
r/AllThingsDND

Deathmarked Wight (CR 12) - When a Wight Becomes the Champion of a Death God
The Deathmarked Wight is a CR 12 variant of the classic wight, created for campaigns where undeath feels tied to a greater power. Instead of being only a hateful remnant of a former life, this wight has been chosen by a death god, ancient lich, or powerful necromantic order, carrying a mark that gives it purpose, authority, and far more dangerous abilities.
It can place a deathmark on a victim, weaken enemies with necromancy, drain life, raise the creatures it kills into temporary undead servants, and unleash pulses of necrotic power. I wanted it to feel like an undead enforcer or emissary, the kind of creature sent to crush rebellions, retrieve escaped undead, punish enemies of a death cult, or prepare the way for something much worse.
The Wight entry also includes expanded lore and optional traits to customize the base creature, such as memories from life, empowered zombie servants, or extra necrotic damage against untouched victims. Together, the two statblocks give you both a classic undead threat and a much deadlier champion of death for higher-level encounters.
These creatures are from Undead & Undead: The Ultimate Undead Handbook for 5E and the 2024 Edition available on DriveThruRPG!
Undead are more than shambling corpses and skeletal minions. Undead & Undead is your complete guide to raising the dead, commanding their power, and unleashing them in terrifying new forms - from restless spirits and cursed warriors to spectral lords, zombie dragons, and necromantic abominations.
What’s Inside?
- 90+ Undead Statblocks – From crawling hands and soul wisps to deathpriests, banshees, mummy sovereigns, and lich gods. Each entry includes optional traits and variants to customize your encounters.
- Undead Lair System – A scalable, flexible system to turn crypts, cursed cities, and haunted ruins into deadly environments. Includes thematic traps, lair actions, environmental effects, and more.
- 50+ Magic Items – Cursed relics, necrotic weapons, undead-bound artifacts, and forbidden tomes designed to horrify or empower.
- Customizable Templates & Traits – Easily create unique undead with variant traits, thematic abilities, and storytelling tools for every archetype.
- Campaign Tools – Includes undead cult generators, random encounter tables, unholy rituals, haunted visions, and apocalyptic plot hooks to fuel your adventures.
- VTT & Art Resources – 60 art handouts and 45 VTT tokens to bring your undead encounters to life, whether in person or online.
I’m also working on Mythological Items for 5E and 5.5E, an upcoming Kickstarter featuring 300+ magic items inspired by myths and legends from around the world. It includes weapons, armor, relics, artifacts, and scaling items that can grow with the characters over the course of a campaign. You can subscribe to our newsletter to get updates and download a free 30-page PDF preview. We only send emails occasionally, and only when there’s a new release, important news, or exclusive free content and discount codes to share.
You can find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!
rpg horror story; stereotypes are here for a reason
CW: fantasy racism, implied PDFiled, sections of COVID, mentions of torture
So I watched Magic Hat’s bards video, and it reminded me of an old high school DM, Johnny in the late 2000s, who let the class stereotypes of TTRPG rule his DMing/play. A few that I could remember from high school.
People tried to turn skill monkey into engineer types in Pathfinder 1e via the rogue, since gunslinger wasn't allowed and always started in jail or was branded a criminal because of “the class's background.” Regardless of craft, social class, or race, they had to be criminals, con men, or pirates, and never a Lawful alignment. The rogue could never be Lawful. Bards had to be able to sing or play instruments for full class features, plus be flirty. The worst was the strict Lawful Good paladin stereotype: law enforcers who couldn't commit crimes even if laws were unjust, refusing rewards and leaving characters undergeared or not scaling properly in 3.5 or 4e. The deity had to be Lawful Good or close, with backgrounds like Jesus or Judge Dredd, or paladins who had lost levels and needed long redemption quests, which few completed.
So, cut to 2021 or 2022, the pandemic is in full swing, and I just moved out of my folks' home, after increasing boundary issues and other toxic behavior. I was invited to an “anime dark” style online DnD 5e game by Johnny whom I ran into while working on gig apps.
starting at 9th level, where we were a group of outcasts;
Me as a dragon born oath of vengeance paladin/dragon sorcerer (sorcerer to allow for a tail) was a holy warrior turned knight-errant after the ordermaster of “the people’s defenders” freely went along with the corrupt reforms on the stripping of rights.
Puppy, a mute gnome College of Puppetry bard, whose circus burned down to the ground by racists to avoid paying them, and communicated with puppet sign/music boxes, by her parents.
Anger-Burns Tiefling gloomstalker ranger, an ex-bounty hunter who, after bagging a number of resistance members to the mad kings reforms, had the inquisition called on them for being part demon… despite the inquisition being quietly replaced by a demon cult by the new king.
