r/DnDBehindTheScreen

Battle Map scaler for printing

Battle Map scaler for printing

Hi all, sharing a hopefully useful resource with you: Battle Map Creator

My girlfriend noticed that for my games, I am often puzzling with how to print battle maps (I like to have them printed physically): getting the scaling right so I don't waste pages, having the grid be the correct size, etc.

To solve this, she's made a free-to-use browser tool (link above and below) that allows you to import a battle map (multiple formats), with or without a grid, and crop & scale it to your desired size.

Please have a look - any feedback appreciated, hope you enjoy it as much as I do!

Battle Map Creator

u/arfir — 2 days ago
▲ 141 r/DnDBehindTheScreen+1 crossposts

A list of ideas to help design a fun encounter

I’m not so much of the “random encounter” team, I really like the combats with custom made difficulties and puzzles. Of course those take a really long time to make, but through the years I found out that I can boil down fun combat ideas to a short collection of categorized gimmicks.

Designing a custom fun combat with those is immensely more doable, and I built the document to make it a step by step process !

You can find it here, it’s a google sheet, there is even a tab with a randomizer and another one with an analysis of the battles in the dimension20 actual play, to pinpoint which design gimmicks were used in each battle episode.

Hope you like it !

edit : added a form in the doc, if you want to submit the battle you made using the framework!

u/Wiziponk — 3 days ago

Optional Beholder Lore Variant.

[Lore Variant] The Two-Front Eye: Solving the Beholder Contradiction

For decades, D&D lore has given us conflicting origins for the Beholder. 3.5e’s Lords of Madness gave us a deeply religious origin stemming from a multiplanar deity called The Great Mother. Then 4e and 5e pivoted, claiming they are absolute, logic-defying aberrations born from the Far Realm that warp reality when they dream.

Furthermore, we’ve always been told Beholders are completely insane and hyper-paranoid. Yet iconic, perfectly sane, and omniscient Beholders like Large Luigi (the Spelljammer bartender who achieved total cosmic knowledge) prove that clarity is possible for their kind.

Here is a worldbuilding framework that solves these contradictions by splitting Beholders into two distinct, ideologically opposed evolutionary lines: The Trueborn and The Far-Warped.

👁️ 1. The Trueborn (Children of the Great Mother)

The Origin: Spawned directly from The Great Mother—a ancient, multiplanar deity of Chaos, Perception, and Reality. Think of her as a lesser Azathoth; she does not sleep, but instead perceives the flawless, un-blurred architecture of the entire multiverse across every dimension and timeline simultaneously.

The Cosmic Receiver: Trueborn Beholders inherit a biological fraction of this unshielded cosmic awareness. Their central eye doesn't just project anti-magic; it tears away illusions to see the raw mathematical data of the universe.

The Root of "Paranoia": A Trueborn isn't hallucinating. Their hyper-brains are constantly calculating parallel timelines. They are "paranoid" because they can literally see the timeline where an ally betrays them, even if that ally hasn't thought of it yet. They isolate themselves in labyrinthine fortresses simply to block out the deafening roar of mortal thoughts and cosmic static.

The Sane Elders (Large Luigi Class): If a Trueborn’s mind successfully develops a structural data-filter to sort this infinite influx of truth, they don't panic at the infinite timelines—they read the entire script of the cosmos from start to finish. They become perfectly sane, detached, and terrifyingly insightful oracles.

🌀 2. The Far-Warped (The Breached & The Mimics)

The Origin: In the ancient past, one or more Trueborn Beholders used their massive perception to peer into the logic-defying voids of the Far Realm. They entered it, and the Far Realm digested them. It violently mutated their lineage, while native Far Realm entities copied the "Beholder form" because it was the perfect evolutionary shape for casting multi-directional spatial decay.

The Infection: These entities bled back into the Material Plane, carrying a mutagenic aura capable of warping local wildlife, humanoids, or even regular Trueborn into eye-stalked aberrations.

