r/DnD5e

▲ 12 r/DnD5e+2 crossposts

Are D&D’s new Universes Beyond crossovers good for 5.5e, or are we heading toward too much crossover content?

The World of Warcraft announcement got me thinking about the larger direction D&D seems to be taking with Universes Beyond.

Personally, WoW is actually an easy sell for me. I’ve played both WoW and D&D for a long time, and Azeroth already has so many things that translate naturally into D&D: dungeons, raids, classes, races, monsters, factions, magic items, and huge fantasy villains.

I genuinely want to play with that book.

And I can also see the appeal of something like Star Wars. Even if I would probably keep it separate from a normal fantasy campaign, the idea of using the D&D ruleset to run a completely different universe could be really fun.

What I’m less sure about is what happens if Universes Beyond becomes a major part of the release schedule rather than an occasional experiment.

At my table, I already tend to decide pretty carefully which books and character options belong in a campaign. If I am running Forgotten Realms, I probably do not want someone simply showing up with a Worgen Demon Hunter because the option technically exists on D&D Beyond.

But at the same time, that is one of the big differences between D&D and something like a card game. Nothing forces me to mix those settings. A World of Warcraft campaign can stay in Azeroth, a Star Wars campaign can stay in its own universe, and my normal D&D campaign never has to interact with either of them.

So part of me thinks crossovers could actually work extremely well for D&D.

My only concern would be if licensed settings started taking up so much of the release schedule that traditional D&D settings and completely original material received less attention.

Where do you land on it?

Are you excited about D&D Universes Beyond?

Would you use crossover character options in a normal 5.5e campaign, or keep each setting separate?

What other universe would you actually want to see adapted?

And at what point, if any, would crossover releases become too much?

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u/MyrthDM — 1 day ago
▲ 93 r/DnD5e+5 crossposts

Did you preorder (or are planning to buy) any D&D: World of Warcraft products yet?

u/Slash2936 — 1 day ago
▲ 311 r/DnD5e+18 crossposts

A collection of magic items from legends and myths across the world | Mythological Items

Hello, fellow adventurers! Today, we are excited to share a collection of magic items from legends and myths across the world 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 September! For the campaign duration, we will be offering the manual at an heavily discounted price, alongside tthe possibility to purchase the digital or physical copies of all our past releases!

▲ 236 r/DnD5e+12 crossposts

10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else

These are 10 aberration and mutation-themed feats for characters whose bodies or minds have been altered by eldritch influence, forbidden experimentation, unstable magic, or contact with things that were never meant to exist.

Aberrant Constitution hardens the body against necrotic or psychic influence and even gives you a second chance when rolling a natural 1 on a death save.

Extra Arm gives your character a developing additional limb that can interact with objects, perform somatic components, make unarmed strikes, and help with grappling. If the mutation continues to develop, Enhanced Extra Arm turns it into a fully functional appendage capable of wielding a weapon or shield, manipulating objects independently, and making an additional weapon attack.

Mutable Form lets your body temporarily reshape itself to fit the situation, developing rubbery damage-resistant flesh, aquatic adaptations, or magical claws.

The other feats explore different directions that mutation can take:

Mutagenic Resilience provides resistance to poison, immunity to the poisoned condition, and bursts of temporary hit points when injured.

Aberrant Regeneration makes healing through Hit Dice unusually effective and can even allow you to remain standing at 1 hit point when an attack would otherwise knock you unconscious.

Aberrant Mind represents a consciousness becoming increasingly alien, providing resistance to psychic damage and greater protection against fear and charm.

Adaptive Mutation allows your body to change its defenses after each long rest, adapting to acid, cold, fire, lightning, or poison.

Cosmic Infusion channels stranger forces entirely, granting minor cosmic magic and the ability to create a localized gravitational field that pulls or repels nearby creatures.

Finally, Cosmic Awareness represents a mind beginning to perceive patterns beyond ordinary mortal understanding, allowing you to manipulate initiative and rely on unnatural certainty when making Arcana or Insight checks.

