dnd-inspiration:

An old man who murders/chases away anyone who tries to step onto his property.

  • Hiding bodies.
  • A monster that feeds off of people, but for some reason can’t feed off of him.
  • His wife is so miserable, she causes those around her to be miserable too. She feeds off of their energy.

DM: The harpy, seemingly non-hostile, approaches you all-

Our bard: I KICK HIM IN THE BALLS

DM: ...harpies are female

Bard: I KICK HER IN THE BALLS

dnd-inspiration:

Important documents have been stolen. Get them back.

  • Invading war plans.
  • Diary of the king.
  • Plans for the king’s guards to murder an entire town, steal the gold, and incite anger towards the enemy by making people think they did it.

How to squash metagaming

d-dplothooks:

Metagaming is an inevitable challenge to face as a DM. Your players most likely have an INT score above 10 and are aware of common tropes and dangers the D&D world has to offer. On top of that, “table talk” and players coaching other players what to do in an encounter (often while they’re not there themselves) can spoil the suspense of a scene. Here are a few tricks I’ve picked up since beginning my campaign to mitigate metagaming and keep players at the edge of the couch. 

Night Shift Notes

When players take the night off and have lookouts take turns keeping watch around the campfire, have the lookout roll Perception. Write what they see on a piece of paper. Be it good news, danger, or nothing out of the ordinary, do this every time one character is visually or audibly checking something out on their own. It beats giving everyone in the party the same visual description simply because one of the PCs rolled high on Perception. Plus, it keeps things moving if you’re managing many party-splitting players at once. 

It’s also fun to leave things ambiguous for that lookout player. Describe sounds that could be tree branches scraping against the window, that could be nothing, but it could also be something… else. This trick may have varying effects, depending on what’s going on in your story. But just like a good horror movie, the simple act of farming out mundane info to just one player can build suspense, and gives a single player a bit of the spotlight as they time-manage what they can do between what their senses can pick up and how fast they can alarm the others of what they think is happening.

Fog of War

Whenever the party explores a dungeon or dangerous area they’re unfamiliar with, try revealing fractions of your playmat at a time. I always show a 15x15 starting point, like the entrance to the dungeon, and show enough in that small space to tease the corridors the PCs can travel down, at the risk of stepping into the unknown. 

You can also draw the map as you go, beginning with a blank canvas and taking your wet erase markers along the path as they explore it. To hint at what’s around the corner, be sure to have audible clues prepped in case someone is waiting before stepping into the next fraction of the map you’ve prepared. 

WIS and CHA Saves

Sometimes a single player is experiencing a condition that removes the option of choice. Perhaps a PC has been charmed in secret, or was possessed while separated from the party. Similar to how I deal with lookout encounters, I write an “If… Then…” guideline to follow, otherwise I let them role-play as normal. 

You’re under the effects of an enchantment spell. If you see one of the royal guard, you must alert them to your presence and the presence of your friends by any means necessary. You otherwise behave completely normal. 

It’s as if you’ve taken on the hatred of someone, or something, that can’t stand the sight of the living. If you hear the sound of laughter or merriment, you must take steps to remove yourself from the area or attack the source of happiness. Whenever possible, find the local gravekeeper: you believe there’s unfinished business with him, though you’ve never seen or met him before. 

Are there special steps you take to squash metagaming at your table? Let me know by reblogging and sharing your wisdom!

D&D Curses

noblecrumpet-dorkvision:

There are initially four different ways to use the Bestow Curse spell in D&D 5e. Those are as follows:

  • Disadvantage on ability checks and saves for one ability score
  • Disadvantage on attacks against you
  • WIS save or do nothing during a given round
  • +1d8 necrotic damage when you damage them

The spell normally lasts for a minute, but if cast with a 9th level slot, it lasts until dispelled, which is worth noting because the best curses last until dispelled. if cast with a 4th level slot, it lasts for 10 minutes. A 5th level slot is 8 hours. A 7th level slot is 24 hours. These all have their uses for creative players, but the best part of the spell by far is the encouragement to invent your own curses, which many players and DMs have taken as a challenge for their own creativity. So while it is certainly not new, it’s my turn to take a crack at it!

