally, your beast gains double your Proficiency Bonus in 2 skills that use Strength, Dexterity, or Wisdom. 

Changed Level 11: Beastial Fury
Whenever your Beast takes the Beast’s Strike action, it can attack twice.
In addition, your Beast can now benefit from the extra die from Mark of the Beast

Added Level 13: Scar of the Beast
Your Beast gains advantage on checks to track your marked targets

Changed Level 15 to Hold the Line:
As a Magic Action, once per Long Rest, you can give your beast 2d8 + Ranger Level of temporary hit points

Ranger:Fey Wanderer changes
Replaced Dreadful Strikes with Mystic Mark:
When you mark a target and hit it with an attack, deal an extra 2d6 damage, once per round, once per target.
When a target dies, you feel a pulse of magic rush back into you; as a reaction, you can redirect it immediately to a creature you can see within 90 ft of you to mark that creature. 

Changed Level 11: Fey Reinforcement
You can cast Summon Fey without material components. You can also cast it once at 3rd level without a spell slot. Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for the casting.

Added Level 13: Devious Mark
When you attack a marked target, you can add 2d6 to the damage to each hit, instead of only once per round per target. 

Ranger:Gloom Stalker Changes

Changed Dreadful Strikes to Dreadful Mark:
Once per turn, when you hit a marked target, you can deal an extra 3d6 Psychic damage. You can only do this once per turn, and only a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 11 changed Sudden Strike:
Make another attack with the same weapon against a different creature that is within 5 feet of the original target and within the weapon’s range. When rolling damage, don’t add flat modifiers

Level 13: Shadows Study
Choose 2 skills you aren’t proficient in and become proficient, and choose 1 skill you are proficient in that isn’t one of the previous 2 skills and gain Expertise. 

Ranger:Hollow Warden Changes

Changed Level 3 prepared spell to Shield of Faith

Changed Level 3: Wrath of the Wild
You draw power from the strange and ancient horrors of the land, causing you to sprout unnatural growths, such as bloody antlers or putrid fangs, or causing your shadow to lengthen or twist around you. As a Bonus Action, you can expend a use of Favored Enemy to transform into a ghastly form, gaining the following benefits for 1 minute or until you have the Incapacitated condition, die, or end the transformation (no action required). 

Ancient Armor: You gain a +1 bonus to AC, as your body is wreathed in rotten bark and beastly bristles. This bonus increases to +2 when you reach Ranger level 11. 
Prowling Retribution: Immediately after a creature you can see within 5 feet of you deals damage to you or one of your allies, you can make an Opportunity Attack against that creature. 
Unnerving Aura: When you transform and at the start of each of your subsequent turns, each creature of your choice in a 10-foot Emanation originating from you makes a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn. Your marked targets reduce their saving throws by 1d4.

Level 13: added Ancient Mark
Your die against Marked targets is upgraded to 1d6. Additionally, when rolling intimidation against a marked target, you may add your Mark die.

Level 15 changed Persistent Wrath:
If you are reduced to 0 but not killed outright while using Wrath of the Wild, wild power surges around you to defend you. An armored dome surrounds your prone body that has 35 HP, an AC of 15, and has an aura when a hostile creature enters its 10ft radius or starts its turn there, taking 3d8 Slashing damage. You can’t use this feature again until you finish a Long Rest or burn a level 3+ spell slot (No action required). 

Ranger:Hunter changes

Changed Hunter’s Lore to use Favored Enemy

Changed Colossus Slayer:
You can wear down the most resilient of foes. When you hit a creature with a Weapon, your weapon deals an extra 1d8 of damage if the target is missing any health, 2d8 if the target is marked. You can deal this damage only once per turn. 

Changed Level 11: Superior Hunter’s Prey
Once per turn, when you deal damage to a marked target, you can also deal 1d8 damage to a different creature that you can see within 30ft of the first creature. 

Added Level 13: Tracking Mark
Upgrade your die for favored enemy to a d8

Changed Level 15: Superior Hunter’s Defense
When you take damage, you can take a reaction to make yourself resistant to that damage type until the end of your turn

Ranger:Winter Walker changes

Changed Level 3: Hunter’s Rime
The ice begins to rime you and your prey, protecting you and hindering them. When you use Favored Enemy to mark a target, you gain Temporary Hit Points equal to 1d10 plus your Ranger level. Additionally, while a creature is marked, it can’t take the Disengage action. 

Added Level 13: Winter Zephyr
You can use your Polar Strike feature on a target twice per turn, instead of once.

Changed Level 15: Frozen Haunt
When you mark a target, you can adopt a ghostly, snowy form. This form lasts until you kill a marked target, or 5 minutes pass, whichever is sooner. While you are in this form, you gain the following benefits. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required). 
Frozen Soul: You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d6 Cold damage. 
Partially Incorporeal: You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space. 