They’re intended for characters touched by aberrations, exposed to mutation zones, altered by experiments, descended from strange bloodlines, or simply slowly becoming something other than mortal over the course of a campaign.

These feats are from The Aberrant Codex: Mutations and Aberrations, a 5E manual centered on aberrations, mutations, evolving monstrosities, character transformations, and tools for bringing cosmic and body horror into a campaign.

The Aberrant Codex is available on DriveThruRPG, and a Hardcover edition is also available here:
https://buy.stripe.com/8x24gyfNNegY75qgwI6c005

What’s Inside:

Mutation Rules & Zones – Rules for unstable magical areas, arcane corruption, and the transformations they can cause.

Character Options – 12 subclasses, 10 backgrounds, 4 new races, and 30 feats focused on mutation, aberrations, and forbidden evolution.

Spells & Items – 33 spells and 80+ magic items shaped by aberrant and planar influences.

Monsters & Templates – More than 150 monster statblocks, alongside variant rules and mutations for creating altered creatures.

VTT Resources – 100+ creature tokens and 125+ art handouts for use in your games.

You can also find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!

If you enjoy my work and want to find even more, check out my bundle of small D&D manuals on DMsGuild.

u/jonnymhd — 1 day ago
▲ 26 r/DnD5e+2 crossposts

Some Homebrew Rules I use for my games

Was told by friend I should i probably post my homebrew rules I use it might be helpful for other DM's who are running campaigns in the setting

1. New Resting Rules

I pulled these from the transformed book but extended them and I use grievous wounds system every time someone goes down instead of death saves but if they go down three times in a combat they are incapacitated the fourth time and susceptible to instant death of they go down again.

Rests are crucial for characters to regain their resources, especially for those with spells slots and abilities that require long rests to recover. For players seeking a more challenging experience in Etharis, you can change the rules for resting into the following suggested format:

Quick rest (1 hour) — Quick Rest

Benefits of a Quick Rest

When you finish the Quick Rest, you gain the following benefits:

Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die spent in this way, roll the Hit Point Die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.

Interrupting a Quick Rest

A Quick Rest is stopped by the following interruptions:

Rolling Initiative

Casting a spell other than a cantrip

Taking any damage

An interrupted Quick Rest confers no benefits and must be restarted to gain any benefits.

Short rest (8 hours) — A Short Rest is an extended period of rest—at least 8 hours—available to any creature. During a Short Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.

A Short Rest can occur in any location where you can sleep without interruption. This might take place in a dangerous location that has been temporarily secured and guarded. During sleep, you have the Unconscious condition. After you finish a Short Rest, you must wait at least 8 hours before starting another one or starting a Long Rest.

Regain Half Hit Point Dice. You regain a number of spent Hit Point Dice equal to half of your total number of Hit Point Dice (minimum of 1). For example, if you have eight Hit Point Dice, you regain up to four spent Hit Point Dice.

Spend Hit Point Dice.

Exhaustion Reduced. If you have the Exhaustion condition, its level decreases by 1.

Special Feature. Some features are recharged by a Short Rest.

Long rest (1 week) — A Long Rest is a period of extended downtime—at least 1 week—available to any creature. During a Long Rest, you sleep for at least seven 6-hour periods separated by 16 hours of light activity, such as reading, talking, eating, crafting, trading, or performing downtime activities.

A Long Rest can only occur in safe locations that provide shelter, warmth, comfort, and resources like food and water. This could be a settlement, homestead, stronghold, inn, castle, or large city. A Long Rest cannot be completed in areas of discomfort or danger, such as a wilderness, dungeon, alley, or sewer. If the location is dangerous enough that characters feel the need to post watch, it cannot accommodate a Long Rest.

During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one or a Short Rest.

2. Secondary Magic Effects

Magic in Etharis is not a tool—it is a force of nature, as feared as it is revered. In a land where sorcery is scarce, those who wield it do so with deadly precision, shaping the battlefield with every spell cast. Yet, the world does not bend easily to magic’s will.