Lord Shadowmore, the bastard born half-orc rogue who was formerly going to be the head of a noble house, but due to a mix of racial purity laws and both sides of his noble line getting purged by the rule of the new king. Fled in the night and trying to find his Orc cousins for aid.
Campaign background: Stuck in a nation that, thanks to the “wrong” prince getting crowned as the guy ahead of him disappeared around the same time, as the old king was assassinated by a non-human, according to the new king. Over the last 20 years, things have been hell for non-humans. Slavery, using them for sacrifices to dark powers, closing off the borders as too many non humans fleeing/threats from former allies. We were traveling together because we had all been screwed over by society, and our issues were, one way or another, linked to a strange noble lord in one of the worst parts of the country. All of us wanted him to pay in some way or another plus he may have away past the magic boundary keeping the non-humans.
Over the course of 3 to 5 sessions, we were traveling deeper into the heavily wooded province. Where monsters of all kinds lay in wait, and the few civilized counties were at the smallest a gathering of Hamlets, and the largest a small trade post or lake/river port. It was the sessions, or at least parts of them in civilized parts that put a timer on the campaign.
Strike 1: After completing a quest to recover wagons of food meant for one of the few untouched halfling villages, we learned that the “good” part of the people’s defenders were extorting the town for the food. They demanded either that ⅓ of the town return to the capital as slaves or that the town give up most of the wood, coal, and furs stockpiled for the coming winter. I stepped in and asked the quest giver, “What in the name of the fucking gods were they doing?” only to be told, “Doing the people’s bidding by finding fresh slaves for the slave pits, as is the people’s will, through the god king emperor,” before pointing out that I still carried the emblem of the order. I was told I'm still part of the org and have to obey the king, especially as one blessed with dragon’s blood.
I naturally ripped the emblem off and broke it while in the same motion, stabbed the man with the two-handed broadsword. A short combat later, the Survivor points out that the key is enchanted not to open the food stores unless one) someone of true blood is touching it (pure human or dragon) or two) someone stronger than the owner claims it before trying and failing to teleport it away with puppy’s counterspell. Lord grabs the key and shoves it into the defender’s open wound while I lay on hands. We told the crowd with fair music from puppy’s dolls that they can rip it out of him and save themselves from hunger, leaving the man screaming as he is ripped apart by starving halflings.
Strike 2: while coming back from a job dealing with cannibalistic bridge trolls, Anger-Burns was told to make a hard perception check to spot a tattoo to a bounty hunting group that was part of trying to hand her over. The sheriff confessed on the spot to it but it's been years ago, plus he now has a wife and kids and a productive member of the community…of what the DM put as “not even racist white trash would live here.” In fact, there was his wife and kids now. Running down the hill to tell him about their day, dinner in hand.
Anger-Burns and the rest of us waste no time killing whatever law enforcement was in the building which, to be fair, was being condescending and tried to shortchange us on the reward. The wife and kid were put in a jail cell within earshot by puppy, as Shadowmore looked over the records on the noble we were trying to find as well as freeing prisoners that were clearly being held on false charges. Anger-Burns and I took turns beating and scalping the crap out of the sheriff to get the combo for the evidence locker full of loot and other names of the man that wronged are party member who also seem to be working for the Noble that we were looking for. Before setting the sheriff’s office on fire but after letting the wife and kids go, the wife tried to stab Shadowmore, and in kind, he stabbed her, leaving the kids to grieve over the body.
The final strike: an inn out of the way of most of the townships run by catfolk as effectively used as a base for most of the game. While investigating the area where the Noble’s hidden manor was, the man had access to druidic magic to hide it. Getting back to see the place burned to the ground and the mother and father catfolk running the placed hanging from a tree, stripped of clothing and brutalized. The two kids were no where in the remains of the building we called home and was helping fix up. Anger-Burns tracked the drag marks to one of the swamp towns on the border. To make a long story short, the town was full of cultists, grabbing non-human travelers to sacrifice to a Lovecraftian swamp puppy. The family was accused of cheating one of the elders out of cards, sapplies, and possibly the dad was cheating on one of their wives, so they organized the kidnapping of the kids and the lynching of the parents.
Getting back to town after the “quest” they put us on, thinking their demi-god was unkillable, to a party of level 10s at this point, dropping the monster's head to their feet, they dropped the act. Going from anger at killing their god, to appeals to tradition, and shadowmores, and my character’s “purer sides” of our bloodlines. Ending with “you can't just kill all of us, we outnumber you, and clearly too good to wipe out a town,” which my character laughed, Shadowmore ordered the woman and children indoors and Puppy put a puppet by the door to the temple to block it. It didn't take long to massacre the whole lot of them after the warlocks and trained fighters went down. We then told the woman and children to flee into the night as we looted the temple and set it on fire. The session ended with Johnny telling me that I have become an oathbreaker and everyone was now of evil alignment and needed to make new characters.