The Broken Receiver: Unlike the Trueborn (who see all of reality), the Far-Warped see the breakdown of reality. Their brains are unshielded receivers for a realm where geometry is broken, time doesn't exist, and logic is a lie.

The Madness: They are malignantly, permanently insane. There is no "sane oracle" tier for them. They do not see parallel timelines; they see an invasive, screaming hunger to un-make the laws of physics to allow their alien masters to slip through the cracks of the world.

⚔️ The Unseen Schism: Why Beholders Truly Hate Each Other

This framework gives a profound narrative reason for the Beholder's legendary xenophobia. In older editions, we were told Beholders waged genocidal wars against each other over tiny physical differences (skin texture, eyelid width).

Under this system, that hatred is an existential survival reflex:

A Trueborn Beholder can instantly look at a Far-Warped Beholder and see the sickening, reality-warping geometry of the Far Realm bleeding off its skin. To a Trueborn—who values the absolute, perfect calculation of cosmic reality—the Far-Warped are a cosmic cancer that must be utterly vaporized.

Their reproduction methods reflect this split. When a Trueborn dreams, their hyper-mind calculates a threat so perfectly that it accidentally warps reality, manifesting a rival Trueborn. When a Far-Warped dreams, they open a localized, sleeping rift to the Far Realm, letting a nightmare crawl into the material world.

DM Infiltration: How to Use This in a Campaign

Instead of Beholders just being random dungeon bosses, this sets up a hidden, vicious shadow war right under the players' feet.

Adventurers might breach a terrifying Beholder lair, expecting a tyrannical monster, only to find an ancient, exhausted Trueborn. It isn't trying to conquer the surface world; it is acting as a grim, hyper-calculating warden—using its anti-magic cone and eye-rays to hold shut a deep subterranean rift where the Far-Warped are trying to break through. It might actually negotiate with the players, trading world-spanning secrets if they help it excise a Far-Realm tumor threatening the local bedrock.

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u/Alarpdad — 3 days ago

I got tired of D&D’s lack of Mage Hierarchy, so I made one

Exactly as the title says. This isn’t meant to be taken too seriously, and another DM may have different degrees on power and commonality of magic in their campaigns. But I put so much effort into this for my own sake, that I thought I might as well share it. These rankings are mostly supposed to cover Sorcerers, Warlocks, and Wizards, but fellow DMs may have other uses for these ranks with other classes. These ranks are also supposed to represent age/experience/societal background/talent rather than specializations like Evoker or Necromancer. I often use it as a basis for powerscaling any Homebrew mages I have, and I sometimes directly mention the rank when describing a character, though I almost never mention some of the specific in-game details like spell level. My players also often get an idea of how powerful a character is without getting a guaranteed idea, and since my ranks can be a bit broad in what spells they can cast, it leaves my players guessing, and adds a bit of mystery for them. Also gives variety so that not all mages mesh into the same background of magical power.

With all that said, let’s start!

• Subcategories. if they are mentioned in a rank, they are not official ranks, but rather a way for you to gauge how powerful/experienced an individual within that rank is compared to others of the same rank.

Spellcaster ranks:

-Initiate (Cantrips; possibly knows a single 1st level spell): just starting out, likely in a group. Very basic and general magical practice. Studying for an apprenticeship if they’re not already in one as a very new member.

-Apprentice (1st-2nd level): learning under a master of superior rank. May be with fellow apprentices or by themselves under a master (E.g. Mage, High Mage, Archmage).
Initiate Apprentice (1st-2nd level): They’ve entered into their apprenticeship for a few months or even years.
Senior Apprentice (2nd level; possibly even one 3rd level spell): some groups of apprentices may have a senior amongst them who’s particularly more experienced or studied compared to the rest. They know the master’s hobbies and preferences, where the master keeps their magical materials, involved in the master’s projects, and may even have been allowed to glean directly into the master’s personal tomes… or they secretly looked without permission.