With the new Long Rest and Short Rest rules, the rhythm of combat has changed. Healing is scarce, resources must be managed carefully, and spellcasting is no longer a limitless wellspring of power. This necessitates a shift—magic must be felt.

To reinforce this, spells are now more dangerous, more impactful, and more unpredictable. Every leveled spell cast carries weight, shaping not only the damage dealt but the very state of battle itself. Fire does more than burn—it lingers. Ice slows. Lightning disrupts. Acid corrodes armor, while Necrotic energy siphons life from its victims.

This is a balance patch for spellcasters, ensuring that when they do cast, it is an event—a moment that changes everything. Casters are no longer artillery batteries, slinging spells without cost. Instead, they are feared warlords, devastating the battlefield in rare but decisive moments.

Magic in Etharis is not just power—it is a weapon of desperation, destruction, and dread.

This section would be too long but I'll post three of the secondary magic effects I made you can message me separately if you want the rest. Disclaimer this only activates on leveled spells.

  • Fire (Burning Damage)

You’re on fire only if you take the fire damage:

Ongoing Damage. At the end of each of your turns, you take damage. The damage amount are indicated by the level of spell condition, 1st or 2nd (1d6 Fire), 3rd or 4th (2d6 Fire), 5th or 6th (3d6 Fire), 7th - 9th (4d6 Fire). This does not stack

Ending the Condition. The condition ends if you or another creature within 5 feet of you can spend an action to extinguish the flames or scrape off the acid, or if some other effect douses the flames (such as being submerged in water).

Flammable objects ignite if not being worn or carried.

  • Lightning (Reaction Disruption)

Targets hit by Lightning damage cannot take reactions until the end of their next turn.

If wearing metal armor, they have disadvantage on the saving throw against the effect and Lightning attacks have Advantage against them. Shields cannot be used to block this damage with reactions.

  • Healing (Bolstered Heal)

When healing from a leveled spell is dealt the target gains Valor condition for one turn.

Valor

Add a die to your attack rolls and saving throws. The die rolled is specified by the the level of the spell, such as Valor 1st - 3rd (1d4), 4th - 6th (1d6), 7th - 9th (1d8).

3. Revised Fighter

This helps bring fighters to a good baseline this is very optional but all my martials love it

https://www.gmbinder.com/share/-MWXiWBPCvEPDxO1I9ai

https://imgur.com/a/PbfRX5D

4. Alchemy and Herbalism Kits rules extension

This gives martials a lot of missing versatility that casters benefit from which is key since casters are fewer in number since this is dark fantasy.

Kits do not have infinite resources they each cost 50 gold for base resources and you can craft a number of things equal to your proficiency bonus before the kit is exhausted using the Alchemy rules book

https://www.gmbinder.com/share/-MNG6P6I8-1tJM3aroaV

5. Shield Mechanics

Shield Block

This optional rule allows shield bearers to sacrifice their shield in order to reduce damage from an incoming attack. In this rule system, non-magical shields have their own set of hit points, which you can use in place of yours when the moment calls for it. When a creature wielding a shield is hit by an attack, it can use its reaction to direct damage from the incoming attack to the shield’s pool of hit points, instead of taking the damage itself. If the shield is reduced to 0 hit points, it is broken, and any excess damage is dealt to the creature wielding the shield as normal. A broken shield gives no bonus to the shield bearer’s AC.

A shield’s durability is based on the material it’s made of. Below is a list of example shields.

Shield Durability Table

Wooden Buckler Shield 5 HP 20gp

Normal Metal Shield 10 HP 40gp

Retractable Metal Shield 20 HP 300gp

Metal Tower Shield 30 HP 200gp

Shield Repair

If a shield takes damage or is broken, it can be repaired at any armorsmith at a cost of 1 imperial crown for each hit point recovered.

When a shield is damaged in this way, it is unable to be repaired by the tools available to an adventurer on the road such as their travelers artisan’s tools, or the Mending spell. Instead, to return the shield to its original condition it must be taken to a shop and repaired by a craftsman.