Arcane Archer

Level 3: Arcane Archer Spells
It’s the same as always when it comes to subclass spell tables
Ranger Level
Spell
3
Witch Bolt
5
Misty Step
9
Counterspell
13
Spellfire Storm
17
Synaptic Static

Level 3: Arcane Shot
You learn to unleash special effects with your shots
Arcane Shot Options: You learn 2 Arcane Shot options of your choice from the ‘Arcane Shot Options’ section later in this subclass’s description. You learn an additional Arcane Shot option when you reach Ranger level 7, 11, 13, and 15. Each time you learn a new Arcane Shot option, you can also replace 1 option you know with a different one. 
Using Arcane Shot: Once per turn, when you make a ranged attack using a weapon with the Ammunition property, you can apply one of your Arcane Shot options to that attack. You decide to use the option when you hit a creature and deal damage to it, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest. 
Arcane Shot Die: Arcane Shot options refer to your Arcane Shot Die, which is a d6 at level 3. At level 11, it’s a d8; at level 13, a d10; and at level 15, a d12. When affecting a target marked by Favored Enemy, use the next die size up for the Arcane Die (i.e d6 -> d8). 
Saving Throws: If an Arcane Shot option requires a saving throw, the DC is your Spell Saving Throw.

Curving Shot and Magical Ammunition are the same, being at Level 7

Changed Level 11: Ever-Ready Shot
When you roll Initiative, you can regain one expended use of Arcane Shot. You may also add your Wisdom bonus to Initiative. 

Moved Level 13: Masterful Shots
You employ agility in your sharpshooting. When a creature you can see misses you with an attack roll, you can take a Reaction to move up to half your Speed away from the attacker without provoking Opportunity Attacks. You can then make a ranged attack roll against the attacker as part of this Reaction if the attacker is within the weapon’s range. 

Added Level 15: Arcane Mark
When your marked targets attempt to cast a spell on you that requires a save from you, they must roll a d6. On a 1, you automatically gain the effects of successfully saving on the throw. 

Arcane Shot Options that were changed
Bursting Shot: You imbue your ammunition with explosive magical energy. Immediately after you deal damage to the creature, your target and each creature within a 10-foot Emanation originating from the target take Force damage equal to two rolls of your Arcane Shot Die. You only use the larger Arcane Shot die if the original target was marked.
Enfeebling Shot: Your ammunition saps your target’s strength. The creature you hit takes extra Necrotic damage equal to two rolls of your Arcane Shot Die. The target must also succeed on a Constitution saving throw or have the Poisoned condition until the end of its next turn. Whenever a target is Poisoned in this way and hits with an attack roll, it subtracts an amount equal to one roll of your Arcane Shot Die from the total damage of that attack. No matter the target, use your normal Arcane Shot Die. 
Piercing Shot: You give your ammunition an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ammunition shoots forward in a 30-foot-long, 1-foot-wide Line originating from you, then vanishes. The Line ignores cover, as the ammunition phases through solid objects. Each creature in the Line makes a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit, plus extra Piercing damage equal to two rolls of your Arcane Shot Die. On a successful save, a creature takes half as much damage. When hitting marked and unmarked targets, keep the base damage total, and roll each of the set of 2 Arcane Shot Dice separately.

So that’s the changes, half sure that some of this is broken, but I do need people to give feedback


r/DnD • • 3h ago

Art [OC] Dragonborn/Bard character

Post image
36 Upvotes

Hi! My names Lyd, I’ve been playing DnD for about a year now but only recently joined the Reddit!

This is my character design for my Dragonborn Bard. The drawing is quite old now so I’d love to redesign it as I can see a lot of things that I could improve 🌷⭐️

Edit :

I have already uploaded this, however it got removed as I didn’t hit the 400 word minimum! So I’ll give some detail ☀️

My character is called Lethira, she’s a Dragonborn bard who plays the violin! Shes pink because I wanted her to be, though she does have the green traits of poison damage.

Shes a kind hearted soul who is just a cowardly creature really.

Anyway, I’d love some feedback if you have any and hopefully my post doesn’t get taken down this time 🌷

Edit AGAIN :

I forgot to attach the image 😁😁


r/DnD • • 4h ago

DMing My Next Campaign

0 Upvotes

So I want to get some opinions on my idea for my next campaign, I'm thinking of doing a campaign where the events the way the players get through them is based on the anime, Re:Zero, where my characters will continuously find themselves going enemies way out of their league, and constantly dying to them, just dying over and over and over again, waking up at certain checkpoints predetermined throughout the campaign, sometimes they might even level in the middle of a campaign, just to die, and go back down a level, just to have to try to level back up again, and they might not even do the events that caused them to level up the first time, obviously they would know enough beforehand, but what do you guys think?


r/DnD • • 4h ago

OC [OC] I stopped prepping world maps and started stamping them at the table as my players explore

0 Upvotes

I’ve been a DM for most of my life, and world maps always ate my prep time. I’d spend hours on a region the party ignored, then have to improvise the one they actually walked into.

So my wife and I made rubber stamps. Now I start a campaign with a coastline and the village where the party wakes up. When they ask what’s past the hills, I stamp it: a ruined tower, a forest, a barrow, a castle. The map grows on the table during the session, and my players care far more about places they watched appear.

You can stamp landmarks only when the party gets close. And if, for example, someone’s backstory village is conveniently nearby, it's stamped on the map, and it costs you nothing. All the blanks on the page are now adventure hooks your players will ask about.

The map in the video is an A3 paper, and it took me less than an hour to put together. Just, create the coastline with a little rice and lentils and stamp away the landmarks to get the feel you're going for.

We launched the stamps on Kickstarter today: three kits of 16 hand-drawn, laser-cut stamps for high fantasy, a post-apocalyptic wasteland and an 80s small town. Early backers get 12.5% off:
https://www.kickstarter.com/projects/kingdomsofink/kingdoms-of-ink

Happy to answer any questions about using stamps at the table!