-Mage (3rd-5th level): Qualified mages with varying degrees of skill. Well studied; the standard expectation of what a mage should be.
They’ve completed their apprenticeship, but may have more to learn. Works locally or may work for an organization or even still under an apprenticeship with higher ranks (High Mage, Archmage). If interested, they may have one to any number of apprentices of their own. Contents of estate can be very broad, from living in a small tower and land to owning acres, servants besides their apprentices, and a 2nd-story homestead that they’ve earned themselves or were inherited by a former master.
Senior Mage (3rd-5th level): This is where many mages cap off in their magic for any number of reasons: They’ve achieved their goals, they lack the funds or reading material to improve, they’ve hit a wall in their abilities, or they focused on other things besides their magical might. A mage of this caliber would have a lot of room to enter into the worlds of the political and militaristic alike, enough that their influence in the masses can even rival that of an Archmage.
E.g. A senior mage of a formal military or political group could be powerful enough that at a moments notice, thousands of fellow mages could be moved at the senior’s command to act in times of war, political unrest, or natural disasters. By this point in their life, some senior mages could have apprenticed a comparable size of students who have grown to become powerful mages in their own right, creating vast networks of reach for the senior mage. Some of them could secure appointments with high mages (former apprentices) by a simple request, instantly cutting through lines of red tape compared to others. With enough influence, even an archmage could be strong armed into action by the motives of a senior mage. Some of them could even have contact with beings outside of the mortal plane, with varying degrees of friendship or servitude, leading to a complicated web of connections and possible intrigue.

-High Mage (6th-8th): Extremely mastered in their skills. For every 1000 standard mages, 1-2 reached this level.
Much of the magical, political, or military power that a Senior Mage can do, a High Mage could also have achieved, and the two are very closely intertwined. By this point, power has become very nebulous, and nothing as simple as saying “A is stronger than B.” The only noticeable difference is that a High Mage’s magical prowess could give it more options and broader tactics. A High Mage could mass suggest a scared crowd to action in dire moments, have a Homonculus to help with both paperwork and spy craft, a Simulacrum as a body double, a demiplane panic room, prepare a clone jar for worst case scenarios, or travel to get resources and make deals directly on other planes of existence. Not all High Mages seek power though, mighty as they are. Some can just as easily be holed up in a tower, reading their books, teaching their apprentices, helping their local hometown, & simply enjoying life, only to help major cases when third parties make requests.

-Archmage (9th level): 1 per continent, and even that may be overestimated. So extremely rare to achieve this level, that it’s hard to even graph consistency into their existence. Would not be a stretch to assume that if they’re not running a country, they’re the golden goose of one.
Much of what has previously been established for Mages and High Mages also apply to an Archmage, just with the added effect of doing things like nuking a town with Meteors, killing a person with a single word, or polymorphing themselves into a giant dragon.
In other words, go ham, and use everything previously established into this rank. How would an Archmage affect the world? Have they grown renown? Been to other countries, worlds, or realities? Drink tea with Dragons or have brunch with Angels and Devils? Maybe they only accept one apprentice a decade that show promise to become a high mage or greater? Are they humble or arrogant with the power to back their words? Whatever you do with an Archmage, many people should know of their exploits, even if they don’t know that their local mage eating in that corner of their village bar is an Archmage themselves.

If you made it to the end of this long post, thank you. please feel free to leave a comment, say what you’d use for your campaign, and if this hierarchy was of any help to you.
P.S. I may work in a hedge mage subcategory into one of the ranks to cover that particular genre too. Feel free to comment where you think it should go & what levels it should cover, or if you have a suggestion for a subcategory yourself.

reddit.com
u/PUB4thewin — 6 days ago

A workspace for making random tables

I've made a tool for creating, managing and rolling on custom random tables. It's free and can be used without creating an account. And if you never want to make an account, you can still create entire tables which persist all in your browser's local data.

I imported hundreds of ready-to-use random tables, so you can browse, roll, print, and use them at the table right away. They also show what strong tables look like and highlight the kinds of structures the editor supports.