6. Weapon and Armor Durability

- Every time you roll a 1 (critical fumble) on an attack roll, your non-magical weapon takes damage. It loses -1 to attacks. This stacks with further crit fumbles, up to a maximum of -3, after which the non-magical weapon breaks and can’t be used. Poor quality weapons break after your first natural 1 because they are low quality and poor upkeep.

- Medium and Heavy Armor is treated a little differently: when an NPC or monster scores a 20 (critical hit), you as a player can decide whether you want to take the double damage or whether your non-magical armor is damaged with a -1 penalty to AC. This penalty stacks with successive crit hits up to a maximum of -3, after which the non-magical armor breaks and is unusable. (This option might potentially save the PC from being knocked unconscious or killed by a critical hit.)

- Damaged weapons and armor can be repaired by an armorer, weaponsmith or bowyer (depending on the weapon/armor) for half the original price of the weapon or armor.

- A PC can repair their own weapons and armor during down time if they have have the relevant background and tools (e.g. Guild Artisan or Clan Crafter Backgrounds with relevant area of expertise: armorer, bowyer, weaponsmith). They’ll need a forge if the weapon or armor is made of metal. The price for repairing their own weapons and armor is a quarter of the original cost of the item. Only armor can be repaired by the mending spell during a short rest (eg. 1 day) without going to a forge for repairs.

No matter who repairs the item, it takes 1 day per -1 to fix (i.e. 3 days to fix -3 damaged weapon).

7. Split Magic System

Based on the way that magic is explained in Grim Hollows there are 3 different magic systems Arcane, Primal, and Divine. I separate them and don't allow them to cross over so for multiclass requirements primal casters like rangers can't multiclass into divine. This is key for how magic is seen in the world. Primal and Arcane are feared and you need formative training to cast effectively without losing control while divine magic is more seen as performing miracles.

Arcane Casters:

Wizard

Sorcerers

Warlock

Primal Casters:

Druid

Ranger

Divine Casters:

Cleric

Paladin

8. Magic Miscast

The preface was key for this section to make sense. Magic is inherently dangerous in grim hollow, I built a magic miscast system that will activate every time an arcane or primal caster loses concentration on a spell they must roll on a table that has a chance of a negative effects happening even daemon possession. If interested I can send the table separately. This makes war casters feat make a player or npc seem more like a person who is more in control of their magic and trained for close combat casting.

9. Wild Magic Surges

This is the last one I will do since this is already a bit long lol. I have a modified dark fantasy wild magic surge table happen when players encounter rogue casters to lean into that fear of untrained magic and make the mechanics line up with the lore. I can send the table I made separately or DM's can make their own.

Lol bit of a long post but hope this helps someone

u/Imtooswavee — 1 day ago
▲ 2 r/DnD5e

I'm looking for advice on a playable Nurgle

Hello everyone, I want to create a Nurgle from Warhammer 40k like a playable character (obviously it's not a god, following D&D rules). I’ve been looking into it, and the Circle of Spores Druid seems like a good fit, but since I’m very new to these games, I’d like to ask how I should approach building him.

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u/Moist_Park_8964 — 1 day ago
▲ 71 r/DnD5e+10 crossposts

Will you restrict player characters by faction in your campaign?

Something I've been thinking about is how to handle Horde and Alliance characters in the same party.

Back in older WoW, the faction divide was much stricter. Playing together across factions simply wasn't really a thing, and depending on when your campaign is set, having an Orc, Human, Forsaken, and Night Elf casually adventuring together could feel very strange from a lore perspective.

Modern WoW is obviously much more flexible about this, with the factions cooperating far more often and cross-faction gameplay becoming increasingly normal.

Of course, the era your campaign takes place in makes a huge difference. A campaign set during the Third War or early WoW might justify much stronger restrictions than one set in the current timeline.

I'm not sure yet how strict I'd want to be. Part of me likes preserving that faction identity and making Horde vs. Alliance actually matter, but at the same time I don't really want to tell someone they can't play the character they're excited about just because another player picked the opposite faction.