Unique Curses

* - A curse marked with an asterisk is a 9th-level only curse due to its powerful detriment or long-lasting nature. But who is to stop you from enchanting an innocuous item with such a curse?

  • Hair Growth/Loss: You are cursed to grow hair at a rapid rate for the duration of the curse or else lose all of your hair (it grows back after the curse ends).
  • Mute/Deaf/Blind: You are rendered either mute, deaf, or blind for the duration of the curse.
  • Forbidden Speech: You are cursed to never speak about a certain subject, topic, or word for the duration of the curse.
  • *Rapid Aging/Deaging: You are cursed to either age by one year each day, or to grow one year younger each day. After you reach your final day, you die.
  • *Phylactery: Your fate becomes tied to a creature or object. If the creature or object is slain/destroyed, you die as well.
  • Ugliness: You are cursed with horrible deformity for the duration of the curse. You have -5 on Persuasion checks and Deception checks for the duration and are easily noticed and shunned by most humanoids of any race.
image

image source: Evil Dead 2: Dead by Dawn

  • Possessed Limb: One of your limbs (usually an arm) acts on its own for the duration of the curse, usually attempting to harm its host, harm others, or sow chaos.
  • Petrified Limb: One of your limbs becomes petrified and is unable to be used for the duration of the curse. It could turn into any solid mineral like stone, iron, glass, salt, or gold. Any damage it takes is retained once the curse is lifted.
  • Funny Looking: For the duration of the curse, anyone who you attempt to communicate with bursts into uncontrollable laughter. This does not prevent hostile creatures from attacking you, but prevents them from speaking.
  • Lichsight: For the duration of the curse, you can see the spirits of the dead. Whether real or illusory, you cannot communicate with them and you must make a WIS saving throw each round or become frightened and run in a random direction or cower in place (50%/50%).
  • Butterfingers: Each round while the curse is active, you must make a DEX saving throw. On a failed save, you drop whatever you are holding and cannot pick up or hold anything for the rest of the round.
  • Forgetful: You have a tendency to forget things. During the curse, whenever new information is revealed to your character, you have a 50% chance to not be able to remember it, even after the curse has ended.
  • *Lady of Shalott: You are doomed to die if you ever lay eyes directly upon another being, and must therefore look at the world through a mirror and avoid direct sight of others. The difficulty of maneuvering a hand mirror or the necessity to close your eyes effectively makes you blinded while in combat, imposing disadvantage on attack rolls.
  • Stingy: During the curse, you must make a WIS saving throw whenever you intend to part with money. On a failed save, you opt not to spend your money on it. You cannot make another such save for the same purchase, even from a different seller.
  • Empty Coinpurse: You are compelled to buy things until all of your wealth has disappeared. You will even go so far as to barter your own goods once out of money. Whenever you find something for sale, you must make a WIS saving throw. On a failed save, you will do anything you can to attempt to purchase it or trade for it. Only if the seller refuses three times will you give up.
  • *Baleful Polymorph: You are transformed into a small creature or tiny animated object for the duration of the curse. You retain the ability to speak using a disembodied voice emanating from the creature or object, usually paired with animation like a moving mouth (if a creature) or a mouth-shaped part (if an object; like a book opening and closing its covers and such). You can move with a move speed of 10 ft. per round if an object.
image