I’d love to hear from people who enjoy building random tables. No matter how much I work on this editor, there’s always another feature I’m excited to implement, and having feedback guide my to-do list feels like a better direction than only building what seems cool to me.

Random Tables: https://www.finalparsec.com/tools/random_tables

Or you can learn how to build your own tables here.

Credit to u/OrkishBlade for authoring a majority of the tables.

reddit.com
u/Final_Parsec — 5 days ago

Free Adventure: The Statue Heist — plus a website with all the tools to run it at your table [5e, Lvl 3-5, 3-7hrs]

A flying island whodunit — suspects to question, a curator hiding something, and a boss encounter with hand-crafted magic items that reward the player paying attention over the one with the highest damage roll.

The Statue Heist is a free D&D 5e one-shot for levels 3–5, running 3–7 hours depending on your table's pace.

The statues are gone. The sculptor with them. A man everyone trusts is lying. And beneath the earth, something that hasn't moved in centuries is about to.

What's in the adventure

  • Full text with NPCs, locations, and encounter breakdowns
  • Investigation phase with multiple witnesses, clues, and a satisfying reveal
  • A villain with genuinely sympathetic motives
  • Boss fight with 4 enemies and a sealing mechanic — protect the scroll reader for 3 rounds
  • d10 custom magic item loot table found before the finale

The website

Instead of a PDF, the adventure lives on a purpose-built site I originally made for myself — I use Obsidian for notes but wanted everything accessible on any device mid-session. It has:

  • Stat blocks for all enemies
  • Linked spell descriptions (click the name, description opens inline)
  • Initiative tracker
  • Notes system
  • Everything in one tab — no switching mid-combat

Art & credits

Maps and location art are from Cze & Peku — I used the Sky Islands vista, Tailor, Bakery, Magic Popup Shop, Medusa battlemaps and Museum battlemap. The site links directly to each pack. Adventure was inspired by a hook from Dungeon Influence — full credits on the site.

This is my first adventure written for people outside my own table. I've run it once and it landed well, but I'd genuinely value feedback — encounter balance, pacing, anything you'd restructure.

https://max-mgv.github.io/Drifting-Crown-Adventures/index.html

TL;DR: Free 5e one-shot (Lvl 3–5, 3–7hrs). Flying island mystery, underground temple, boss fight with a sealing mechanic. Website has stat blocks, spell lookup, initiative tracker and notes all in one place. Feedback very welcome.

reddit.com
u/Impossible_Pickle941 — 7 days ago

Cartulary: A free single-file worldbuilding tool for DMs

Link: https://drakhanas.itch.io/cartulary

!!UPDATED!!

Quick update for anyone who poked at this since the original post: v1.4 just shipped. The DM/worldbuilder-relevant pieces:

Multi-calendar support. Define additional calendars beyond the primary: one for the elves, one for the dwarves, one for the church that counts years differently from the empire that conquered it. Anchored to your primary via a single absolute-day reference, so the math stays honest when an entry's "Born 472 AY" also needs to render as "Born 1180 IC" from a different culture's frame. Date-bearing fields bind per-entry to whichever calendar fits the culture; cross-entry views carry per-view calendar selectors so you can switch frames at will.

HTML export. One self-contained .html file per world, for handing your players a navigable setting bible they can read in any browser without installing anything. Pre-rendered prose, working cross-references between entries, inlined images, current-moment-aware pin filtering on maps.

Version history. Snapshot-based undo for when you accidentally reset the wrong world. Auto-snapshots every five minutes, manual ones pin indefinitely, pre-import/reset/restore safety snapshots fire automatically. Lives in browser storage, so JSON export is still your canonical save. This is a session safety net, not a backup strategy.

Plus a calendar grid view with seasons and moon phases, the Maps view promoted to its own top-level surface (Cartographia), auto-age and obituary lines on character entries, and a visual design pass across the application. Still single-file, still MIT, still no subscription, still local-first.