The aftermath: we, the party, talked to the DM in a makeshift session zero, where the DM laid out what he hated after reviewing our sheets and backstories a bit more thoroughly. The first thing was that, by DnD tradition, we were not a real DnD party, as “none of you are playing your class right or the proper alignments!!!” None of us were on the Good axis, as I was CN leaning CE, Shadowmore was LN, Puppy was true N leaning NG, and Anger-Burns was CN leaning N or L. Johnny told us that leaning isn't a thing and we needed to role up good characters as “regardless of a shit world, Adventurer parties are always the good guys, you four act more like mercs and hired thugs.” Which, in fairness, adventurers are a step up from.
On top of the alignment issues, we were murderhoboing regardless of who attacked first, species slurs or refusal to talk until they were on their deathbeds. Even if spared, they just come back a session later with friends and mock us for our “weak mercy,” and try the same waterworks when they are nearly downed again. On top of that, we did kill women regardless of them attacking first, or us defending ourselves and possibly inadvertently killed kids by making them orphans.
He pointed out how each of us were failing as our chosen class, Lord Shadowmore was a rogue and couldn't be Lawful in any way, regardless of taking the noble background. The fact that he was also playing a “pirate” subclass when acting like an English gentleman showed that he never really played a “true rogue” before. Next was Anger-Burn who, as a ranger, was “too urban” and was also taking away the optional feature that replaces Favored Terrain. Rangers and keepers of the wild and also didnt like that she picked humans and the like as Favorites Enemies, regardless of her backstory having them live in the cities for most of her life, “its not logical for your character.” as he switch to puppy, o puppy the homebrew mute puppet bard was told that she needed to add a lot more singing or Poetry to her act to be a real bard. He also wanted to question if she was going for some kind of “Sexy Jester,” given the nature of the class. The performance acts around kids had Johnny concerned about if anything was going on. Given that the whole class was sexual in nature and was trying to quietly block them just in case. Which Puppy being IRL non-verbal autistic either from likely being told she was going to lose her text-to-speech bot or being suggested to be a PDFile, dropped the server, followed by burns and lord.
He was confused about why they dropped or even blocked him, and about the claim that “people don't understand what their character would do,” since class tropes are the building blocks of any character in the hobby.
I tried to tell him, explain to him how that wasn't true, or the whole “why are you a bard around children, dont you know they have to be sexy” comment. Only to get my share of what was wrong with my character and me as a person.
Paladins and Clerics' first editions were always to be beacons of morality and justice, and all Paladin and Cleric players have to keep that in mind regardless whatever WotC say. He wasn't going to stop me from taking the Oath of vengeance but I needed to be the most lawful good version of that possible. Like how my antag, the ordermaster as a paladin, had no choice but to hold up the evil laws. In fact, if he had fully read my backstory or the others, he wouldn't have allowed me to become one, after finding a line about “losing their faith in the system…” meaning I didn't even have the most basic part of being a paladin, faith.
He went on about how I was “leading the party to the wrong Conclusion about the noble” as he was dropping hints that he was the lost Prince and all the pain and suffering he did to the party was accidental/prepping us to be the agents he needed to take back the crown.
He ended it with a speech about how I haven't changed since high school. Inflexible and unable to adapt to the pre-established groundwork that RPGs and fantasy have laid out to how the genre Works, I needlessly push the boundaries to be in my comfort zone instead of others, and I was still a Godless A-hole with no sense of right or wrong before kicking and blocking me.
TLDR; high school DM who follows class tropes too closely, grew up and invited me to his dark gritty game world, ends up destroying it with RPG tropes too when no one wanted to play into them. Tells me I haven't grown up at all, then blocks me.
edit 1: formatting
One of the more interesting 5.5e changes to me is that subclasses now come online at level 3 across the board.
I can definitely see the upside. It makes early progression feel more standardized, probably easier to teach, and it avoids some classes frontloading too much identity right away.
But at the same time, I’m not totally sure it was the right call for every class. For me, it feels cleaner from a design point of view, but it also makes some classes feel a little more generic at levels 1 and 2 than they used to. On some characters, the subclass is such a big part of the fantasy that waiting until level 3 can make the early game feel more like a lead-up than the actual concept.
So I’m curious where people landed on this after actually playing with it.
Do you think moving subclasses to level 3 improved the game overall?
Or do you think it delayed some class fantasies in a way that hurts the early experience?
And has your opinion changed after seeing it at the table instead of just reading it?
Hey, I'm a CS student and DM, and I've been working on a tool to keep maps and notes in one place.
The idea is pretty simple:
- Click locations on your map
- Store notes, lore, session info, etc. directly on them
- Keep everything tied to the world instead of scattered across dozens of text files
It's still early, but it's finally in a fairly usable state, so I'm looking for feedback from DMs.
