r/DungeonsAndDragons55e

▲ 12 r/DungeonsAndDragons55e+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 — 17 hours ago
▲ 311 r/DungeonsAndDragons55e+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!

u/Big-Acanthisitta-241 — 17 hours ago
▲ 71 r/DungeonsAndDragons55e+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
▲ 3 r/DungeonsAndDragons55e+1 crossposts

Need help with damage bonus and damage dice in 5.5 (First post here)

English is not my native language, so sorry if you see some errors.

I'm making a build that is working pretty well with a fighter 1 warlock fiend 6. The build is pretty basic, it uses the cantrip that creates a magical pebble that i can put on a sling and throw (my DM is pretty chill and let me have the cantrip besides it being from 5.0) so far the maximum bonus damage i could arrange was 1d8 + 1d6 (true strike) + 1d6 (Hex) + 10. But i want to increase the damage bonus higher, any tip? Regarding the damage dice someone have better options than true strike + Hex?

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u/Teckszank — 2 days ago
▲ 223 r/DungeonsAndDragons55e+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 — 3 days ago
▲ 101 r/DungeonsAndDragons55e+1 crossposts

After Arcana Unleashed, does 5.5e need a martial-focused expansion next?

I’ve been looking through what is coming in Arcana Unleashed, and the amount of new material for magic-heavy characters is pretty substantial.

There are eight subclasses, including four Wizard schools, lots of new and revised spells, more than 20 feats, and a large collection of magic items. There are martial-adjacent options in there too, like Arcane Archer and Warrior of the Mystic Arts, but the whole book is obviously built around magic.

And to be clear, I think that sounds fun. I am not arguing that a book called Arcana Unleashed somehow has too much magic in it.

It just made me realize how much I would like to see the opposite book eventually.

At my table, I think 5.5e has already done a lot to make martial characters more enjoyable. Weapon Mastery in particular has made a noticeable difference. Martial turns feel less like simply walking up and attacking until something dies, and weapon choice actually creates more tactical decisions than it used to.

But I still think there is a lot of unexplored design space there.

I would love to see a full expansion built around martial characters with new Weapon Masteries, Fighting Styles, martial feats, weapons, armor, maneuvers, nonmagical equipment, high-level martial options, and especially more things for martial characters to do outside combat.

Not necessarily just "give Fighters spells without calling them spells," either. I would want systems that actually lean into being exceptionally skilled, strong, fast, tactical, intimidating, resourceful, or legendary without magic being the answer to everything.

So if Arcana Unleashed is effectively the big magic expansion for 5.5e, would you want a martial equivalent next?

And if so, what would you actually put in it?

More subclasses and feats?

Expanded Weapon Mastery?

A maneuver system available to more classes?

Better mundane equipment and crafting?

More out-of-combat abilities for martials?

Or do you think the 2024 PHB already did enough to close that gap?

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u/MyrthDM — 4 days ago
▲ 4 r/DungeonsAndDragons55e+3 crossposts

DnD inspiration

This may be a bit of a silly question but obviously when you are running a DnD session there are certain rules and mechanics a DM has to follow.

I’ve potentially had a bit of an epiphany as a DM. When I run my sessions I like to be fully prepared to the extent I want to know what town the players are in, what’s in that town - potential hooks laid out and also loot and all other gear, shops and food etc. also plans for if the players go “off trail”.

Being honest, how “on the fly” are people when running their sessions? When I say that, do people genuinely just make stuff up trying to be consistent? And if so where do you draw the line? I’m starting to realise I need to go WAY more “along with it” and less every detail planned out. Maybe with a loose session plan.

The other big question is regarding loot - right now I’ll go through the PHB and DM guide for ages trying to find exactly the right treasure for the players to potentially find in the session. Being honest, can I just make this up? Like if I want the players to find a magic amulet - is it normal for me to just “come up with that” and almost create this magic item even though it’s not in the books and if so how do I associate stats etc with that?

And even after that when in combat - should I always have the MM to my side to find stat blocks for creatures my players could maybe face?

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u/Afraid-Frosting1678 — 6 days ago
▲ 335 r/DungeonsAndDragons55e+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
▲ 32 r/DungeonsAndDragons55e+1 crossposts

Did 5.5E actually fix the Ranger, or just make Hunter’s Mark impossible to ignore?

The Ranger has probably been one of the most debated classes throughout 5E, so I was really curious to see whether the revised version would finally make it feel complete.

There are a lot of changes I genuinely like. The class gets more spells, better mobility, Weapon Mastery, Expertise, and free uses of Hunter’s Mark. On paper, it feels more capable and much smoother than the original 2014 Ranger.

But I’m still unsure about building so much of the class around Hunter’s Mark.