   


==================
 
 
 

Cartulary is a worldbuilding tool that ships as one HTML file. You download it, open it in any modern browser, and you have a working app. Your data lives in IndexedDB scoped to that file path. Move worlds between machines by exporting JSON and importing on the other side.

It's free, MIT-licensed, no account required, no telemetry, no server, no internet connection needed after the initial download.

What's in it that matters for DM work

  • 22 pre-built templates covering Characters, Locations, Factions, Religions, Magic Systems, Creatures, Artifacts, Historical Events, Plot Threads, Cultures, Languages, and most things a campaign world contains. Every template is editable, you can delete the ones you don't want, and you can build your own.
  • Custom calendar with user-defined months and eras. Months can have any name and any day count. Era codes can be AD/BC, PR/AR, whatever your setting uses. Dates across the tool validate against your calendar.
  • Wiki-link syntax for cross-referencing entries. Type [[Faction Name]] in any description or note field and it becomes a clickable link. Autocomplete helps you find existing entries.
  • Five ways to look at the connections in your world:
    • A force-directed cross-reference graph that turns into a star map or planar diagram if you drag the nodes around.
    • A radial hierarchy view for any kind of branching structure (planar cosmologies, organizational charts, anything tree-shaped).
    • A family tree with lifespan dates and configurable depth limits.
    • A horizontal timeline with eras and parallel template lanes.
    • Interactive maps with time-aware pins (pins can appear and disappear based on which in-world year you're looking at).
  • Marriage reciprocity built in. Declare one character's spouse and the partner record updates automatically when you save.
  • Lock mode for read-only sharing. If you want to send a player a slice of your world without giving them edit access, the lock toggles all writes off.
  • Export options: Markdown (per entry, per family tree, or whole world), ZIP with embedded images, JSON canonical save format. HTML export is coming in v1.4.

On the architecture

Single file means no installer, no package manager, no version conflicts. If you find a USB stick with cartulary.html on it in twenty years you'll still be able to open your worlds. The whole React app, all dependencies, and all your fonts are inlined in the file. There's no network call after load.

Two builds ship in the zip. A precompiled version for daily use, around 1.8 MB. A JSX-preserved readable version, around 4.8 MB, which anyone can open in a text editor and read the source. That's the canonical source distribution. There's no separate repo, the readable build is the source.

AI disclosure (per Rule 8)

Cartulary is AI-assisted code. I directed the design, scope, schema, and QA. Claude wrote most of the implementation under my direction. The application itself doesn't use AI at runtime, it doesn't call any LLM or generate content for users, and it doesn't phone home. Once on disk it's a static deterministic app. The readable build ships the source so anyone can verify exactly what was built.

Honest limitations

  • Desktop only. The UI uses hover and right-click patterns that don't translate to phones. Mobile is not on the roadmap.
  • Hobby project. I work on it when I want to. No support contract, no release schedule. Bug fixes happen when bugs surface. Features happen when I decide to build them.
  • No multiplayer, no real-time collaboration. The lock mode is the sharing surface and it's read-only.

Current version is 1.3, released today.

u/DataDemon — 8 days ago

Metal Compendium

Hello all,

I come seeking advice and want to share my efforts

I have poured my very heart and soul into this spreadsheet. It is by no means close to being done, especially the pricing. Please do overlook the jumbled mess that is the cost of the metal. I am redoing the economy in my world.

All that said, I would welcome constructive criticism, excluding misspellings. I figured it could help some DMs who wanted a list of the existing and some homebrew metals. I used the D&D wiki for most, but some are from various Reddit posts about what little is known.

\[Google Doc For Metals List\] https://docs.google.com/spreadsheets/d/1kIZH9IvECOOLJn3k4-VGoWdOPFz9-BNH8iIMOW_ErH8/edit?usp=sharing Here's The link to the Google Sheets that has all the metals. It contains all the information I could gather plus some homebrew. It does not promote a product or service. I couldn't get the Excel to work.

THANKS!

u/TheGrandDM — 11 days ago