r/DnDoptimized

Image 1 — Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign
Image 2 — Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign
Image 3 — Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign
Image 4 — Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign
Image 5 — Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign
Image 6 — Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign
Image 7 — Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign
Image 8 — Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign
Image 9 — Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign
▲ 210 r/DnDoptimized+14 crossposts

Goblin Shadowmancer, Goblin Alchemist, and Goblin King - Expanded Goblins for Your Campaign

These pages are from Goblins & Goblins, my manual focused on expanding goblins into a much wider range of roles, encounters, factions, and campaign tools.

This preview includes the Goblin Shadowmancer, a CR 3 spellcaster built around darkness, fear, teleportation, necrotic magic, and optional shadow traits; the Goblin Alchemist, a chaotic potion-maker with random concoctions, explosive flasks, and extra customization options; and the Goblin King, a CR 4 leader who commands nearby goblins, uses legendary actions, and can turn a messy goblin fight into something much more dangerous.

I wanted Goblins & Goblins to make goblins feel fresh again, not just as disposable low-level enemies, but as tricksters, leaders, weird specialists, faction members, recurring villains, or chaotic allies that can show up at many different levels of play.

What’s Inside?

  • Tons of Goblin Statblocks – From the explosive Goblin Alchemist to the fearsome Goblin King, with extra traits and variants for customization.
  • Unique Goblin Races – Expand your bestiary with Desert Goblins, Sky Goblins, Snow Goblins, and Swamp Goblins, each with unique abilities and lairs.
  • Goblin Campaign Tools – Factions, encounter ideas, trap-filled hideouts, and a goblin name table to enrich your adventures.
  • 75+ Magic Items – From general goblin gear to race-specific magic items tailored for each goblin subrace.
  • VTT & Art Resources – Includes 36 art handouts and 28 creature tokens to bring goblins to life at your table.

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

u/jonnymhd — 4 days ago
▲ 302 r/DnDoptimized+20 crossposts

Extended Preview of Mythological Items, coming soon on Kickstarter!

Hello, fellow adventurers! Today, we are excited to share an extended preview of magic items 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! 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!

u/MythosChronicles — 9 days ago
▲ 2 r/DnDoptimized+3 crossposts

Hell Knight UA still feels too weak (consider moving part of the 7th-level feature to 3rd level)

I just finished reading the latest Villainous Options update, and while the Hell Knight is definitely in a better place than before, it still feels noticeably weaker than most other Fighter subclasses.

For comparison, Battle Master gets maneuvers plus a d8 superiority die, while Psi Warrior can deal extra damage, reduce incoming damage, and gain additional utility through Psionic Energy dice. Meanwhile, the Hell Knight basically gets a d6 of bonus damage, often with fewer uses than those subclasses have available.

One idea I had was to move part of the 7th-level feature down to 3rd level. Not the "Devil's Luck" effect that triggers when you roll a 6 (I'd keep that at 7th level) but the base effects of the feature could be available earlier.

Then at 7th level, the subclass could gain the Devil's Luck bonuses and also recover one use of Infernal Wound whenever the Fighter uses Action Surge or Second Wind.

My goal isn't to make the subclass stronger than other Fighter options. I just think levels 3–6 feel a little empty right now when the main feature is essentially "deal an extra d6 damage."

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u/Mduran02 — 14 days ago