Would genuinely love to hear your thoughts, especially on what feels useful and any features you'd like to see in the future
The Arcane Research Sanctum 40x40 battle map
We can survive the blizzard in here! Look, there is even a nice fire burning and strong sturdy doors!
Get this map and its accompanying one-shot at: patreon.com/balatroart
Some Uncommon magic items inspired by Asian legends and myths | 300+ Mythological Items for 5E and 2024
Hello, fellow adventurers! Today, we are excited to share some Uncommon magic items inspired by Asian legends and myths! These entries come from our upcoming Kickstarter project, 300+ Mythological Items for 5E and 2024.
Step into a realm of ancient gods, legendary heroes, and forgotten civilizations with Mythological Items, a comprehensive compendium featuring over 300 magical items specifically designed for 5E and its 2024 ruleset update. This manual spans a vast array of cultural traditions, organizing its treasures into regional categories for easy reference and immersive worldbuilding. Each item includes not only full game mechanics, but also lore and background information to integrate it seamlessly into your campaign, whether as treasure, quest rewards, or the key to an unfolding mythic saga. From the storm-summoning weapons of thunder gods to cursed trinkets whispered of in ancient lore, this book brings myth to your table like never before.
This manual offers an extensive collection of magical items that can be incorporated into any campaign, regardless of its connection to specific mythological themes. The items presented in this volume, drawn from a multitude of global legends and folklore, are envisioned to enhance the diversity and depth of any fantasy world. This eclectic array mirrors the inherent blending of elements in many worlds and settings, where influences from various cultures and mythologies coexist harmoniously. For instance, Thor’s Hammer, Mjölnir, could serve as the centerpiece of a divine quest, while Draupnir, the Norse ring of endless wealth, might drive political intrigue or power struggles in a kingdom torn by greed.
Mythological Items also provides a solid foundation for campaigns that wish to delve deeper into the relics of a specific mythology or blend multiple traditions into a larger, interconnected setting. A campaign inspired by Greek mythology could see players donning the Nemean Lion’s Pelt, becoming nearly invulnerable as they take on challenges worthy of Heracles himself, while a campaign drawing from Japanese folklore could involve uncovering the Kusanagi-no-Tsurugi, the fabled grass-cutting sword tied to imperial lineage and divine storms.
We suggest checking our pre-launch page for additional info and an extended 30-page preview of our compendium, scheduled to release in a few months! Alternatively, you can also subscribe to our newsletter to stay updated on upcoming projects, special offers, and important news about our past and future works.
Happy adventuring!
Not sure if this is how DnD is supposed to be played, but can anyone give me some tips or if my DM was just being a bit odd. Should I just restart with a new group?
Basically, I (ftm 17) started playing again after a bit, but my first game was a long time ago that didn't last long because everyone was busy. Now I'm playing again, but it's with the 'newest' version, and I recently joined a group that seemed a bit strict on some rules and I figured it would be okay. But the DM, who was also the leader of the GC I joined, stated that since it was my first time playing, I should do whatever he says and I'm like, okay, I guess he's trying to guide me in this newer stuff, but what struck as odd to me is when he would reject most of my characters that I wanted to play. The first one was a human bard that makes modern pop culture references that no one gets but him, another was a goblin scout who was basically dobby meets Bitsy from LOA: Once Upon A Witchlight, and the only one he let me play, after adjusting to his rules, was a really curvy my age girl who was also an Alex, but it felt more like the stereotypical anime elf. And I didn't think much of it at first, just thought it was odd but I guessed he wanted me to choose an easier role to help introduce me to game mechanics.
But it started getting a bit weird after he put my character through these fan-service-y ass things and I know it's weird since the character is allegedly the same age as me but the rest of the group says that it's just how he was even though he wasnt doing it to anyone other than me. Then he threw a fit and told me I can go find another group but they wouldn't be as kind. Should I just restart at this point? I've made a lot of progress and it feels like I'm being a dick for no reason since he genuinely did help me understand some mechanics of it, but I'm not sure.
Second dice bag done! I may end up adding some smaller details on both bags. Idk yet.
The Kukka Airship [battlemap] from Angela Maps - What classic quest sent your adventures to the sewers? 2 versions! [animated] [art]
Skyriding has never been classier! Who said that transporting passengers, cargo, or setting sail for wild adventures couldn't be done on an airship with some real flair? If you're looking for a ship that'll treat you right, the Kukka's here for you. Also available in pitched battle against a more brutal but nevertheless well armed opponent, both airships are also available in transparency for use as vehicles across all your favourite maps! Skyward ho!
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!
The Campaign Guide to Myth Drannor (2nd Edition)
A great resource for the Elven City of Myth Drannor, it's history and fall to ruin. Some interesting Anauroch lore here too.
Fixall - Magic Item
✨New amazing item!!!✨
Visit Tales & Taverns for tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!