image source: Star vs. the Forces of Evil 

  • Talking Tumor: You grow a tumor-like second head that can speak that embarrasses, berates, or otherwise annoys and inconveniences you. It has +6 for Persuasion, Deception, and Intimidation checks, helping it be a complete jerk.
  • Evil Aura: Plants within 15 ft. of you wilt and turn brown or gray and animals within 60 ft. feel afraid or threatened by you for the duration of the curse.
  • Bad Taste: Eating food or drinking water causes you to become poisoned for 1d6 hours, or for the duration of the curse.
  • Bad Luck: Whenever you have advantage for the duration of the curse, you instead have disadvantage.
  • *Prophecy: You become destined to die under certain circumstances. Whenever it is possible for those circumstances to be met, you must make a relevant saving throw (falling boulder? DEX save. Poisoned apple? CON save. etc.) or begin dying. The victim cannot be threatened by the curse more than once every 2d4 hours. The curse will take increasingly convoluted measures to try and make the prophecy come true the longer the curse lasts.
  • *Guardian: The victim is polymorphed into a hostile creature of CR 6 or less. The victim is given some sort of command like guarding a location or spreading suffering, and will continue to do so until the curse is lifted or they are slain. They revert to their regular form if they are slain. The victim cannot communicate and is hostile to all creatures. The creature becomes immune to the charmed condition.
image

image source: Sleeping Beauty by Henry Meynell Rheam

  • Slumber: You fall into a deep slumber and cannot be awoken until the curse is lifted.
  • Eternal Rest: If slain while under the curse, you cannot be resurrected by any means even after the curse fades.
  • Phantasm: You believe that you have been polymorphed into a small creature (like a toad or chicken) and act as such for the duration of the curse.
  • Unquenchable Thirst/Hunger: You feel eternally hungry and thirsty. You must make a WIS saving throw whenever you encounter food or drink, no matter how dangerous or questionable it might be (swamp water, obviously poisoned food, moldy bread, etc.). On a failed save, you consume it.
  • *Obedience: Whenever someone you can understand issues a verbal command to you while you are cursed, you are compelled to obey. You may attempt a WIS saving throw to resist a given command for one minute.
image

Hold your tongue! (Ella Enchanted)

  • Magical Immunity: You become immune to nonharmful spells for the duration of the curse. Spells cast by enemies or damaging spells still affect you, but healing spells and buffs do not.
  • Unhealing Wound: A wound you have will never heal. Your maximum hit points are reduced by 2d4+the caster’s spellcasting modifier. This curse cannot reduce a creature’s health to 0 in this way.
  • *Wandering: While under the effects of the curse, you are compelled to wander. Each day at dawn, you must leave and never return to the same city/town or 2.5 mile radius (if in the wilderness).
  • *Deadly Descendants: All of your descendants are cursed to kill their birth parents, whether intentionally or not.
  • *Lonliness: You are cursed to die alone. Anyone you become romantically close to or close friends eventually leaves or dies or meets a horrible fate.
  • *Gargoyle: You are petrified during the daytime and return to normal at night for the duration of the curse.
  • Voyager: You cannot set foot on dry land for the duration of the curse, taking 1d6 psychic damage each round that you do.

Removing Curses

Yes, there’s always a Wish spell or a Remove Curse spell, but I often believe that if any cleric can remove a curse it undercuts the drama of the punishing spell. Instead, use an alternative way to remove the curse. Most of it depends on how the curse was placed and the reasoning behind it. For instance, if you refuse to give a gypsy shelter from the cold in your luxurious castle, you might get transformed into a beast until someone falls in love with you. Here are some ways that one could feasibly break a curse (if the situation allows).

  • Give back an item that was stolen from the caster
  • Complete a quest or mission for the caster
  • Kill the caster
  • Pass the curse onto someone else (through some deliberate means like a handshake or kiss or losing a wager)
  • Seek out a powerful extraplanar being
  • Seek out special magical ingredients for a cure
  • Find a loophole in the wording of the curse (either through tricky wording or by finding a liminal loophole. “No man of woman born” could exclude a man born by C-section. “Neither day nor night” could exclude twilight)
  • Change your alignment (an evil or chaotic character learns to be good or lawful.)
  • Change your ideal or traits after learning some sort of lesson
  • Overcome one of your flaws.
  • Let the curse run its course instead of fighting it.
  • Find true love/True love’s kiss etc.
  • Prove your worth to the caster
  • Atone for past sins
  • Selflessly risk your life for someone else
  • Convert a creature to worshiping the caster’s deity
  • Avenge the caster
image

image source: Disney’s Beauty and the Beast (1991)