At my table, our Ranger felt great during a fight against one large monster. They marked it early, kept landing attacks, and the extra damage felt reliable without costing their limited spell slots. In that kind of encounter, Hunter’s Mark worked exactly as intended.

The awkwardness became more obvious during a fights with several weaker enemies.

The Ranger kept spending their Bonus Action to move the mark from one target to the next as enemies went down. They also considered using Spike Growth to control a narrow passage, but doing that would mean dropping Hunter’s Mark and giving up the spell that the class keeps encouraging them to use.

The general sentiment was: If another concentration spell is better here, why does so much of the class keep pointing back toward Hunter’s Mark?

That summed up my mixed feelings pretty well.

Hunter’s Mark is a useful and thematic spell, especially at lower levels. But there is a difference between giving the Ranger a reliable option and making that option feel like the central answer to how the class is supposed to play.

So how has the revised Ranger worked at your table?

Does Hunter’s Mark feel like a useful baseline, or like a tax on the Ranger’s concentration and Bonus Action?

Are Rangers actually using their other concentration spells regularly?

And overall, do you think 5.5E fixed the Ranger, even if the Hunter’s Mark design is still awkward?

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u/MyrthDM — 9 days ago
▲ 17 r/DungeonsAndDragons55e+3 crossposts

Has making Divine Smite a Bonus Action made Paladins healthier, or just clunkier to play?

I completely understand why Divine Smite needed some kind of limitation in 5.5E.

In 2014, a Paladin could spend several spell slots in one turn, especially after a critical hit, and sometimes remove an important enemy before the encounter had a chance to develop.

Limiting that kind of burst damage seems reasonable.

But I’m less convinced that turning Divine Smite into a Bonus Action spell was the best way to do it.

Just the other day at my table, the Paladin used Lay on Hands to bring an unconscious ally back into the fight, then attacked and rolled a critical hit.

The player immediately reached for the extra Smite dice, then realized they had already spent their Bonus Action on Lay on Hands and could not use Divine Smite.

I’m currently DMing Curse of Strahd for a party of only three characters, so I think the player felt the restriction even more than they might have in a larger group. With so few characters, every turn and every opportunity to deal significant damage can matter a lot.

Their reaction was basically, “So I did the Paladin thing by saving someone, rolled the perfect Paladin critical hit, and now I can’t smite because both abilities use the same Bonus Action?”

It was still a good turn. They rescued another character and landed a critical hit. But it also felt strange that two of the class’s most iconic abilities were competing for the same part of the action economy.

On the other hand, I have also run encounters under the 2014 rules where a Paladin landed multiple attacks, spent several slots, and erased a boss much faster than I expected. I do not particularly miss having to design major enemies around the possibility of one enormous Smite turn.

So I can see why the limitation exists.

I’m just not sure whether Divine Smite needed to become a Bonus Action, or whether simply limiting it to once per turn would have solved the main problem without making the class feel more crowded.

How has it felt at your table?

Does the Bonus Action cost create meaningful decisions?

Does it interfere too much with Lay on Hands, feats, spells, and subclass abilities?

Does the revised Smite still feel satisfying when the Paladin lands a critical hit?

Or do you think controlling Paladin burst damage was worth the extra restriction?

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u/MyrthDM — 13 days ago
▲ 29 r/DungeonsAndDragons55e+3 crossposts

Kindred Rework

A few days ago, the “Bound by Blood” expansion was released on DNDBeyond, adding a new class, “Kindred,” inspired by the vampires from *Vampire: The Masquerade*. I was already hyped when it was announced, and as soon as it was finally released, I bought it right away. Unfortunately, I was a bit disappointed by the class. Even though I thought some aspects of it were really cool, the class felt like it had never been properly tested, and after a one-shot session with the class, my suspicions were confirmed.

Still, this is a labor of love for me—I love vampires, I love VtM, I love D&D, and I usually like Ghostfire Gaming’s products, too. That’s why I’ve spent the last few days sitting down and creating a complete rework of the class to make it more playable and better realize the concept of a proper vampire class in D&D.

This is the first time I’ve attempted something like this, and even though I’m already pretty satisfied with it myself, it would really help me if one of you could read through everything and then give me feedback on what you like, what still needs to be changed, etc.

Once I’ve tweaked everything again, I’ll reach out to the developers on the Ghostfire Gaming server and show them the rework. Even if they probably won’t adopt everything, they might adjust the official class again so we all get a cool and playable Kindred class. Thanks

Here is the Link: https://docs.google.com/document/d/1MVcW5hNnjepswavPHuZIWwe7B2Av4qq0BOF5R8sjiGs/edit?usp=sharing

u/Reveno_ — 13 days ago