How are you planning to handle it in your campaign?

View Poll

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u/Slash2936 — 2 days ago
▲ 0 r/DnD5e

I need a Stat Block!

Just came across this video while surfing YouTube, and now I need a Stat Block for this thing that I can throw at my players!

Oh the tales the table will sing!

youtu.be
u/King_Jerrik — 2 days ago
▲ 20 r/DnD5e+1 crossposts

Stranger Things Hellfire Campaign Elaborated into 10+ Session Campaign (levels 1-9)

Semi-homebrewed Stranger Things / Vecna DND Campaign!!!

For anyone interested, I’ve developed a full campaign based on Dungeon of Shadows, the first adventure in the Stranger Things: Welcome to the Hellfire Club boxed set, using the larger Realm of Greyhawkins as the setting. Vecna is the main villain, with occasional Stranger Things-inspired elements woven in. I expect the full campaign to run somewhere around 10–20 sessions, although that could easily grow. My group is currently six sessions in and exploring the Free City of Greyhawkins, with a long way still to go.

Here’s the full campaign overview if anyone wants to take a look or give feedback:
https://drive.google.com/file/d/1LwJ4keQVvNgkGstGbTUHEFkiumXR1GUs/view?usp=sharing

The basic campaign premise

The campaign begins like a fairly traditional dungeon adventure. Six strangers enter the Dungeon of Shadows and eventually choose to break an ancient hourglass relic called the Shattered Seal. They don’t release Vecna directly, but they weaken a barrier that had limited how much influence he could exert over the world.

From there, possessions, corrupted rituals, disappearances, and even distortions in reality begin spreading across Greyhawkins. The party discovers four ancient planar Anchors that stabilize the region. They have already stabilized two of them—Heartwell at Oakshore and the Rootstone beneath Duffer Lake—but each victory reveals more evidence that someone understands the Anchors well enough to manipulate them.

The story eventually leads back to the Free City of Greyhawkins, where the party discovers that the Quiet Ledger, led by Veyra Malken, has been suppressing murders, monitoring bloodlines, altering records, and protecting a Vecna cult operating beneath the city. The larger revelation is that the six PCs were never brought together by coincidence. The original Shattered Seal could only be broken by living mortals acting through genuine free choice, so Veyra secretly arranged an expedition using six people whose bloodlines or traditions resonated with the Seal’s ancient defenses.

Veyra arranged the board. The heroes chose how to move.

The campaign eventually involves the Book of Vile Darkness, a cult stronghold beneath Greyhawkins, the monstrous Hand of Vecna, a journey into Evernight/Shadow Greyhawkins, the ruined Abbey of Boccob, Star Court Peaks, Castle Byers, the remaining Anchors, and finally Citadel Cavitius. At the center of all of it is Corvin Byersworn, the missing father of one of the PCs—a scholar who tried to understand Vecna’s plans and may now be becoming Vecna’s mortal Heart.

Why I built this

I’m a pretty new DM. Before running this campaign I had only played two D&D sessions as a player. I started with the Hellfire Club boxed set because I wanted something manageable, but after the first adventure my players wanted a story that carried forward instead of feeling like disconnected one-shots. So I started rebuilding the adventures around Vecna, the Anchors, and the PCs’ own backgrounds.

Over time it turned into a much larger homebrew campaign. I’m using pieces of published and third-party material where they fit—especially Rags to Riches: The Heart of Vecna—but adapting everything around the story we already created. I’ve also used AI heavily as a brainstorming and campaign-design tool for NPCs, locations, encounters, clues, maps, alternate routes, and organizing a large Notion DM module.

One of the biggest things I’ve learned is that more planning doesn’t always create better play. Early on I tended to plan a specific path and steer the players toward it. Now I’m trying to prep situations, factions, clues, pressures, and multiple ways forward, then let the players decide what matters.