Feel free to use this list and add to it your own ideas for curses! There are so many possibilities that it’s never out of the question to find a new curse that uses arbitrary magical rules to drive the plot of a story. I guess that makes curses the sitcoms of the fantasy world.

cat-cosplay:
“Remember when faced with adversity… a river cuts through rock, not because of its power, but because of its persistence.
”

cat-cosplay:

Remember when faced with adversity… a river cuts through rock, not because of its power, but because of its persistence.

D&D 5e: Shields?!?

noblecrumpet-dorkvision:

image

image credit: Austin Hsu

Shields exist in D&D 5e. That’s about it. You can bash with em and get +2 AC with em, but that’s all that they do. That’s all the customization that they have. But what about the differences in wood and metal shields? What if I carry a buckler? What about my shield breaking? What if I am a simple weapons guy? Shields were hands-down the best options for soldiers in the middle ages fighting with one-handed weapons so they really should have more mechanics dealing with them. Here are some homebrew rules for shields to let more people use them and make using them more fun!

Some notes I couldn’t fit in any section: Shields went out of style as armor improved. People started using two-handed weapons around the same time full plate armor became widely used. The kite shield was used in a time when leg armor was weak or not worn because it was too heavy and unwieldy. The kite shield’s shape could protect their legs without exposing themselves to attack. Also those shields with holes for lances were largely ceremonial or for jousting tournaments only, not adventuring. Bucklers were the most common for someone who needed to be ready for combat at a moment’s notice, as carrying a shield was really tiring unless you were going specifically to battle. But hey, this is a fantasy RPG so we can do whatever looks badass.

Shields

  • Wooden Shield: +1 AC.
  • Metal Shield: +2 AC. Only creatures proficient with Medium or Heavy Armor can comfortably use a metal shield. Druids are typically forbidden from using a metal shield.
  • Wooden Buckler: No AC bonus. Creatures proficient with Light Armor can wear bucklers. Does not provide an AC bonus against ranged attacks. You can use your reaction to deflect an incoming melee weapon attack that beats your armor class, reducing the damage by 1d4. The buckler has a 50% chance to break when used in such a way.
image

A metal buckler

  • Metal Buckler: +1 AC. Creatures proficient with Light Armor can wear bucklers. Does not provide an AC bonus against ranged attacks. Druids are typically forbidden from using a metal buckler.
  • Wooden Tower Shield: +1 AC. You must be proficient in Heavy Armor and have a STR score of at least 13 to comfortably wield a tower shield. You can plant the shield on the ground to gain partial cover (+2 AC). When using the shield in this way, you only move at half your regular movement speed. The bonus provided by the shield does not grant cover against spell attacks. You have a -1 penalty to attacks while using your tower shield for cover.
  • Metal Tower Shield: +2 AC. You must be proficient in Heavy Armor and have a STR score of at least 15 to comfortably wield a tower shield. You can plant the shield on the ground to gain partial cover (+2 AC). When using the shield in this way, you only move at half your regular movement speed. The bonus provided by the shield does not grant cover against spell attacks. You have a -1 penalty to attacks while using your tower shield for cover. Druids are typically forbidden from using a metal tower shield.

Special Shields

  • Sticky Shield: When a creature misses you with a melee weapon attack, this sticky shield coated in alchemical slime can catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to your shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding
  • Spiked Shield: When you succeed at a Shove attempt when wielding a spiked shield, you deal 1d6 piercing damage to the target. Improvised weapon attacks made using the spiked shield deal 1d6 damage instead of 1d4.
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A dhal shield (Indian spiked shield)