I’d love feedback from more experienced DMs on the overall story, pacing, player agency, handling Vecna as a long-term villain, and keeping a complicated campaign manageable without railroading the players. I’d also be interested in hearing from anyone who has expanded the Hellfire Club boxed set into a longer campaign or uses AI as part of their DM prep.

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u/Small_Target_3440 — 2 days ago
▲ 7 r/DnD5e

Can false life "recharge" armor of Agathys?

Armor of agathys gives you temporary hit points, and while you have those temporary hit points, you deal cold damage to enemies who hit you...

False life gives you temporary hit points... But for the purpose of AoA, do they count as "those" hit points?

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u/Dangerous-Bit-8308 — 3 days ago
▲ 2 r/DnD5e+2 crossposts

Spell Choice Help Wanted!

Heya all, it's me again with another burning question!

I've been building an 8th lvl Dwarven Draconic Sorcerer (mostly '24) for an upcoming campaign, and I'm struggling with the choice of spells (there's too damned many good ones).

I'm likely going to be playing a Fire dmg focussed blaster (with Elemental Adept), but I nevertheless love other utility, RP, and defensive spells.

I'm also trying to semi-evenly split up the amount of spells per spell level in line with the amount of available spell slots.

Finally, as a '24 Draconic Sorcerer, I already get the new Chromatic Orb and Command, Alter Self and Dragon's Breath, Fly and Fear, as well as Charm Monster and Arcane Eye.

The table shows my current selection for desired-spells. I need to get it down to 12 spells total, which has proven to be a real pickle.

I would love to hear your suggestions!

Spell Level Spell Name
1st Detect Magic
1st Feather Fall
1st Shield
1st Sleep
2nd Darkness
2nd Detect Thoughts
2nd Misty Step
2nd Suggestion
2nd Vortex Warp
3rd Counterspell
3rd Fireball
3rd Haste
3rd Major Image
3rd Protection From Energy
4th Banishment
4th Greater Invisibility
4th Wall of Fire
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u/Zencha12 — 3 days ago
▲ 223 r/DnD5e+15 crossposts

From Loyal Dog to Battle Hound - Scaling Companion Statblocks That Grow with Your Party

Dogs are some of the most common companions in fantasy adventures, but an ordinary dog can quickly fall behind once the party starts gaining levels.

So I wanted to give them a proper progression path: Dog → Guard Dog → War Dog → Battle Hound. A simple pet can gradually become tougher, better trained, and capable of surviving alongside an adventuring party without suddenly turning into a completely different magical creature.

And the progression doesn’t stop there. The full dog section also includes stronger options such as the Warhound Alpha, Guardian Mastiff, Blink Dog, and Greater Blink Dog, with higher-level abilities focused on guarding allies, leading packs, protecting companions, and filling more specialized roles in encounters.

These statblocks are from Growing Pets and Animals Statblocks, a manual built around the idea that pets, mounts, scouts, familiarlike companions, and ordinary animals should be able to grow alongside the campaign instead of becoming irrelevant after a few levels.

The book contains 60+ animal statblocks covering dogs, cats, bats, owls, ravens, horses, panthers, tigers, spiders, scorpions, eagles, frogs, lizards, rats, and more, with progression chains that take many of them from ordinary animals into increasingly capable companions or encounter creatures.

The rules page also includes suggested advancement schedules for standard, gritty realism, low-magic, and high-magic/epic campaigns, so the DM can decide how quickly a companion grows rather than tying every game to the same progression speed.

After the original version performed well, I went back and created a full V2 update, commissioning and licensing new artwork throughout the book, cleaning up the presentation, revising existing material, and adding new statblocks and expanded progression paths. If you already own the manual, you can simply download the updated version again from DriveThruRPG.

You can also subscribe to the newsletter for updates on Mythological Items, launching on Kickstarter this September with 300+ magic items inspired by myths and legends from around the world. Subscribers can also download a free 30-page preview.