  • Mirrored Shield: Any metal shield treated with alchemical silver. When a ranged spell attack is rolled against the shield’s wielder and the attack misses, the wielder may use their reaction to reflect the spell back at its caster. To do so, the wielder makes an attack roll against the caster using their DEX modifier at disadvantage. If the new attack beats the caster’s AC, the spell affects the caster instead. 
  • Pavise Shield: A tower shield meant for archers to use as cover. It has either a spike on the bottom to be driven into dirt, or a hinged rod to prop it up. Creatures can prop up the pavise shield as an item interaction, or stow it as a bonus action. Once set up, it provides partial cover (+2 AC) for those standing behind it, and it does not move unless hit with a melee attack. You do not need proficiency in Heavy Armor to set up a pavise shield and use it for cover, but using it as a regular tower shield does have this requirement.
  • Tanglevine Buckler: A wooden buckler intricately grown out of vines by wood elves that can be used to deflect ranged attacks as well as melee attacks in the way described above.
  • Stonemountain Shield: A dwarven stone tower shield that requires a STR score of 18 or higher to wield. It can be used to provide ¾ cover (+5 AC) when planted on the ground. In addition, it is resistant to being sundered (see below). It has one additional point of durability.
  • Iron Shield: A metal shield resistant to sundering (see below). It has one additional point of durability.

Shield Interactions

Sundering: You can sunder an enemy’s shield with repeated bashing. You can attempt to hit a creature’s AC minus the bonus provided by their shield to target their shield directly. Each time you hit their shield, roll for damage. For every 7 damage dealt to it, it loses one point of durability. When the last point of its durability is lost, the shield breaks. This also makes it easier for creatures who deal more damage to sunder shields more easily. A magical shield cannot be sundered except by a magical weapon. Use the table below:

  • Wooden Buckler: 1 durability
  • Metal Buckler: 2 durability
  • Wooden Shield: 2 durability
  • Metal Shield: 3 durability
  • Iron Shield: 4 durability
  • Wooden Tower Shield: 3 durability
  • Metal Tower Shield: 4 durability
  • Stonemountain Shield: 5 durability

Group Tactics: Shields for the Romans and Greeks were all about group formations. Greek hoplon shields were held in the left hand and the hoplites would sometimes use their righthand neighbor’s shield to block attacks (leading the right flank to often win battles). Roman scutum shields were sometimes used in a tortoise formation to protect everyone from incoming arrows. Give shield-carrying characters adjacent to one another +1 AC against attacks if they opt to halve their speed and always move together to simulate this.

image

Example of a Roman scutum shield and javelin 

Javelins: So another point on Roman scuta: the legionaries would usually throw a few javelins as they made their initial charge. The purpose was not necessarily to kill the enemies (although I am sure that would be perfectly welcome). The intent was to get the cheap-to-make pointed sticks to impale themselves in the enemies’ scuta. Have you ever tried to hold up a 6-foot javelin sticking straight out from your forearm? Me neither but I would imagine it’s unwieldy. You have to either spend time snapping it or ripping it out or just ditch the shield altogether. Javelins in D&D, however, always have felt stupid. It’s just a basic ranged attack for orcs and goblins. Instead, have creatures just carry a few javelins and let them try to disable the PC’s shields! And let them do the same! To do so, make a sundering attempt (see above). If you remove at least 1 point of durability, the javelin sticks and the unlucky creature either has to drop the shield, spend an action making a STR check to break the javelin, or else live with a -10 move speed reduction and no shield bonus.

dmdorkmaster:

As promised, here is my guide for Magical Plants.

I know it took long, I’ve got my studies to blame for that.

There’s also a variant rule on the first page for those of you who want to use this alongside my Creating Magic Items guide.

Picture from Google.

Enjoy! :)

So how did you get your spells

gamerforgod:

Wizard: through constant study

Cleric: through the grace of my god

Druid: through the blessing of the earth itself

Warlock: through my patron’s knowledge

Sorcerer: Through my ancestor’s power

Bard: Well I just started making fun of a goblin one time and he just like died and it was the weirdest crap ever

odd-starr:

A character for the D&D 5e Homebrew game I run. His name is Dandy(lion) and he’s a moss golem


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