For more creatures, items, previews, and upcoming projects, you can also visit my DriveThruRPG, Linktree, or r/JonnyDM.

u/jonnymhd — 4 days ago
▲ 3 r/DnD5e+1 crossposts

Is using miniatures slowing down your game?

After 50++ years of playing the game, i have never used minis. I have developed a pretty good ability to describe a room effectively, keep track of all my players and monsters (sometimes that needs a little sketch behind the screen) and keep the flow going.

I know minis add a visual flair, but i've never been able to afford them, so I've had to make do.

i made a 2 minute video about it on youtube. u/mystre63

https://youtube.com/shorts/NRIr4o_Gkog

enjoy

u/ExcellentAd8567 — 4 days ago
▲ 8 r/DnD5e

Where to play

I just seen where you can play dnd online now and figured thats probably my best chance at playing again. I haven't played since i was younger. We used to use my dad's second edition books, and i see its came a long way since then. How would i find a group to play with on a consistent basis? I don't know anyone local that is into it.

reddit.com
u/Specialist_Hippo6823 — 4 days ago
▲ 3 r/DnD5e

Homebrew idea for 2024 Monk- Weapon Masteries for Unarmed Strikes?

I was looking at the 2024 Monk and thought it was kind of dumb that, mechanically, a Monk can benefit more (especially at lower levels) from using Shortsword (Vex) + Scimitar (Nick) + Bonus Action Fist vs. First plus BA Fist...

It feels very un-Monk-like to me.

But I have never played a monk, so I wanted to get feedback about this idea for a Level 2 Monk feature:

Unarmed Mastery (Homebrew): You learn a number of Weapon Mastery properties of your choice equal to your Proficiency Bonus. After each Long Rest, you may replace one with another. When you make an Unarmed Strike, you can use one of your chosen Masteries that is compatible with the strike.

The idea is that things like Vex, Nick, Push, Sap, Slow, Topple, etc. aren't literally properties of the Monk's fists. They're different martial-arts techniques the Monk has mastered.

I feel like this would give Monks a reason to actually fight like Monks instead of feeling like they should carry specific weapons just for their Masteries.

Do you think this would be not overpowered (and also awesome)?

Edit: Would it actually be more appropriate for a homebrew subclass feature at level 3?

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u/Revolutionary-Ad7738 — 4 days ago
▲ 3 r/DnD5e

Looking for Baldur’s Gate 3 as a DnD campaign module

As the title says, I am looking for whether someone has made a playable DnD campaign that makes the Baldur’s Gate 3 into a playable campaign module for the tabletop. I’m asking as a DM because while I and my players have the game, none of our devices are able to run the game anymore (my laptop, an Xbox, and a ps5). We all play dnd virtually to begin with, and we all want to try playing Baldur’s Gate 3 together, and while our devices are having issues, we want to give it a try as a regular dnd game. I have tried looking for if anyone has made a dnd campaign based on Baldur’s Gate 3, but I haven’t been able to find anything.

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u/Suspicious-Angle8152 — 5 days ago
▲ 35 r/DnD5e+4 crossposts

300+ Mythological Items for 5E and 5.5E is Coming Soon on Kickstarter!

https://preview.redd.it/pxah8zdftdpg1.png?width=1024&format=png&auto=webp&s=8da01ed47e574ac5561d35deb3644948c661f45c

Hello, fellow adventurers! Today, we're excited to announce that 300+ Mythological Items for 5E and 5.5E is coming this September on Kickstarter!

Step into a realm of ancient gods, legendary heroes, and forgotten civilizations with this 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.

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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.

For those seeking an epic narrative that transcends cultural borders, Game Masters can create a world where mythologies collide - a setting in which Norse artifacts clash with Egyptian relics, or where heroes must gather legendary items from multiple pantheons to avert a cataclysmic threat. Imagine forging a party where one character wields a relic of Hindu gods while another carries an enchanted item from Aztec myth, bound together by fate and the relics they bear.

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Evolving and "Rarity Varies" Items

In addition to stand-alone relics of fixed rarity, each section in this manual also includes a selection of items labeled as Rarity Varies. These items are designed to represent legendary artifacts whose power is not static, but grows alongside the story, the wielder, or the importance of the role they play within a campaign. Rather than being limited to a single tier of play or a specific power level, they can evolve through multiple rarities over time, often beginning at Uncommon or Rare rarity and scaling up to Legendary. This approach appears with many items throughout the book, with examples such as the Tablet of Destiny, Kusanagi-no-Tsurugi, and other scaling relics intended to be relevant across a long campaign.

At the same time, these items are not required to function necessarily as scaling treasures. Every rarity tier can also be used on its own as a complete version of the item. If a campaign calls for only the Rare form of a relic, or if a Game Master wishes to place the Legendary version directly into the world as an endgame reward, that specific rarity can simply be selected and used independentlyl allowing Rarity Varies items to work equally well as evolving artifacts or as separate ready-to-use magic items, depending on the needs of the campaign.

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Item Sets

Some magic items in this manual are also presented as parts of item sets, groups of mythologically linked treasures that belong together through origin, legend, or divine purpose. These sets represent artifacts that are stronger when reunited, reflecting the stories from which they are drawn. A crown, weapon, and sacred ornament might each be powerful on their own, but when gathered by the same bearer, their connection awakens a greater share of their legendary power.

Each item within a set can still be used as a normal magic item by itself, complete with its own rarity, lore, and effects. However, when a creature becomes attuned to all items belonging to the same set, the bond between them grants additional benefits. These bonuses may take the form of new passive properties, enhanced versions of existing abilities, or special effects that only become available once the full set is united.

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A Must-Have for Game Masters and Worldbuilders

With over 300 entries, Mythological Items is a rich resource designed to fuel creativity, deepen immersion, and honor the timeless stories that shaped our world. Whether your players are seeking divine favor or falling victim to ancient curses, these items will elevate your campaign with the weight of legend.

The myths live on - now it’s your turn to wield them.

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Click here to download over 30 pages of preview from our manual.

Also remember to subscribe to the pre-launch page for additional updates and to be notified when the project goes live!

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u/MythosChronicles — 5 days ago
▲ 335 r/DnD5e+13 crossposts

Sword of the Abyss | A Scaling Demonic Blade from Uncommon to Legendary

Here is the Sword of the Abyss, a cursed scaling weapon that evolves from Uncommon to Legendary as its wielder embraces abyssal power, performs forbidden rituals, sacrifices life and magic to the blade, and defeats powerful fiends. By consuming their essence, the sword reflects the brutal nature of demons, forever slaughtering and devouring one another in their endless struggle to grow stronger.

I wanted to create an evil counterpart to a traditional heroic growing weapon. The sword begins as a useful necrotic blade with a weakening aura, but each new rarity brings it closer to its true purpose. It eventually gains the power to summon demons, cast circle of death, restrain enemies with shadowy tendrils, overcome necrotic resistance and immunity, and open a devastating Abyssal Rift around its wielder.

The pages includes several possible advancement paths, allowing the sword to grow by defeating powerful abyssal creatures, absorbing the essence of legendary enemies, accepting dark bargains, feeding on sacrifices, completing forbidden rituals, or damaging the barriers between planes.

Its growth also strengthens its semi-sentient curse. The sword can compel its wielder to attack celestials and devils, and if it becomes powerful outside the Abyss, it may tear open a permanent portal that cannot be closed through ordinary means. At Legendary rarity, that danger becomes alarmingly real.

You can find the complete Sword of the Abyss supplement for free on DMsGuild.

It is also included in many of my discounted bundles on Dmsguild alongside the Growing Magic Items Collection, elemental treasures, and several other standalone relics.

My next Kickstarter, Mythological Items, launches this September with more than 300 magic items inspired by myths and legends from around the world, including many scaling relics.

For my larger projects and full-length manuals, visit my DriveThruRPG. For free previews, new creatures, magic items, and project updates visit r/JonnyDM!

u/jonnymhd — 8 days ago
▲ 15 r/DnD5e

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